KETERAMPILAN SOSIAL MELALUI BOARD GAME “GROW-VENTURE”
DOI:
https://doi.org/10.51878/community.v7i1.16526Keywords:
Keterampilan sosial; Siswa SMP; Board game; Grow-VentureAbstract
The transitional phase from childhood to early adolescence, spanning ages 12 to 15, represents a critical and multifaceted developmental stage. Students within this age bracket generally attend Junior High School and face complex social adaptation demands. These relational demands are frequently hindered by insufficient social competence, making structural school-based support essential. Addressing this imperative, an educational board game named "Grow-Venture" was developed, integrating the five core dimensions of the Interpersonal Competence Questionnaire (ICQ). This community engagement initiative aimed to assess students' social skill profiles and introduce an interactive intervention tool within the school setting. Conducted at a public junior high school in North Jakarta, the program engaged 35 students in psychoeducational socialization and ICQ administration, alongside five representative students executing the live gameplay simulation. Quantitative evaluation employed descriptive statistical analysis on the five ICQ dimensions using a 1–5 Likert scale, benchmarked against a theoretical midpoint of 3.00. The empirical findings demonstrated high competence across initiation (mean = 3.58), negative assertion (mean = 3.42), emotional support (mean = 3.74), and conflict management (mean = 3.61). Conversely, the self-disclosure dimension yielded a lower mean of 3.08 with several individual items falling below the neutral threshold, highlighting an empirical requirement for continued institutional facilitation to foster open personal expression.
ABSTRAK
Masa transisi kanak-kanak ke masa remaja awal pada usia 12–15 tahun merupakan fase perkembangan yang krusial sekaligus kompleks. Rentang usia ini umumnya dialami oleh siswa pada jenjang Sekolah Menengah Pertama (Junior High School). Kebutuhan adaptasi interaksi sosial yang intensif di sekolah sering kali berbenturan dengan keterbatasan keterampilan sosial siswa. Berdasarkan permasalahan tersebut, dirancang sebuah media pembelajaran interaktif berbasis permainan papan, yaitu board game "Grow-Venture", yang mengadaptasi lima dimensi Interpersonal Competence Questionnaire (ICQ). Program kemitraan ini bertujuan untuk memetakan profil keterampilan sosial siswa sekaligus mengenalkan media intervensi edukatif di lingkungan sekolah. Pengabdian masyarakat ini dilaksanakan di salah satu SMP Negeri di Jakarta Utara dengan melibatkan 35 siswa dalam sesi sosialisasi dan pengisian kuesioner ICQ, serta lima siswa sebagai perwakilan simulasi permainan langsung. Evaluasi kuantitatif dilakukan melalui analisis deskriptif terhadap skor rata-rata (mean) lima dimensi ICQ berbasis skala Likert 1–5 dengan batas nilai tengah teoritis 3,00. Hasil pengukuran menunjukkan rerata skor dimensi initiation sebesar 3,58, negative assertion sebesar 3,42, emotional support sebesar 3,74, dan conflict management sebesar 3,61, yang seluruhnya berada pada kategori tinggi. Sementara itu, dimensi self-disclosure memperoleh rerata 3,08 dengan beberapa butir berada di bawah nilai tengah, menandakan perlunya ruang aman berkelanjutan bagi siswa untuk mengekspresikan diri secara terbuka.
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