EFEKTIVITAS LAYANAN BIMBINGAN KELOMPOK DENGAN TEKNIK ROLE PLAYING UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA
DOI:
https://doi.org/10.51878/secondary.v6i4.16054Abstract
ABSTRACT
Learning motivation is an important aspect in supporting students’ engagement in the learning process. Based on initial observations of students in class X-7 at SMAN 1 Nguter, several students appeared less enthusiastic, tended to be passive, and had difficulty maintaining focus during learning activities. This study aimed to examine changes in students’ learning motivation after receiving group guidance services using the role playing technique. The study employed a quantitative approach with a pre-experimental method and a one-group pretest-posttest design. The research was conducted from September 3 to 17, 2026. The participants were 8 students selected through purposive sampling based on the criteria of having completed the pretest, obtained the lowest learning motivation scores, and being willing to participate in the entire series of services. The research instrument was a learning motivation questionnaire consisting of 33 items covering six indicators of learning motivation. Group guidance services using the role playing technique were provided in two sessions, each lasting 1 × 45 minutes. The data were analyzed using descriptive statistics and the Wilcoxon Signed-Rank Test. The results showed an increase in the mean learning motivation score from 69.75 on the pretest to 104.88 on the posttest, with an increase of 35.13 points. The Wilcoxon Signed-Rank Test yielded Z = -2.524 and Asymp. Sig. (2-tailed) = 0.012 (< 0.05), with all participants showing increased scores. The main limitation of this study was the small sample size of only 8 students and the absence of a control group. The findings indicate a change in students’ learning motivation following the intervention, suggesting that role playing can serve as an alternative guidance and counseling technique to support the improvement of students’ learning motivation.
ABSTRAK
Motivasi belajar merupakan salah satu aspek penting dalam mendukung keterlibatan siswa dalam proses pembelajaran. Berdasarkan observasi awal pada siswa kelas X-7 SMAN 1 Nguter, ditemukan beberapa siswa yang terlihat kurang bersemangat, cenderung pasif, dan kurang fokus dalam mengikuti kegiatan pembelajaran. Penelitian ini bertujuan untuk mengetahui perubahan motivasi belajar siswa setelah diberikan layanan bimbingan kelompok dengan teknik role playing. Penelitian menggunakan pendekatan kuantitatif dengan metode pre-eksperimental dan desain one-group pretest-posttest. Penelitian dilaksanakan pada tanggal 3-17, September 2026. Subjek penelitian berjumlah 8 siswa yang dipilih melalui teknik purposive sampling berdasarkan kriteria telah mengikuti pretest, memperoleh skor motivasi belajar terendah, dan bersedia mengikuti seluruh rangkaian layanan. Instrumen penelitian berupa angket motivasi belajar yang terdiri atas 33 butir pernyataan dengan enam indikator motivasi belajar. Layanan bimbingan kelompok dengan teknik role playing diberikan dalam dua kali pertemuan, masing-masing berdurasi 1 × 45 menit. Data dianalisis menggunakan statistik deskriptif dan Wilcoxon Signed-Rank Test. Hasil penelitian menunjukkan peningkatan rata-rata skor motivasi belajar dari 69,75 pada pretest menjadi 104,88 pada posttest, dengan selisih peningkatan sebesar 35,13 poin. Hasil uji Wilcoxon Signed-Rank Test menunjukkan nilai Z = -2,524 dan Asymp. Sig. (2-tailed) = 0,012 (< 0,05), dengan seluruh subjek mengalami peningkatan skor. Keterbatasan penelitian ini adalah jumlah subjek yang hanya terdiri atas 8 siswa dan tidak adanya kelompok kontrol. Hasil penelitian menunjukkan adanya perubahan motivasi belajar setelah pemberian layanan, sehingga teknik role playing dapat menjadi salah satu alternatif layanan bimbingan dan konseling dalam membantu meningkatkan motivasi belajar siswa.
Downloads
References
Andeska, F., & Sukma, D. (2024). Efektivitas layanan informasi dengan teknik role playing untuk meningkatkan motivasi belajar siswa SMAN 2 Palembayan. ALSYS, 4(4), 450–460. https://doi.org/10.58578/alsys.v4i4.3477
Anisahria, A., Ratu, B., & Suhrah, S. (2025). Group counseling role playing technique to increase learners’ self-confidence. Jurnal Bimbingan dan Konseling Pandohop, 5(1), 51–58. https://doi.org/10.37304/pandohop.v5i1.16692
Auraa, I., Järvelä, S., Hassan, L., & Hamari, J. (2023). Role-play experience’s effect on students’ 21st century skills propensity. The Journal of Educational Research, 116(3), 159–170. https://doi.org/10.1080/00220671.2023.2227596
Dierendonck, C., Tóth-Király, I., Morin, A. J. S., Kerger, S., Milmeister, P., & Poncelet, D. (2023). Testing associations between global and specific levels of student academic motivation and engagement in the classroom. The Journal of Experimental Education, 91(1), 101–124. https://doi.org/10.1080/00220973.2021.1913979
Dimas, Ferdiansyah, M., & Yulianti. (2026). The effect of group guidance with role playing techniques on increasing student learning motivation. Jurnal Kopendik, 5(1), 43–52. https://online-journal.unja.ac.id/kopendik/id/article/view/53057
Hendrawan, H., Sulisetijono, S., & Rakhmawati, Y. (2025). Pengaruh model pembelajaran role playing terhadap motivasi, hasil belajar, dan keterampilan kolaboratif siswa kelas XI IPS pada pembelajaran Biologi. Journal of Innovation and Teacher Professionalism, 3(2), 363–373. https://doi.org/10.17977/um084v3i22025p363-373
Humpherys, S. L., Bakir, N., & Babb, J. (2022). Experiential learning to foster tacit knowledge through a role play, business simulation. Journal of Education for Business, 97(2), 119–125. https://doi.org/10.1080/08832323.2021.1896461
Ilhamuddin, M. F., Suyanto, K. D., Santoso, O., & Fitriani, D. N. (2024). Tahapan bimbingan kelompok: Landasan teoritis dan praktis dalam fasilitasi pengembangan individu dan kelompok. Edukatif: Jurnal Ilmu Pendidikan, 6(1), 107–115. https://doi.org/10.31004/edukatif.v6i1.5967
Joring, N., Galugu, N. S., & Fahmi, A. (2026). Pengaruh layanan bimbingan kelompok dengan teknik role playing terhadap peningkatan motivasi belajar siswa SMPN 10 Palopo. FOKUS (Kajian Bimbingan & Konseling dalam Pendidikan), 9(1). https://journal.ikipsiliwangi.ac.id/fokus/article/view/28865/8260
Juang, A. R., Puspitarini, I. Y. D., & Minna, M. F. (2025). Peningkatan motivasi belajar peserta didik melalui layanan bimbingan kelompok dengan teknik role playing. Global Research and Innovation Journal, 1(2), 1764–1768. https://journaledutech.com/index.php/great/article/view/374
Kharismaylinda, J., Dewi, I. S., Lubis, L. S., & Azzahra, L. D. (2025). Peran layanan bimbingan kelompok dalam meningkatkan motivasi belajar siswa: Kajian pustaka. Invention: Journal Research and Education Studies, 6(1), 285–290. https://doi.org/10.51178/invention.v6i1.2496
Khasanah, N., Fardana, Y., & Inganah, S. (2025). Application of role playing method in improving students’ learning motivation on human developmental stages in elementary school. Jurnal Pendidikan Edutama, 12(1), 120–130. https://ejurnal.ikippgribojonegoro.ac.id/index.php/JPE/article/view/5024
Meirani, M., Kalsum, U., & Monica, H. A. (2024). Analisis meningkatkan motivasi belajar siswa melalui model Jigsaw pada mata pelajaran IPS kelas IX di SMPN 17 Kota Bengkulu. EDUNOMIA: Jurnal Ilmiah Pendidikan Ekonomi, 5(1), 42–48. https://doi.org/10.24127/edunomia.v5i1.6001
Mulia, F. D., Rahman, K. A., & Rahmayanty, D. (2023). Pengaruh layanan bimbingan kelompok teknik role playing terhadap motivasi belajar siswa. Jurnal Bimbingan dan Konseling Ar-Rahman, 9(1), 69–76. https://doi.org/10.31602/jbkr.v9i1.11586
Sadif, R. S., Samsaifil, Tarno, & Stevania, W. (2024). Improving students learning motivation trough group guidance services. Santhet (Jurnal Sejarah, Pendidikan dan Humaniora), 8(2), 12345–12349. https://doi.org/10.36526/santhet.v8i2.4165
Salmawati, S., Saman, A., & Latif, S. (2024). Efektivitas konseling kelompok dengan teknik role playing untuk meningkatkan motivasi belajar siswa broken home di SMA Negeri 1 Watopute. Al-Irsyad: Jurnal Pendidikan dan Konseling, 14(2), 174–185. https://jurnal.uinsu.ac.id/index.php/al-irsyad/article/view/22610/9438
Sanjaya, N. A. (2022). Teknik role play dalam bimbingan dan konseling. Al-Kamilah: Jurnal Bimbingan dan Konseling Pendidikan Islam, 1(1). https://jurnal.uin-antasari.ac.id/index.php/jbkpi/article/view/8663
Septiani, D., Madira, J., Utami, D. K., Cahyani, B., & Dewi, R. S. (2025). Efektivitas teknik role playing dalam layanan bimbingan kelompok untuk pengembangan sosial dan emosional peserta didik. Jurnal Pendidikan dan Ilmu Sosial, 3(2), 375–384. https://doi.org/10.54066/jupendis.v3i2.3207
Septiani, E., & Mellisa, M. (2024). Motivasi belajar peserta didik di masa pascapandemi Covid-19 dalam pembelajaran Biologi kelas XI IPA SMA Negeri 2 Pekanbaru. BIODIK, 10(3), 400–415. https://doi.org/10.22437/biodik.v10i3.23523
Shao, Y., Kang, S., Lu, Q., & Zhang, C. (2024). How peer relationships affect academic achievement among junior high school students: The chain mediating roles of learning motivation and learning engagement. BMC Psychology, 12, 278. https://doi.org/10.1186/s40359-024-01780-z
Valenzuela-Peñuñuri, R., Tapia-Fonllem, C. O., Fraijo-Sing, B. S., & Manríquez-Betanzos, J. C. (2024). Academic motivation and affective engagement toward science and math: The mediating role of self-efficacy. Frontiers in Education, 9, 1385848. https://doi.org/10.3389/feduc.2024.1385848
Wang, X. (2022). Enhancing Chinese EFL students’ academic engagement: The impact of L2 enjoyment and academic motivation. Frontiers in Psychology, 13, 914682. https://doi.org/10.3389/fpsyg.2022.914682
Yang, G., Zheng, D., Chen, J.-H., & Zeng, Q.-F. (2024). The effects of a role-play-based micro-game strategy on students’ computational thinking, learning engagement and learning motivation. Interactive Learning Environments, 32(9), 5331–5347. https://doi.org/10.1080/10494820.2023.2223239
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 SECONDARY: Jurnal Inovasi Pendidikan Menengah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
















