Simulation-Based Assertive Cards (SIMBA Card): A Classical Guidance Intervention to Promote Assertive Behavior among Senior High School Students
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Assertive behavior, classical guidance, simba card, simulation gameAbstract
High school adolescents often experience difficulties in expressing their thoughts, feelings, and desires honestly and assertively without violating the rights of others. This study aimed to examine the effectiveness of classical guidance services using a simulation game, Simulation Based Assertive Cards (SIMBA CARD), in developing assertive behavior among senior high school students. The study employed a quantitative approach with a pre-experimental design, specifically a one group pretest posttest design. The population consisted of 10th grade students, and the sample comprised 31 students selected through simple random sampling. Data were collected using an Assertive Behavior Scale adapted from the theories of Alberti and Emmons and Rathus and Nevid and were analyzed using descriptive statistics and the paired samples t test with IBM SPSS Statistics 25. The results showed that before treatment, all students (100%, n = 31) were in the low category of assertive behavior, with a mean score of 24.35. After three intervention sessions, conducted during the second to fourth of five meetings, students’ assertive behavior shifted to the moderate and high categories, with the mean score increasing to 48.71. The paired samples t test yielded a mean paired difference of −24.35, t(30) = −16.234, p < .001, indicating a statistically significant difference between the pretest and posttest scores. These findings indicate that classical guidance services using the SIMBA CARD simulation game were associated with improved assertive behavior among senior high school students. School counselors are encouraged to integrate this interactive medium into classical guidance curricula.
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