Abstract
Some elementary school students still have difficulty understanding others' feelings, while guidance and counseling media that focus on empathy stimulation are still limited. This study aims to analyze needs, describe a prototype, and test the feasibility and practicality of the Empathy Puzzle game media for elementary school students. This development research (R&D) applies the 4-D model (Define, Design, Develop, Disseminate), which is limited to the Development stage without conducting product effectiveness testing. The study was conducted at SD Negeri 106153 Medan. Data were collected through observation, interviews, and questionnaires, then analyzed descriptively qualitatively and quantitatively. The results of the needs analysis indicate that teachers and students require concrete media that is interesting and interactive. The prototype was designed based on the cognitive and affective components of empathy. The feasibility assessment from media experts reached 91.07% and material experts 93.75% (very feasible category). The user practicality test obtained a percentage of teacher responses of 92.59% and student responses of 94.46% (very practical category). The conclusion of the study shows that the Empathy Puzzle media meets the criteria for feasibility and practicality very well, so it is ready to be used as an alternative media to support guidance and counseling services for elementary school students.