scholarly journals Parenting Islam dalam Menekan Kecanduan Game Online pada Remaja

2021 ◽  
Vol 17 (1) ◽  
pp. 21-38
Author(s):  
Iqbal Bafadal

This research is motivated by the author's attention to online game addiction in adolescents. The focus studied in this study is how the Islamic parenting method in tackling teenagers who are addicted to online games. This study uses a qualitative approach through data collection with an interview, observation, and documentation techniques. The results of this study show that teenagers need a long time to play online games starting from 3 hours to 18 hours every day so that it can interfere with other activities, weak parenting from parents provides opportunities for children to play online games as widely as possible. The breadth, as well as the Islamic parenting method that is carried out and given maximally by parents, can suppress addiction and dependence on online games through exemplary methods, habituation, advice, attention, and punishment.

Author(s):  
Ahmad Munawir

AbstractThis study examines the dangers of online games on children's language behavior. This research uses a qualitative approach with descriptive type. The data collection method uses observation by describing the results of video observations that show the interaction of children while playing online games. The online game that was studied was Playerunknown’s Battlegrounds (PUBG). The data obtained are then analyzed interactively by means of reduction, presentation, and drawing conclusions. The results showed that when playing online games children absorb a lot of abusive / negative language so that the language behavior becomes distorted. Words or terms that are often used by children such as dogs, idiots (monks), monkeys, bencong (sissy), dogs, idiots / idiots / fools (stupid), dick (male genitalia), tampol (slap), son of a bitch (bastard (slap) brash), and tonjok (hit). It was concluded that online games make many children absorb abusive or negative language so that the language behavior becomes bad. It is recommended to parents, teachers and policy makers not to recommend children to play online games that are specifically violent and have a verbal interaction menu.


2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.


Guidance ◽  
2020 ◽  
Vol 17 (02) ◽  
pp. 9-20
Author(s):  
Sofyan Abdi ◽  
Yeni Karneli

This study aims   to describe the application of individual counseling services to counselees who are addicted to online games. The object of this study is a 19-year-old man who lives in the Bekasi area. This problem is researched using a qualitative approach with the type of case study research. The data were collected through interviews, observation and documentation. The data collected is descriptive qualitative using an interactive analysis model. The results of the research are presented through the dynamics of BMB3 in individual counseling services carried out in several stages, including: (1) Delivery; (2) Scoping; (3) Interpretation; (4) Development; (5) Assessment. The application of individual counseling is directed towards structured positive behavior that is seen through the process of thinking, acting, acting and being responsible for oneself. The results of this study indicate that individual counseling with the concept of BMB3 is effective for the problem of online game addiction.


Ta dib ◽  
2020 ◽  
Vol 23 (1) ◽  
pp. 113
Author(s):  
Muhamad Disra Saputra ◽  
Marjohan Marjohan ◽  
Safrizal Safrizal

The aim of this study is to describe the game addiction behavior and its effect on mental health of teenagers. This study used qualitative method. The data collection was carried out in three ways:  interview, observation, and documentation. The data were analyzed by using Miles and Huberman’s theories. In order to maintain the validity, the researcher did triangulation techniques. The results of the study showed that online game addiction had an effect on several domains, namely a sense of dependency that was marked by disability to withdraw from the desire to play games. Accordingly, the gamers frequently declared that their life without online gaming was empty. They were  intolerance to the use of time, as they said that the time needed to play online games was uncertain, and their disability to control their emotions due to defeat during the games.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-15
Author(s):  
Galuh Anggraini Perwira Sari ◽  
Uswatun Hasanah

Online games are very popular among teenagers and adults, because there are many enthusiasts. If the players are constantly without self-control from teenagers and adults, they will become addicted to online games. Feeling lonely makes teens and adults vent through playing online games. This study aims to determine the relationship between Lonliness and Online Game Addiction in students who are not settled in a boarding house (Nduduk) at IAIT Kediri. With a sample of 40 students who did not settle in a boarding house (Nduduk), data collection was obtained from the results of a list of statements or questionnaires for Loneliness and Addiction to Online Games. This type of research is quantitative by using correlational research methods namely Product moment correlation analysis. Correlation test results obtained correlation coefficient values ​​of 0.556 Sig: 0.00 which means there is a relationship with the criteria being between the Loneliness variable with Addiction to Online Games.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2015 ◽  
Vol 32 (21) ◽  
pp. 3205-3225 ◽  
Author(s):  
Jae Yop Kim ◽  
Jeen Suk Lee ◽  
Sehun Oh

Drawing on the cognitive information–processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents’ OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed.


Author(s):  
Tengku Irmayani ◽  
Muryanto Amin ◽  
Evi Novida Ginting

The study describes how to analyze and create a policy model in the preservation of Lake Toba based on the values of local wisdom by the Parmalim community. Parmalim religion is the religion of Batak people since a long time ago that teaches the concept of ‘Ugasan’ which means the balance life between man and nature, where a man can cultivate the nature and protect it from the damage. The study used a qualitative approach and data collection techniques through in-depth interviews and observation. The study site in Desa Hutatinggi, Kecamatan Laguboti, Kabupaten Toba Samosir where the majority of Parmalim Community lived there and also in the villages of Parmalim communities around the Lake Toba. Results from this study are that there are some living habits by Parmalim Community in preserving the nature as selective logging, replant the trees and preserve the purity of the water, especially Lake Toba (Marpangir) as part of the rituals of their faith. The results also explain that the habit of conserving nature is still run by the community Parmalim although generally do not have the support of the people around them, especially from governments. Based on the research results, it is suggested to create a policy model for local authorities to preserve Lake Toba based on Parmalim’s local wisdom so local wisdom and Lake Toba can be maintained.


2021 ◽  
Vol 2123 (1) ◽  
pp. 012005
Author(s):  
Syafruddin Side ◽  
Abdul Saman ◽  
Nur Rezky Ramadhan ◽  
Sahlan Sidjara

Abstract This study aims to determine the accuracy of Runge kutta order-4 (RK-4) and order-5 (RK-4) as a solution to the SEIRS numerical model for online game addiction in mathematics students at Universitas Negeri Makassar. The model used in online game addiction is the Suspected-Exposed-Infected-Recovered-Suspected (SEIRS). This is a quantitative research with secondary data obtained from a closed questionnaire where students were given several answer choices. It starts by examining the SEIRS model of online game addiction, before determining general solutions using the RK-4 and RK-5 techniques. The model is then analyzed and simulated using RK-4 and RK-5 techniques, which are compared to determine the most accurate one. The results show that the SEIRS simulation model is accurate for predicting the number of online game addictions. Furthermore, the Runge-Kutta technique can be used to observe the trend of increasing cases of online games among students. The numerical simulation showed that the RK-4 technique is more accurate than the RK-5 when the population is larger. The simulation results of the SEIRS model using MAPLE provided an estimated increase in online game addiction that can be used by students and their parents to limit the number of permits associated with launching online games.


Al-MAJAALIS ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. 55-79
Author(s):  
Misbahuzzulam ◽  
Farhan

Marriage is a fitrah for every human being, marriage is a door for the meeting of two hearts in the shade of social life that lasts for a long time, in which there are various rights and obligations that must be carried out by each party to get a decent, happy life. harmonious, and get offspring. In Surat Al-Nisa' verse 34, Allah Subhanahu wa Ta'ala explains how to build an ideal household life. This study focuses on (1) the interpretation of Surat Al-Nisa' verse 34, (2) the ideal household concept according to experts, and (3) the correlation between Surat Al-Nisa' verse 34 and the ideal family concept. The approach in this study is to use a qualitative approach. While the type of this research is library research, the techniques in data collection are first, tracing the interpretation of Surat Al-Nisa' verse 34 in several commentaries. Second, explore the ideal family concept according to experts. Third, analyze and find a correlation between Surat Al-Nisa' verse 34 and the ideal family concept. The result is that Surat Al-Nisa' verse 34 with the ideal family concept is interrelated. The importance of maintaining the rights and responsibilities of each family member is the most important thing in forming an ideal family, as stated in the verse.


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