scholarly journals HUBUNGAN KECANDUAN GAME ONLINE DENGAN KOMUNIKASI INTERPERSONAL DAN INTERAKSI SOSIAL REMAJA

2019 ◽  
Vol 1 (2) ◽  
pp. 71
Author(s):  
Ah Yusuf ◽  
Ilya Krisnana ◽  
Achmad Ibrahim

Pendahuluan: Game online memberikan pengaruh besar pada penggunanya. Pengguna game online cenderung mangalami kecanduan (addiction) pada permainan yang disukainya, ditandai dengan bermain > 4-5 jam perhari, selalu memikirkan game online meskipun tidak bermain game, dan selalu mengutamakan bermain game online dari pada aktivitas yang lain. Tujuan dari penelitian ini adalah untuk mengetahui hubungan kecanduan game online dengan komunikasi interpersonal dan interaksi sosial remaja.Metode: Rancangan penelitian dengan pendekatan Cross-Sectional. Besar sampel pada penelitian ini adalah 210 siswa. Teknik sampling yang digunakan adalah simple random sampling. Data dianalisis dengan menggunakan analisis spearman rho’s dengan derajat signifikansi α=0,05.Hasil: Hasil penelitian menunjukan bahwa komunikasi interpersonal (p = 0,027 dan r = - 0,152), dan interaksi sosial (p = 0,000 dan r = 0,248 berhubungan dengan kecanduan game online.Kesimpulan: Kecanduan game online memiliki hubungan dengan komunikasi interpersonal, semakin tinggi kecanduan game online maka semakin rendah komunikasi interpersonal yang dihasilkan. Kecanduan game online  memiliki hubungan dengan interaksi sosial, semakin tinggi kecanduan game online maka semakin rendah interaksi sosial yang dihasilkan. Introduction: Online games have a big influence on users. Users of online games tend to experience addiction in the game they like, marked by playing> 4-5 hours per day, always thinking of online games even if they don't play games, and always prioritize playing online games rather than other activities. The purpose of this study was to determine the relationship of online game addiction with interpersonal communication and social interaction in adolescents.Method: Research design with Cross-Sectional approach. The total sample is 210 respondents. The sampling technique uses simple random sampling. Data were analyzed using spearman rho's analysis with a significance level of p <0.05.Results: The results showed that the one associated with online game addiction was interpersonal communication (p = 0.027 and r = - 0.152), and social interaction (p = 0,000 and r = 0.248).Conclusion: Online game addiction has a relationship with interpersonal communication, the higher the online game addiction, the lower the interpersonal communication produced. Addiction to online games has a relationship with social interaction, the higher the addiction to online games, the lower the social interaction produced.

2018 ◽  
Vol 8 (1) ◽  
Author(s):  
Taqiyyah Barroh Thoyyib ◽  
Yunik Windarti

The purposed to find out the relationship between the knowledge about implant and implant contraceptive used of acceptors at BPS Farohah Gresik. Implant is one of hormone contraceptive methode with high effectiveness. But, know fact that there were acceptors refused to use implant. The caused factor is the less off acceptors knowledge about implant. Therefore, this research was purposed to find out the relationship between the knowledge about implant and implant contraceptive used of acceptors at BPS Farohah Gresik. The type of this research was analytic by cross sectional methode. The population involved 42 acceptors of hormonal contraceptive who attended on June at BPS Farohah Gresik. 38 respondents were taken as the samples using simple random sampling technique. The independent variable was knowledge where as, the dependent one was the used of implant. Questionnaires was used to collect the data. Analyzed by using MannWhitney test with the significance level α = 0,05. The result of this research showed that most of respondents (60,5%) had less knowledge and almost all respondents (89,5%) did not use implant. Furthermore, the statistic test has obtarned p = 0,039 < α = 0,05. So H0 was refused that there was a relationship between knowledge about implant and the used of implant contraceptive at BPS Farohah Gresik. The research concluded that the less of acceptors knowledge about implant. The used of this contraceptive is vower. Hence, the health workers should improve the counselling and implant extension to people.


2020 ◽  
Vol 9 (1) ◽  
pp. 20-41
Author(s):  
Ahmad Khairul Nuzuli

Awalnya game diciptakan untuk menghilangkan kejenuhan, namun intensitas bermain game online yang tinggi mengakibatkan adiksi dan memberikan dampak negatif. Penelitian ini bertujuan melihat pengaruh pengaruh intensitas bermain game online PUBG dan persepsi interpersonal terhadap efektivitas komunikasi interpersonal. Teori yang digunakan adalah Teori Atribusi. Populasi penelitian adalah mahasiswa Universitas Amikom Yogyakarta yang aktif bermain PUBG. Jumlah sampel penelitian dalam penelitian ini sebanyak 100 orang yang dipilih dengan menggunakan purposive sampling. Metode analisis data menggunakan analisis regresi sederhana dan regresi berganda dengan bantuan SPSS 25. Hasil penelitian menunjukkan adanya pengaruh signifikan intensitas bermain game online PUBG dan persepsi interpersonal terhadap efektivitas komunikasi interpersonal. A game was created to eliminate boredom, but the intensity of playing games would lead to game addiction and give negative impacts. This study aims to look at the effect of PUBG online game and interpersonal perception on the effectiveness of interpersonal communication among players by employing Attribution Theory. The sample was 100 students at Amikom University of Yogyakarta who actively played PUBG online game. The sample was selected using a purposive sampling technique. Data were analysed using simple and multiple regression analyses using SPSS 25. The results of the study showed that there was a significant influence of playing PUBG online games and interpersonal perception on the effectiveness of interpersonal communication. 


2020 ◽  
Vol 8 (2) ◽  
pp. 18
Author(s):  
Fraldy Robert Mais ◽  
Sefti S.J. Rompas ◽  
Lenny Gannika

Abstract: Online games are a means of entertainment that is often used by Adolescents. Excessive use of this online game can make the users become addicted to online games. Adolescents  who are addicted to playing online games will use their time to play, and forgot other activities like taking a rest and sleeping. it can make them experience insomnia sleep disorders. The purpose of this research is to find out the relationship between online game addiction with insomnia in adolescent in Senior High School 1 Tondano. This research used descriptive analytic with Cross Sectional Study approach. The sampling technique used purposive sampling, with a total sample of 68 adolescents. The results of statistical test studies using Spearman test at a significance level of 95% or α = 0.05, obtained a significant value, r = 0.003 <α = 0.05. Conclusion there is a significant relationship between online game addiction with insomnia in adolescents. Suggestions are expected for schools and parents to supervise teenagers in playing online games, and for teens to improve their self-control in playing online games and pay attention to time to rest and sleep.Key Words : Online Game Addiction, Insomnia, Adolescent Abstrak: Game online merupakan suatu sarana hiburan yang sering digunakan oleh para remaja. Penggunaan yang berlebihan terhadap game online ini dapat menyebabkan para penggunanya mengalami kecanduan game online. Remaja yang mengalami kecanduan dalam bermain game online akan menggunakan waktunya untuk bermain, sehingga mereka melupakan aktivitas  istirahat dan tidur. hal tersebut dapat membuat mereka mengalami gangguan tidur insomnia. Tujuan untuk mengetahui hubungan antara Kecanduan game online dengan insomnia pada remaja di SMA N 1 Tondano. Desain Penelitian yang digunakan yaitu Deskriptif Analitik  dengan pendekatan Cross Sectional Study. Teknik pengambilan sampel menggunakan Purposive Sampling, dengan jumlah sampel sebanyak 68 remaja. Hasil Penelitian uji statistik menggunakan uji Spearman pada tingkat kepercayaan 95% atau α = 0,05, didapatkan nilai r = 0,003 < α = 0,05. Kesimpulan terdapat hubungan yang signifikan antara kecanduan game online dengan insomnia pada remaja. Saran diharapkan bagi pihak sekolah dan orang tua untuk mengawasi para remaja dalam bermain game online, dan untuk remaja agar supaya dapat meningkatkan kontrol diri dalam bermain game online serta memperhatikan waktu untuk istirahat dan tidur.                       Kata Kunci : Kecanduan Game online¸Insomnia, Remaja


2021 ◽  
Vol 3 (1) ◽  
pp. 16
Author(s):  
Dessy Putri Pratiwi ◽  
Linda Dewanti ◽  
Dominicus Husada

AbstrakLatar Belakang: Mayoritas kejadian stunting pada balita terjadi pada negara berkembang, salah satunya adalah Indonesia yang mencapai 29,6% pada tahun 2017. Pendidikan orang tua, pendapatan dan jumlah balita dalam keluarga menjadi faktor risiko terjadinya stunting. Penelitian ini bertujuan untuk mempelajari faktor kejadian stunting pada balita di sebuah desa Kabupaten Tasikmalaya. Metode: Penelitian ini merupakan analitik observasional dengan pendekatan cross sectional. Jumlah sampel sebanyak 120 balita diambil dengan teknik sampling simple random sampling. Variabel independen dalam penelitian ini adalah pendidikan orang tua, jumlah balita, dan pendapatan keluarga. Variabel dependennya adalah stunting. Instrument yang digunakan adalah kuesioner. Untuk mengetahui tingkat signifikasi, data yang terkumpul akan diuji dengan uji statistik spearman rho pada tingkat kemaknaan α=0,05. Hasil: Hasil penelitian diketahui bahwwa 35,8% orang tua responden berpendidikan terakhir SMA, 79,2% keluarga memiliki <2 balita dalam rumah, 84,2% keluarga termasuk pada pendapatan golongan menengah kebawah, dan 30,8% balita mengalami stunting. Hasil analisis bivariat menunjukkan bahwa pendidikan orang tua memiliki p value=0,489 (ayah) dan 0,926 (ibu), jumlah balita (p value= 0,246), dan pendapatan keluarga (p value=0,548). Kesimpulan: Pada penelitian ini, jumlah balita dalam keluarga merupakan faktor kejadian stunting di sebuah desa Kabupaten Tasikmalaya. AbstractBackground: The majority of stunting occurrences in children occur in developing countries, one of which is Indonesia which reached 29.6% in 2017. Parent education, income amount of children in family are risk factors for stunting. This study aims to study incidence factor of stunting at a village in Jawa Barat. Methods: This study is an observasional analytic research with cross-sectional approach. A total sample is 120 children was taken by simple random sampling technique. The independent variable in this research is parent education, amount of children, and family income, and the dependent variable is stunting. The measuring tool used in this research is the questionnaire. To determine a significant level, the collected data will be tested by spearman rho at significance level α=0,05. Results: The results of the study revealed that 35.8% of the respondents' parents were last high school, 79.2% of the families had <2 toddlers in the home, 84.2% of the families were included in the income of the middle to lower classes, and 30.8% of the children had stunting. The results of bivariate analysis showed that parent education had a p value = 0.489 (father) and 0.926 (mother), the number of children (p value = 0.246), and family income (p value = 0.548). Conclusion: In this study, the number of children in the family was a factor in the incidence of stunting in a Tasikmalaya Districts.


2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Farida Umamah

The purpose of this study is to analyze relationship between snack consumption in the morning with morning sickness level at pregnancy mother in first trimester in working area of Private Practical Midwife (PPM) Ida Ayu Becirongengor Sidoarjo. The purpose of this study is to analyze relationship between snack consumption in the morning with morning sickness level at pregnancy mother in first trimester in working area of Private Practical Midwife (PPM) Ida Ayu Becirongengor Sidoarjo. Design study is analytic with cross sectional approach, the population were all pregnancy mother in first trimester in working area of Private Practical Midwife (PPM) Ida Ayu Becirongengor Sidoarjo with amount 30 person. Sample were 28 respondents, taken by simple random sampling technique. Independents Variable was snack consumption in the morning with morning, dependent were morning sickness level. Data were taken by using questioner and analysed using Rank Spearman test with significance level α = 0,05. Result study show that most of respondents (70,4%) consuming snack consumption in the morning, and most of them (67,9%) had mild morning sickness level. Result of Rank Spearman test got  = 0,004 (α = 0,05) means there is relationship between snack consumption in the morning with morning sickness level. It’s conclusion is consuming snack in the morning can help to reduce symptoms of nausea and vomits. So, suggested to all pregnant mother have more desirable to find same more information about the pregnancies, specially consuming snack in the morning to be the main alternative handling morning sickness.


2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Taqiyyah Barroh Thoyyib ◽  
Yunik Windarti

The purposed to find out the relationship between the knowledge about implant and implant contraceptive used of acceptors at BPS Farohah Gresik. Implant is one of hormone contraceptive methode with high effectiveness. But, know fact that there were acceptors refused to use implant. The caused factor is the less off acceptors knowledge about implant. Therefore, this research was purposed to find out the relationship between the knowledge about implant and implant contraceptive used of acceptors at BPS Farohah Gresik. The type of this research was analytic by cross sectional methode. The population involved 42 acceptors of hormonal contraceptive who attended on June at BPS Farohah Gresik. 38 respondents were taken as the samples using simple random sampling technique. The independent variable was knowledge where as, the dependent one was the used of implant. Questionnaires was used to collect the data. Analyzed by using Mann-Whitney test with the significance level  α = 0,05. The result of this research showed that most of respondents (60,5%) had less knowledge and almost all respondents (89,5%) did not use implant. Furthermore, the statistic test has obtarned p = 0,039 < α = 0,05. So H0  was refused that there was a relationship between knowledge about implant and the used of implant contraceptive at BPS Farohah Gresik. The research concluded that the less of acceptors knowledge about implant. The used of this contraceptive is vower. Hence, the health workers should improve the counselling and implant extension to people.


2020 ◽  
Vol 14 (1) ◽  
pp. 1
Author(s):  
Rainatha Anggreyani ◽  
Nopi Nur Khasanah ◽  
Herry Susanto

Background: Teens of online game users from year to year have increased. The impact of online games on children are depression, anxiety, and social phobia will get worse and academic achievement will decrease. In addition, the addiction to online games can lead to the emergence of aggressive behavior in adolescents. Researcher is interested to examine the correlation between online game addiction with aggressiveness behavior in adolescents in Semarang game center.Methode: The design of this study is quantitative and type of  the research used Cross sectional study. The data were collected by using questionnaires. The number of respondents is 40 people used total sampling technique. The data obtained is processed statistically by using somers'd test.Result: Based on the results obtained from 40 respondents, with the characteristics of respondents 30% aged 18 years. The results showed that 52.5% showed addiction to heavy online games, 32.5% showed a moderate online game addiction and 15% showed an addiction to light online games. A total of 17.5% showed severe aggressiveness, 77.5% showed moderate aggressiveness and 5% showed mild aggressiveness.Conclusion: There is a significant correlation between online game addiction and aggressive behavior in adolescents in Semarang game center (p = 0.042), with weak correlation (r = 0.290)


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.


Author(s):  
Ulva Noviana

Sibling rivalry is the natural jealousy or dislike feeling of a children to a new child in the family. Preliminary study result obtained 6 (60%) children have sibling rivalry. The purpose of the study was to analyze the relationship of parent role in anticipatory guidance sibling rivalry and emotional intelligence with sibling rivalry incident in preschooler. The design of this research is correlational analytic with cross sectional approach. The independent variable is the parent role in the anticipatory guidance sibling rivalry and emotional intelligence, while the dependent variable is sibling rivalry. The unit of analysis of this study is preschool children who have younger siblings, and the source of information is parents, the sample of 37 children with simple random sampling technique. The data collected from these three research variables used questionnaires. The statistical test using spearman rank with α (0,05). The result of the statistical test shows the value of p value with the alpha significance level α (0,05), mean value of p value < α, so H0 is rejected and H1 accepted, it means there is relation of parent role in anticipatory guidance sibling rivalry and emotional intelligence with incident sibling rivalry preschooler. The results of this study is expected parents can perform its role in anticipatory sibling rivalry and improve the emotional intelligence of children to avoid sibling rivalry between siblings


2015 ◽  
Vol 6 (2) ◽  
Author(s):  
F Firdaus ◽  
Ayun Nif’ah

This research is to observe the purpose of this study was to analyze the influence of breastfeeding toward the development of children aged 6 - 12 months living in RW 04 Sambibulu Village, Taman Sub-district, Sidoarjo. The design of  research was analytic  retrospective  study. The population involved 29 couples with their children aged 6  -  12 months living in the above mentioned region. The simple random sampling technique was used to take 27 couples as the samples of research. The independent variable of this research was breastfeeding, whereas the dependent one was  the child’s development. Questionnaires of breast and checklist of KPSP (Pre Screening Questionnaire for Child Development) were used to collect the data which analyzed by using Mann-Whitney’s statistic test with the significance level α = 0.05, it means that there was a relationship between breastfeeding and  the development of children p (0.000) < α (0.05)


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