scholarly journals The analysis of cognitive restructuring techniques effectiveness to reduce the online game addiction

2020 ◽  
Vol 4 (2) ◽  
pp. 104
Author(s):  
Nuzuli Rahmatillah ◽  
Farida Agus Setiawati

In schools there are still many students who experience academic disorders such as lazy learning, often neglecting assignments, often skipping school, this is because one of them is because students are addicted to playing online games. This study aims to analyze the effectiveness of cognitive behavioral therapy (CBT) counseling with cognitive restructuring techniques to reduce online game addiction behavior of students. This research is a quantitative study with a quasi-experimental method. The population in this study were students who were addicted to online games. Sampling using a purposive sampling technique, so that the subjects in the experimental group were 8 students and the control group was 8 students. Data collection was done using online game addiction scale that has been tested for validity and reliability. Data analysis using score gain testing. The results showed that CBT cognitive restructuring techniques were effective in reducing online game addiction on students. The CBT cognitive restructuring techniques are effective in reducing online game addiction on students.

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.


2020 ◽  
Vol 2 (4) ◽  
pp. 305-319
Author(s):  
Mariani Mediatrix Mone ◽  
Imelda F. E. Manurung ◽  
M. K. P. Abdi Keraf

Abstract. Online games are games that are accessed online by many players using the internet network. Excessive use of online games can lead to online game addiction. Teens who spend their free time playing online games have the opportunity to experience online gaming. This study aims to see the effect of online game addiction on self-efficacy in adolescents in Sikumana Village, Kupang City. The sampling technique in this study used the Slovin formula with 100 adolescents and 17-21 years old as many as subjects. This hypothesis reveals that online game addiction has a negative effect on adolescents in Sikumana Village, Kupang City. The analysis used in the study used simple regression analysis. This is indicated by a constant value of 28,432; this means that if online game addiction (X) is 0, then the self-value is 28,432. The regression coefficient for the online game addiction variable (X) is - 0.104, meaning that if online game addiction increases by 1%, then self will decrease by 0.104.


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. 


2018 ◽  
Vol 13 (1) ◽  
pp. 10-17
Author(s):  
Renidayati . ◽  
Suhaimi .

Excessive use of online games in adolescents can lead to addiction. Online game addiction is associated with limited time of rest, insomnia, sleep deprivation, academic decline, decreased self-esteem, and decreased life satisfaction with everyday life. Through Assertive Training Program and Psycho-educational Program in Families are expected to improve the ability of self-esteem, assertiveness and knowledge of teenagers to prevent the Online Game Addiction. The study design "Quasi-experimental pre-post test without control group" with an intervention of assertive Training Program and Psycho-Educational Program in Family. The results showed a difference of average in self-esteem, assertive behavior and knowledge of Online Games in the intervention group were given assertiveness training program and Psycho-educational program before and after the intervention with P value of 0.000 (p <0.05). Expected that exercise of assertive program and Psycho-Educational Program in Families can be used as a model in the prevention of online game addiction in adolescents, for nurses, counseling teachers in schools, and in communities


2020 ◽  
Vol 4 (1) ◽  
pp. 41-46
Author(s):  
Rischa Pramudia Trisnani ◽  
Silvia Yula Wardani

  THE EFFECTIVENESS OF PEER COUNSELING TO REDUCE ONLINE GAME ADDICTION IN MIDDLE SCHOOL STUDENTS. The ease of using the internet is currently widely used by teenagers to operate online games. Online games are games that can be played together through a network. The high frequency of online game usage results in teens experiencing online game addiction. Friends are people outside the family who can provide comfort for teenagers. Through peer counseling, they hope to be able to exchange ideas and assess which actions are necessary or not to take. The purpose of this study is to test the effectiveness of peer counseling to reduce online game addiction in students. The method used in this research is experimental research. The design of this study was pre-experimental design. The sampling technique in this study used porposive sampling where the sample was selected by students who were addicted to online games. Based on the sig (2-tailed) value of 0,000 which is <0.05, it can be concluded that there is a difference between the pretest and posttest scores or effective peer counseling to reduce online game addiction in students.


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.


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)


2021 ◽  
Vol 5 (1) ◽  
pp. 16-25
Author(s):  
Indah Andriani Ansar ◽  
Fatmawati ◽  
Haerati

Adolescence is one of the transitional periods of human development, where a person cannot be called an adult but no longer a child. The biggest users of online games in Indonesia are teenagers, where for teenagers playing online games is not a strange thing. pleasure and fun when playing games causes feelings of helplessness or inability to stop playing online games, so that in the end it affects other activities that are usually done daily. Knowing the effect of cognitive behavior therapy on online game addiction in adolescents at SMAN 7 Bulukumba in 2020 ". The design in this study is quantitative using research design, pre and post control group design, the sample of this study was 34 respondents who were divided into 2 groups (experimental and control), where the experimental group was given cognitive behavior therapy and the control group as a comparison. . The results of the analysis using the paired T test statistical test with a level of confidence (α = 0.05). Based on the results of this test. It was found that the p value in the experimental group was 0.000 and the p value in the control group was 0.163. So Ho was rejected and Ha accepted. The conclusion of this study is that there is an effect of cognitive behavior therapy on online game addiction in adolescents at SMA Negeri 7 Bulukumba in 2020, researchers suggest that more attention is needed to adolescents who are addicted to online games so as not to cause harm in the future.


2020 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Vina Anggia Nastitie Ariawan ◽  
Endah Sulistyani

This research aims to test the effect of video on the listening skill of fourth-grade students. The research used a quasi-experimental method with a non-equivalent control group design. Therefore, the populations were fourth-grade students of Ggugus Dewi Sartika Majenang and the sample of this research based on a purposive sampling technique. In addition, the research sample was selected by two schools with the same number and characteristics of students. Furthermore, the data collection technique used a listening skill test. Before carrying out the research, the researchers conducted a test of listening skills to be tested for validity and reliability. The results of the validity test showed if the question of the listening skill test in the valid category. The students did a listening skill test and the result was analyzed using inference statistics. The results of the research indicated that students who were treated with video had better listening skills than students who were not treated. Moreover, the researcher concludes that the video had an effect on the listening skill of fourth-grade students.


2019 ◽  
Vol 1 (1) ◽  
pp. 108-114
Author(s):  
I Made Wirta

The main objective of the present study is to investigate the effect of implementing innovative learning approaches upon English students’ achievement. The study was quasi experimental study using the post-test only control group design involving 35 students altogether selected using census sampling technique. The instrument which is used to gather data in the study was test. There were two tests used to gather intended data. They were linguistic test and student achievement test. The obtained data were analyzed statistically using descriptive and inferential analysis. The analysis of covariance was conducted to test the hypotheses.


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