High School Students Understanding of the Risks of Online Game Addiction

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.

2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


2016 ◽  
Vol 5 (3) ◽  
Author(s):  
Fauzan Jafri

This research is motivated by the level of junior high school students' mathematical problem solving was still low. Based on the preliminary study which conducted by one of the schools in Batam shows the average score for mathematics was 62 for 100 scale. The purpose of this study is to obtain and investigate the improvement of students' problem-solving mastery on relations and functions material as the effect of  PAKEM model. The research method which used is pre-experiment and with one group pretest-posttest design. The subjects of this study were VIII grade students of one of the first junior school in Batam at odd semester 2015-2016 academic year, totally 32 students.  Sample of this research were taken by random sampling technique. Students’ problem solving mastery was measured by using problem-solving test, whereas the students’ problem-solving mastery improvement between before and after the concept of effect size implementation was calculated to find the effect size of applying the PAKEM model. The result showed that the effect size of applying the PAKEM model on improving problem solving mastery is 3.3, it means, the PAKEM model implementation on improving problem-solving mastery on function has a strong influence. It can be concluded that the PAKEM model implementation can improve problem solving mastery.


Author(s):  
Tri Anjar

Abstract: The process of preparing to take the test SNMPTN is something that often makes prospective students experiencing various problems. I prepare for the selection of the necessary physical, material, and also psychological. This research was initiated from the problems that occurred in the preparation of the admission public universities by students coming from private schools . These problems such as high school rules violations / lack of discipline, learn less motivated to learn. This condition greatly affects the readiness of students to achieve success SNMPTN pass. This study aimed to describe the readiness of high school students college entrance exams and the role of BK teacher / school counselor. The study population is students of SMA Muhammadiyah 1 Metro are 212 students. This type of research is quantitative descriptive, and the questionnaire used as an instrument of collecting data. The results showed that the average score of 80.53 with an average percentage of 26.84%, are in the category is not ready. BK teacher's role in preparing students in private schools that help students related to school by making a counseling program, either individually or in the classical style. Increase cooperation with fellow teachers and parents and guardians to fostering the development of children's potential.Keywords: Readiness, Students, Counselor role


2021 ◽  
Vol 26 (5) ◽  
pp. 445-452
Author(s):  
Abd. Aziz ◽  
Bagus Wahyu Setyawan ◽  
Kundharu Saddhono

The development of computer technology gradually increases. An artificial intelligence-based system also begins to be developed and used in various fields. One product of artificial intelligence is an expert system, used for psychological field. This study aimed to explain and describe the using of expert system to diagnose online game addiction to Junior High School Students. This is based on online game addiction phenomenon happening to Indonesian student especially in Junior High School. The implementation of this expert system used certainty factor method. Steps for developing this system were divided into four, namely designing expert system or architecture of expert system, representing knowledge, designing database, and testing and implementing the system. The results indicate that this system is divided into two domains, including user and admin. The user domain is provided for users who are willing to do online consultations using system expert application. Meanwhile, the admin domain is provided for an admin to manage each datum and question from the user who conducts an online consultation. From 1000 samples, it is obtained that 69% amongst total samples of Junior High School Student have a low-level addiction to online game, 25% experience medium-level addiction, and 6% are highly addicted.


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.


Author(s):  
Iga Vinaya Aginza ◽  
Maghfirotul Lathifah

 This study aims to determine the effectiveness of using the cynema therapy media in group guidance to increase student self-efficacy. This research approach is quantitative. This type of research uses the One Group Pre-Test Post-Test Design research design. This study consisted of the dependent variable, namely self-efficacy and the independent variable, namely group guidance services using cynema therapy media. The population in this study were high school and vocational high school students in RT 3 and 4 in Kepuh Kiriman village, from that population, 5 students were taken using a purposive sampling technique. The results of this study indicate that there is an increase in the average score of students' self-efficacy in Kepuh Kiriman village from the pre-test average score of 36.2 in the low category and the average score after the student was given treatment, the average post-test result was 66 high category. Thus, it proves that there is a significant influence on the use of cynema therapy media in group guidance to increase student self-efficacy.


2019 ◽  
Vol 3 (2) ◽  
pp. 103
Author(s):  
Khadijah Lubis ◽  
Daharnis Daharnis ◽  
Yarmis Syukur

In adolescence, the competence of interpersonal relations develops and increase. However, students still face some problems during puberty. These include being ostracized, mocking each other, an unpleasant class atmosphere, isolations, and selfishness. To overcome these problems, guiding and counseling services are needed. Nevertheless, for it to be effective, it is important to understand students' interpersonal issues accurately. The purpose of this study therefore was to describe the nature of interpersonal relationships among students in junior high school. The sample population consisted of 133 junior high school students selected by proportional random sampling technique. Furthermore the instrument used is the scale of interpersonal relations with reliability 0.881. Data analysis used a quantitative approach with descriptive methods. The results therefore showed interpersonal relationships among students were advanced, having an average score of 206.77 and anachievement rate of 78%. The findings of this study might be used by counselors to improve students' interpersonal relationships.


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