scholarly journals Tingkat Adiksi Game Online Siswa SMPN 13 Padang

2019 ◽  
Vol 19 (3) ◽  
pp. 684
Author(s):  
Nia Fitri Yanti ◽  
Marjohan Marjohan ◽  
Rika Sarfika

The incidence of online game addiction in teenagers of Indonesia is increasing every year. This lead to the impact of teenager’s behavior. This study aims to determine online game addiction level of teenagers in SMPN 13 Padang. The design of this study uses the descriptive analyst. The sample in this study is the students of SMP N 13 Padang with the number of respondent who had online games experience is 88 teenagers by using stratified random sampling. The research instrument used is GASA (Game Addiction Scale Assessment). The results showed that the average online game addiction average score was 63,32 in intermediate level of addiction.  This means that the teenagers of SMPN 13 Padang need to be given an intervention to decrease their addiction level and prevent further negative effect for their productive life. It is suggested that mental nurses can collaborate with the school and the education office to conduct cognitive behavior therapy on an ongoing basis in an effort to prevent online game addiction.

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.


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):  
Atik Rohmawati Mulyaningsih ◽  
Tantut Susanto ◽  
Latifa Aini Susumaningrum

Playing online games is a favorite activity for adolescents to fill their free time. This habit affects the occurrence of addiction if done for a long time. In addition, the long duration of play leads to sedentary lifestyle behaviors, which contribute to overweight among adolescents. The purpose of this study was to identify the relationship between online gaming addiction and being overweight among adolescents in Jember district. The cross-sectional study design was conducted among 162 overweight students from 16 senior high schools in Jember with stratified random sampling. The development of the Indonesian online game addiction questionnaire is used to assess online game addiction, weight scales, and stature meters are used to measure body mass index (overweight). The Spearman Rank test was performed to answer the objective of this study. The results of this study indicate that body mass index in 162 adolescents is overweight (Median=1,44; Standard Deviation=0,26) which indicates obesity. Adolescents who were identified as having addiction in the study were (27,2%) and mild addictions were (72,8%). There was a significant relationship between online game addiction and overweight (r=0.212 ; p-value = 0.007). The sedentary lifestyle of online game addiction contributes to the occurrence of overweight among adolescents. Therefore, regular physical activity patterns need to be applied to reduce sedentary lifestyle and overweight problems among adolescents.ABSTRAKBermain game online menjadi kegiatan favorit bagi remaja untuk mengisi waktu luang. Kebiasaan ini berdampak pada terjadinya kecanduan jika dilakukan dalam waktu yang lama. Selain itu, durasi bermain yang cukup lama mengarah pada perilaku gaya hidup yang menetap, yang berkontribusi pada terjadinya kelebihan berat badan di kalangan remaja. Tujuan dari penelitian ini adalah untuk mengidentifikasi hubungan antara kecanduan game online dan kelebihan berat badan di kalangan remaja di Kabupaten Jember. Desain penelitian cross sectional dilakukan di antara 162 siswa yang kelebihan berat badan dari 16 SMA di Jember dengan stratified random sampling. Kuesioner The development of Indonesian online game addiction questionnaire digunakan untuk menilai kecanduan game online, timbangan berat badan dan stature meter digunakan untuk mengukur indeks massa tubuh (kegemukan). Analisis uji menggunakan uji spearman rank untuk menjawab tujuan penelitian ini. Hasil penelitian ini menunjukkan bahwa indeks massa tubuh pada 162 remaja adalah (M = 1,44; SD = 0,26) didapatkan median >1 untuk Z score antropometri yang mengindikasikan kegemukan. Remaja yang diidentifikasi mengalami kecanduan pada penelitian adalah (27,2%) dan kecanduan ringan adalah (72,8%). Terdapat hubungan yang signifikan antara kecanduan game online dan kegemukan (r = 0,212; p value = 0,007). Gaya hidup menetap dari kecanduan game online berkontribusi terhadap terjadinya kegemukan di kalangan remaja. Oleh karena itu, perlu diterapkan pola aktivitas fisik secara teratur untuk mengurangi gaya hidup yang menetap dan masalah kelebihan berat badan di kalangan remaja. [Penel Gizi Makan 2020, 43(1):11-20]


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.


Author(s):  
Irmayani Irmayani ◽  
Muhammad Anas

Research objectives 1) determine the symptoms of students addicted to the online game Mobile Legend. 2) find out the factors that influence students addicted to the Mobile Legend online game. 3) find out the impact of Mobile Legend online game addiction on students. 4) the role of self-management techniques to reduce addiction to the Mobile Legend online game. This research is qualitative with a type of case study research. The research subjects are 2 students who are addicted to the legendary online mobile game. The research instruments used were interviews, observation and documentation. Research results: 1) Symptoms of students who are addicted to online games: a) cognitive salience b) behavioral salience c) euphoria d) external conflict e) internal conflict f) tolerance g) withdrawal symptoms. h) relapse and reinstatement 2) Factors affecting students addicted to online games are: a) reward, feedback on games b) reduce boredom towards real life c) eliminate the loneliness streotype d) social inability for players who are addicted e) low self esteem and self efficacy f) virtual environments. 3) The impact on students' learning achievements addicted to online games namely; lazy to do the task, low report card grades, feeling weak and lacking enthusiasm when I wake up in the morning, and his emotions are not stable, enthusiasm for learning is low. 4) Tutor teacher's efforts to overcome online game addiction on two students namely: a) Using an individual counseling approach, b) Conducting home visits.


Author(s):  
Khadijah Ratna Widiyani ◽  
Fereza Amelia ◽  
Aulia Chairani

Technology advancement that wasn’t dealt with wisely could lead to some problems, one of the exampel is online game addiction, a global sensation that spread through even to Indonesia. There are 4,388 millions of internet user all over the world, with a penetration of 57%, and 30% of them use the internet to play games online, with the prevalention of internet addiction in teenagers higher in Asian countries rather than in America or Europe. One of the symptoms of online game addiction is spanding and wasting too much time in playing online games resulting in lack of sleep and poor sleep quality that could hinder daily function. This study was done to determine the association between online game addiction and sleep quality of children at SMP Teratai Putih Global Bekasi. This is an observational analytic study with cross-sectional design using validated Indonesian Online Game Addiction Questionnaire and Pittsburgh Sleep Quality Index. There are a total of 51 samples in the study, the sampling was done with stratified random sampling. The result of the bivariate analysis in this study is that there is a significant association between online game addiction and sleep quality (p = 0,001, CI = 95%) of children at SMP Teratai Putih Global Bekasi 2020. Only a few research have been conducted on the association between online game addiction and sleep quality, there’s not enough scientific explanation on the phenomenon, so further research is needed. Keywords: online game addiction, children, sleep quality, SMP AbstrakPerkembangan teknologi yang kurang bijak menimbulkan beberapa masalah, salah satu contoh masalah yang muncul adalah adiksi game online yang telah menjadi hiburan global termasuk di Indonesia. Terdapat 4,388 juta pengguna internet di seluruh dunia dengan penetrasi sebesar 57%, dan sebanyak 30% dari jumlah tersebut bermain game secara online, dengan prevalensi adiksi internet pada remaja lebih tinggi di Asia dibandingkan Amerika atau Eropa. Salah satu bentuk gejala dari adiksi game adalah menghabiskan waktu untuk bermain game online yang membuat penderita kekurangan jam tidur sehingga dapat membuat kualitas tidur penderita adiksi menjadi buruk dan menggganggu fungsi kehidupan sehari-hari. Penelitian ini dilakukan untuk menilai hubungan antara adiksi game online tersebut dengan kualitas tidur pada anak di SMP Teratai Putih Global Bekasi. Penelitian ini bersifat analitik observasional dengan desain cross-sectional menggunakan kuesioner Indonesian Online Game Addiction dan Pittsburgh Sleep Quality Index yang telah tervalidasi. Pengambilan sampel sebanyak 51 responden dilakukan secara stratified random sampling. Hasil analisis bivariat penelitian mengatakan adanya hubungan yang signifikan antara adiksi game online dengan kualitas tidur (p = 0,001, CI = 95%) pada anak di SMP Teratai Putih Global Bekasi Tahun 2020. Penelitian tentang hubungan adiksi game online dan kualitas tidur masih sangatlah sedikit, belum terdapat penjelasan ilmiah yang lengkap terkait fenomena ini, sehingga dibutuhkan penelitian lebih lanjut.


2019 ◽  
Vol 10 (1) ◽  
pp. 115
Author(s):  
Dwi Christina Rahayuningrum ◽  
Zabidah Putit ◽  
Ira Erwina

ABSTRAK Adiksi game online saat ini menjadi permasalahan global. Adiksi game online akan membuat pemainnya asik bermain game online hingga melupakan waktu dan menimbulkan hal negatif seperti melupakan kewajiban dan terganggu pola tidur. Faktor yang mempengaruhi adiksi game online motivasi dan dukungan sosial teman sebaya, motivasi yang tinggi bisa dari diri sendiri dan lingkungan akan mempengaruhi adiksi seseorang terhadap game online. Tujuan dari penelitian ini untuk mengetahui hubungan motivasi dan dukungan sosial dengan adiksi game online pada remaja. Penelitian ini merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang bermain game online yang berjumlah 150 orang. Instrumen penelitian yang digunakan yaitu kuesioner adiksi game online (GASA), motivasi bermain game online¸ dan dukungan sosial teman sebaya (ISEL). Hasil penelitian menunjukkan 64,7% remaja yang mengalami adiksi game online, motivasi bermain game online tinggi pada remaja 66,7%, dan dukungan sosial teman sebaya yang tinggi 76,7%. Terdapat hubungan antara motivasi dengan adiksi game online dengan p value=0,000 (p<0,05), serta tidak ada hubungan dukungan sosial dengan adiksi game online dengan p value=0,450 (p<0,05). Disarankan kepada pihak sekolah untuk melakukan konseling terkait dampak game online pada guru dan meningkatkan kegiatan ekstrakulikuler juga untuk keperawatan jiwa disarankan untuk melakukan kegiatan berupa promosi dan preventif seperti melakukan konseling atau psikoedukasi pada keluarga serta anak terkait dengan dampak bermain game online. Kata Kunci       : game online, motivasi, dukungan sosial, adiksi¸ psikososial, remaja Relationships Motivation Playing Online Games And Social Support Peers With Online Game Addiction Adolescents in SMPN Padang City ABSTRACT Online game addiction is now a global problem. Online game addiction will make the players cool to play online games to forget about time and give rise to negative things like forgetting its obligations and disturbed sleep patterns. Getting addicted to online game could ense from oneself and or being motivated and supported by peers. The purpose of this study is to determine the relationship between motivation and social support with online game addiction in adolescents. This study is a descriptive with cross sectional design. The samples of this studi include 7th and 8th grade students of SMPN 13 Padang the total sample are 150. The research instrument used questionnaire online game addiction (GASA), the motivation to play online games and social support peer (ISEL). The results showed 64.7% of adolescents who experience addiction online games, play online games high motivation in adolescents 66.7%, and peer social support high 76.7%. There is a relationship between motivation and addiction online games with p value = 0,000 (p<0,05), and no social support relationships with online gaming addiction with p value = 0.450 (p<0,05). It suggested to the school counseling online game-related impacts on teachers and increase extracurricular activities also for the soul of nursing are advised to carry out promotion and preventive activities such as counseling or psycho-education in family and child related to the impact of online gaming. Keywords: online games, motivation, social support, psychosocial addiction, teen


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 4 (02) ◽  
pp. 351
Author(s):  
Khoirul Anisa ◽  
Retno Wahyuningsih

This study aims to determine (1) the effect of the intensity of using gadget  on the ability recite  Qur’an, (2) the effect of TPA participation on the ability recite  Qur’an, (3 ) the effect of the intensity of using gadget  and TPA participation on the ability recite  Qur’an. The study was conducted in 2020. The population is fifth grade students of SD Negeri Cluster II Ahmad Yani Laweyan Surakarta on academic years of 2020/2021. The samples were drawn randomly from the population using a stratified random sampling technique. The study used experimental methods. The data were analyzed using two - way analysis of variance and further test of data processing with software SPSS 22 For Windows. The results showed that the highest average score was students who had low intensity of using gadget  and participated in TPA (89.467) and the lowest score was students who had low intensity of using gadget  and did not attend TPA (58.5). This proves that the higher the use of gadget s and the more active students are in participating in the TPA, the higher the ability recite  Qur’an. So, it can be concluded (1) The intensity of using gadget  did not affect the students' ability to read Al-Quran, (2) TPA participation affected the ability recite  Qur’an, (3) The intensity of using gadget  and TPA participation affected the ability recite Al-Quran.Keywords: gadget, participation, ability 


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