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PROFIL KECANDUAN GAME ONLINE PADA PESERTA DIDIK SEKOLAH DASAR DAN IMPLIKASINYA BAGI PROGRAM BIMBINGAN DAN KONSELING

Putri, Salsabila Azzahra (2022) PROFIL KECANDUAN GAME ONLINE PADA PESERTA DIDIK SEKOLAH DASAR DAN IMPLIKASINYA BAGI PROGRAM BIMBINGAN DAN KONSELING. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

The phenomenon of playing online games spreads and develops very quickly, especially among school-age students. Based on this, this study aims to determine the general description of online game addiction in grades 4, 5, and 6 at SDN Serang 3. The type of research used is descriptive research. The research sampling technique used a saturated sample using all subjects from the total research population, namely 304 students. Research related to online game addiction was conducted by looking at aspects of the addiction, namely salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems. The data collection technique uses a research instrument in the form of a questionnaire. The data analysis technique uses a quantitative-descriptive method. The results showed that the level of online game addiction among students was in the moderate category with a percentage of 57.9%. The most prominent aspects of online game addiction are aspects of mood modification, relapse, and withdrawal, which are included in the high category. After analyzing the results of the research and obtaining the categorization, a guidance counseling program was designed based on the needs of the students.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorRahmawati, Rahmawati201409012012
Thesis advisorDalimunthe, Raudah Zaimah201608022111
Additional Information: Fenomena game online sangat cepat menyebar dan berkembang, khususnya dikalangan peserta didik usia sekolah. Berdasarkan hal tersebut, penelitian ini bertujuan untuk mengetahui gambaran umum kecanduan game online pada peserta didik jenjang kelas 4,5,dan 6 di SDN Serang 3. Jenis penelitian yang digunakan adalah studi deskriptif. Teknik pengambilan sampel penelitian menggunakan sampel jenuh dengan cara menggunakan keseluruhan subjek dari total populasi penelitian yaitu sejumlah 304 peserta didik. Penelitian terkait kecanduan game online dilakukan dengan melihat aspek kecanduan game online yaitu salience, tolerance, mood modification, relapse, withdrawl, conflict, problems. Teknik pengumpulan data dengan menggunakan instrumen penelitian berupa kuesioner. Teknik analisis data menggunakan metode deskriptif kuantitatif. Hasil penelitian menunjukan tingkat kecanduan game online pada peserta didik berada pada kategori sedang dengan peresentase 57,9%. Aspek kecanduan game online yang paling menonjol adalah aspek mood modification, relapse, dan withdrawl yang berada pada kategori tinggi. Setelah menganalisis hasil penelitian dan mendapatkan pengkategorian, maka rancangan program bimbingan konseling dibuat berdasarkan kebutuhan peserta didik.
Subjects: B Philosophy. Psychology. Religion > BF Psychology
L Education > L Education (General)
T Technology > T Technology (General)
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 86201-Jurusan Bimbingan dan Konseling
Depositing User: Mrs Salsabila Azzahra Rahma Putri
Date Deposited: 23 Dec 2022 15:41
Last Modified: 23 Dec 2022 15:41
URI: http://eprints.untirta.ac.id/id/eprint/18658

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