scholarly journals Penerapan Konseling Behavioral Teknik Modelling Untuk Mengatasi Kecanduan Game Online Pada Anak Usia 10 Tahun

2018 ◽  
Vol 5 (2) ◽  
pp. 105
Author(s):  
Didik Gunawan

Addiction to online games is an excessive behavior to play online games that have an impact on the formation of maladaptive behavior, not in accordance with the norms prevailing in the community. Counseling behavioral modeling techniques is one of the services that are considered appropriate to overcome online game addiction problems. The purpose of this study is to determine whether counseling behavioral modeling techniques can be applied to overcome online game addiction in children aged 10 years. The type of research used by researchers is the type of single subject research, using the A-B research design (A = baseline condition, B = intervention condition). A-B shows two stages of design; A is baseline data (pretest) and B is intervention (posttest). The results showed that behavioral counseling modeling techniques were effective for reducing online game addiction in children aged 10 years.

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.


2015 ◽  
Vol 32 (21) ◽  
pp. 3205-3225 ◽  
Author(s):  
Jae Yop Kim ◽  
Jeen Suk Lee ◽  
Sehun Oh

Drawing on the cognitive information–processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents’ OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed.


2021 ◽  
Vol 2123 (1) ◽  
pp. 012005
Author(s):  
Syafruddin Side ◽  
Abdul Saman ◽  
Nur Rezky Ramadhan ◽  
Sahlan Sidjara

Abstract This study aims to determine the accuracy of Runge kutta order-4 (RK-4) and order-5 (RK-4) as a solution to the SEIRS numerical model for online game addiction in mathematics students at Universitas Negeri Makassar. The model used in online game addiction is the Suspected-Exposed-Infected-Recovered-Suspected (SEIRS). This is a quantitative research with secondary data obtained from a closed questionnaire where students were given several answer choices. It starts by examining the SEIRS model of online game addiction, before determining general solutions using the RK-4 and RK-5 techniques. The model is then analyzed and simulated using RK-4 and RK-5 techniques, which are compared to determine the most accurate one. The results show that the SEIRS simulation model is accurate for predicting the number of online game addictions. Furthermore, the Runge-Kutta technique can be used to observe the trend of increasing cases of online games among students. The numerical simulation showed that the RK-4 technique is more accurate than the RK-5 when the population is larger. The simulation results of the SEIRS model using MAPLE provided an estimated increase in online game addiction that can be used by students and their parents to limit the number of permits associated with launching online games.


2021 ◽  
Vol 17 (1) ◽  
pp. 21-38
Author(s):  
Iqbal Bafadal

This research is motivated by the author's attention to online game addiction in adolescents. The focus studied in this study is how the Islamic parenting method in tackling teenagers who are addicted to online games. This study uses a qualitative approach through data collection with an interview, observation, and documentation techniques. The results of this study show that teenagers need a long time to play online games starting from 3 hours to 18 hours every day so that it can interfere with other activities, weak parenting from parents provides opportunities for children to play online games as widely as possible. The breadth, as well as the Islamic parenting method that is carried out and given maximally by parents, can suppress addiction and dependence on online games through exemplary methods, habituation, advice, attention, and punishment.


2021 ◽  
Author(s):  
Marina Kleinschmidt

This study seeks to evaluate the efficacy of Art Psychotherapy as a treatment for children who have been exposed to trauma to decrease symptoms and the negative impacts on their social and psychological development. Thus, this mixed-method research closely documents the effects of an art psychotherapy program in Brazil in the treatment of 3 children, aged 9 years old, who have experienced trauma. Treatment effects were evaluated through a single-subject research design in a multiple baseline across participants design to quantitatively document change. Qualitatively, artwork progress is analyzed as well as parental and therapist’s evaluations. Results show that contingent on art psychotherapy implementation, targeted maladaptive behaviors decreased in frequency as compared to baseline, which was also reflected in their artwork. This study is aligned with previous work in the efficacy of art psychotherapy field and adds quantitative data to supports its use in the treatment of children with PTSD.


2021 ◽  
Vol 2123 (1) ◽  
pp. 012004
Author(s):  
S Side ◽  
A Saman ◽  
M I Pratama ◽  
N R Ramadhan ◽  
W Sanusi

Abstract The purpose of this study was to obtain a numerical solution to the Suspected-Exposed-Infected-Recovered (SEIR) model for the problem of online game addiction in Junior High School 3 Makassar students. The SEIR model is built based on assumptions, then performs an analysis to determine the stability of the model and simulation to get a prediction of the number of students online games addiction. This research is an applied research, the method used to obtain the numerical solution of the SEIR model is the Homotopy Perturbation Method and uses secondary data. The results of this study are the numerical solution of the SEIR model of online game addiction with the homotopy perturbation method in Junior High School 3 Makassar students, the solution obtained shown that the number of students who are online games addiction can be suppressed by increasing parental supervision and also providing guidance and counseling. The results of the analysis shown that online game addiction as a result of online learning has increased, but can be suppressed with supervision from students’ parents.


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.


2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.


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 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


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