The Effect of Group Guidance Using Modeling Techniques to Reduce Online Game Addiction in SMK Negeri 1 Sukamara

L. Prasetio, Arri Handayani, Chr. Argo Widiharto
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Abstract

The background of this research is that students are often sleepy during class hours, students often fall asleep during distance learning so they don't participate, students' school grades decrease, parents or guardians of students say that while at home their children play online games more often, students spend time playing games. from after the evening prayer until just before dawn, students forget to eat and worship because they are preoccupied with playing online games, students also experience imsonia (sleep disturbance), the purpose of this study is to determine the effect of group guidance with modeling techniques to reduce online game addiction for students of SMK Negeri 1 Sukamara . The research method used is true experimental with pretest-posttest control group design. The population in this study were all students of class XI ATPH SMK Negeri 1 Sukamara, totaling 65 students consisting of two classes, namely class XI ATPH 1 and XI ATPH 2. The try out will be held in class XI ATPH 1 with a total of 32 students. The sampling technique used is simple random sampling technique. The analysis used to test the validity is the product moment and reliability using the alpha formula. The final conclusion is based on the results of data analysis that the pretest results in the experimental group with an average of 45.8 and the control group with an average of 50.1, while the posttest results in the experimental group with an average of 63.3 and the control group with an average average 59.8. In addition, from the results of the t-test analysis, the difference between the posttest between the experimental group and the control group for online game addiction using the t-test formula was obtained at 10.3 ttable at 2.021 at a significant level of 5%, so tcount is greater than the mean ttable, meaning Ho is rejected and Ha is accepted, so that it can be concluded by going through the hypothesis that says "there is an effect of group guidance with modeling techniques to reduce online game addiction for students at SMK Negeri 1 Sukamara. Suggestions that can be conveyed by researchers are that supervising teachers at schools provide advanced services regarding online game addiction.
基于建模技术的团体指导对减少日本青少年网络游戏成瘾的影响
这项研究的背景是,学生在上课时间经常犯困,学生在远程学习中经常睡着,所以他们不参与,学生的学习成绩下降,学生的父母或监护人说,而在家里他们的孩子玩网络游戏更多,学生花时间玩游戏。从晚祷后到黎明前,学生因沉迷于网络游戏而忘记吃饭和敬拜,学生也经历了睡眠障碍(睡眠障碍),本研究的目的是确定采用建模技术的小组指导对SMK Negeri 1 Sukamara学生减少网络游戏成瘾的效果。研究方法为真实验,采用前测后测对照组设计。使用的抽样技术是简单的随机抽样技术。用于检验有效性的分析是使用alpha公式的积矩和信度。最后的结论是基于数据分析的结果,实验组的前测结果平均为45.8,对照组的平均为50.1,而实验组的后测结果平均为63.3,对照组的平均为59.8。另外,从t检验分析的结果来看,使用t检验公式得出实验组与对照组网络游戏成瘾后验的差异在2.021表处为10.3,显著水平为5%,因此tcount大于平均表,即Ho被拒绝,Ha被接受。所以它可以通过假设得出结论,即“在SMK Negeri 1 Sukamara,有建模技术的小组指导效果,可以减少学生的网络游戏成瘾。”研究人员可以传达的建议是,学校的监督教师可以提供针对网络游戏成瘾的先进服务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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