MENGATASI MASALAH KECANDUAN GAME ONLINE DENGAN KONSELING BEHAVIORISTIK TEKNIK SELF MANAGEMENT PADA SISWA KELAS X SMA 1 MEJOBO

Adinda Ayu Alyana, S. Santoso, Richma Hidayati
{"title":"MENGATASI MASALAH KECANDUAN GAME ONLINE DENGAN KONSELING BEHAVIORISTIK TEKNIK SELF MANAGEMENT PADA SISWA KELAS X SMA 1 MEJOBO","authors":"Adinda Ayu Alyana, S. Santoso, Richma Hidayati","doi":"10.24176/mrgc.v2i2.11154","DOIUrl":null,"url":null,"abstract":"In this day and age, there has been very rapid technological development, which has resulted in system changes in every society's life. One result of this very rapid technological development is the emergence of the internet. As technology develops increasingly rapidly every year, the internet has emerged as a means of entertainment for the community, one of which is the existence of games that use the internet network, which are called online games. The development of science and technology is currently increasingly rapidly producing technological products that provide benefits and convenience for humans ranging from the benefits of science, education and entertainment. Online games are games that are played by more than one person or a group of people online using gadgets connected to the internet network. The habit of playing these games over time becomes an addiction where a person cannot resist the urge to play online games. Apart from having a negative impact, playing online games also has a positive impact, but it contains more negative impacts than positive impacts. In this study, researchers used behavioral counseling, self-management techniques to overcome the problem of online game addiction experienced by class .This research was carried out at SMA 1 Mejobo, located on Jln Pasar Ndoro, Japanese Village, RT 2 RW 3, Mejobo District, Kudus Regency, Central Java Province, Postal Code 59381, using descriptive qualitative research using a case study type of research which requires data from research objects and subjects. clearly and realistically. The data collection techniques used in this research were observation, interviews and documentation which were explored in depth in order to obtain accurate data on the causes of online game addiction experienced by Mejobo 1 High School students. The research subjects taken were two students of class X and other supporting sources such as the counseling teacher, homeroom teacher, and the client's classmates. The results of observations and interviews conducted by researchers with research subjects obtained the results of students at SMA 1 Mejobo who were addicted to online games. In the researcher's interview with the guidance counselor and homeroom teacher, the results obtained were 2 students who were used as clients by researchers, namely GFM and MHP, it was indicated that both students had problems with online game addiction and in the end the researcher chose to become research material by helping solve game addiction problems. onlineusing behavioristic counseling, self-management techniques.From the problems of the GFM and MHP clients, the counselor conducts counseling between the client and the counselor so that the problem can be resolved properly by using behavioristic counseling with self-management techniques. In behavioral counseling, there are several stages, namely assessment, goal setting, technique implementation, and evaluation termination which must be adjusted to the problems faced by the client. At the self-management technique stage itself consists of several stages, namely the self-monitoring stage, the evaluation stage, and the strengthening, elimination (punishment) and reward stages.From the discussion above, it can be concluded that the counselor chooses to use behavioristic counseling, this self-management technique can solve the online game addiction problem that is being experienced by the client. counseling that is carried out between counselor and client cannot be resolved directly with one meeting, but with several counseling processes. Based on the results of the research that the researchers had done at SMA 1 Mejobo, the researchers provided advice to several parties, namely the Principal, Counseling Teachers, Students, and suggestions for the researchers themselves.","PeriodicalId":128685,"journal":{"name":"Jurnal Muria Research Guidance and Counseling (MRGC)","volume":"157 ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Muria Research Guidance and Counseling (MRGC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24176/mrgc.v2i2.11154","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In this day and age, there has been very rapid technological development, which has resulted in system changes in every society's life. One result of this very rapid technological development is the emergence of the internet. As technology develops increasingly rapidly every year, the internet has emerged as a means of entertainment for the community, one of which is the existence of games that use the internet network, which are called online games. The development of science and technology is currently increasingly rapidly producing technological products that provide benefits and convenience for humans ranging from the benefits of science, education and entertainment. Online games are games that are played by more than one person or a group of people online using gadgets connected to the internet network. The habit of playing these games over time becomes an addiction where a person cannot resist the urge to play online games. Apart from having a negative impact, playing online games also has a positive impact, but it contains more negative impacts than positive impacts. In this study, researchers used behavioral counseling, self-management techniques to overcome the problem of online game addiction experienced by class .This research was carried out at SMA 1 Mejobo, located on Jln Pasar Ndoro, Japanese Village, RT 2 RW 3, Mejobo District, Kudus Regency, Central Java Province, Postal Code 59381, using descriptive qualitative research using a case study type of research which requires data from research objects and subjects. clearly and realistically. The data collection techniques used in this research were observation, interviews and documentation which were explored in depth in order to obtain accurate data on the causes of online game addiction experienced by Mejobo 1 High School students. The research subjects taken were two students of class X and other supporting sources such as the counseling teacher, homeroom teacher, and the client's classmates. The results of observations and interviews conducted by researchers with research subjects obtained the results of students at SMA 1 Mejobo who were addicted to online games. In the researcher's interview with the guidance counselor and homeroom teacher, the results obtained were 2 students who were used as clients by researchers, namely GFM and MHP, it was indicated that both students had problems with online game addiction and in the end the researcher chose to become research material by helping solve game addiction problems. onlineusing behavioristic counseling, self-management techniques.From the problems of the GFM and MHP clients, the counselor conducts counseling between the client and the counselor so that the problem can be resolved properly by using behavioristic counseling with self-management techniques. In behavioral counseling, there are several stages, namely assessment, goal setting, technique implementation, and evaluation termination which must be adjusted to the problems faced by the client. At the self-management technique stage itself consists of several stages, namely the self-monitoring stage, the evaluation stage, and the strengthening, elimination (punishment) and reward stages.From the discussion above, it can be concluded that the counselor chooses to use behavioristic counseling, this self-management technique can solve the online game addiction problem that is being experienced by the client. counseling that is carried out between counselor and client cannot be resolved directly with one meeting, but with several counseling processes. Based on the results of the research that the researchers had done at SMA 1 Mejobo, the researchers provided advice to several parties, namely the Principal, Counseling Teachers, Students, and suggestions for the researchers themselves.
通过对高中 X 班学生进行自我管理技术的行为主义辅导来克服网络游戏成瘾问题 1 mejobo
当今时代,科技发展日新月异,给每个社会的生活都带来了系统性的变化。科技飞速发展的结果之一就是互联网的出现。随着科技的逐年飞速发展,互联网已经成为社会的一种娱乐手段,其中之一就是利用互联网网络的游戏,也就是网络游戏。目前,科学技术的发展越来越快,产生的科技产品也越来越多,从科学、教育和娱乐等方面为人类带来了益处和便利。在线游戏是指多人或一群人利用连接互联网络的小工具在线玩的游戏。玩这些游戏的习惯久而久之会让人上瘾,无法抗拒玩网络游戏的冲动。除了负面影响,玩网络游戏也有正面影响,但负面影响多于正面影响。在本研究中,研究人员采用了行为咨询、自我管理技术来克服班级中出现的网络游戏成瘾问题。本研究在位于中爪哇省Kudus Regency Mejobo区RT 2 RW 3日本村Jln Pasar Ndoro的SMA 1 Mejobo进行,邮政编码为59381,采用的是描述性定性研究,采用的是案例研究类型,要求从研究对象和研究对象那里获得清晰、真实的数据。本研究采用的数据收集技术包括观察法、访谈法和文献法,通过对这些技术的深入探讨,获得有关 Mejobo 一中学生沉迷网络游戏原因的准确数据。研究对象为十班的两名学生,以及其他辅助来源,如辅导教师、班主任和当事人的同学。研究人员通过对研究对象的观察和访谈,得出了梅乔波第一中学学生沉迷网络游戏的结果。在研究者与辅导员和班主任的访谈中,得到的结果是有两名学生被研究者作为服务对象,即GFM和MHP,这两名学生都有网络游戏成瘾的问题,最后研究者选择了通过帮助解决游戏成瘾问题来成为研究材料。从GFM和MHP服务对象的问题出发,辅导员在服务对象和辅导员之间进行辅导,以便通过使用行为主义辅导和自我管理技术来妥善解决问题。行为咨询分为几个阶段,即评估、目标设定、技术实施和评估终止,必须根据求助者面临的问题进行调整。在自我管理技术阶段,本身就包括几个阶段,即自我监控阶段、评估阶段,以及强化、消除(惩罚)和奖励阶段。从以上讨论可以得出结论,咨询师选择使用行为主义心理咨询,这种自我管理技术可以解决求助者正在经历的网络游戏成瘾问题。咨询师与求助者之间开展的心理咨询,不是一次会面就能直接解决的,而是需要多个咨询过程。根据研究人员在马里兰州第一中学(SMA 1 Mejobo)的研究结果,研究人员向校长、辅导教师、学生等多方提供了建议,并对研究人员自身提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信