Efektivitas Konseling Kelompok Teknik Self Management Untuk Mereduksi Kecanduan Game Online (Pada Siswa Kelas VIII) di SMP Negeri 1 Pundong

A. Setyowati, Siti Partini Suardiman, Novita Tri Lestari
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引用次数: 1

Abstract

Research conducted directly in schools showed that several students experienced moderate and high levels of online game addiction. The purpose of this study was to determine the effectiveness of self- management technique group counseling to reduce online game addiction in class VIII students. This research uses pre-experimental quantitative research with one group pretest-posttest research design. The findings in this study were students who experienced the negative impact of online game addiction such as withdrawing and not being able to socialize with the surrounding environment, there were also students who ruled out the primary need to play online games. The instrument in this study used an online game addiction scale that had been tested for validity and reliability with the help of SPSS 25. The paired sample t-test was used  in this study as a decision-making process with the help of the SPSS 25 program. The results obtained from the paired sample t-test test with a significant level (α) of 0.05 shows the results of Sig. (2-tailed) < significant level that is equal to 0.006 < 0.05 so that Ha is accepted and  H0 is  rejected. It can  be concluded that self-management technique group counseling is proven to be effective in reducing students who are addicted to online games
自我管理技术团体咨询咨询对网络游戏上瘾(在SMP Negeri 1 Pundong的八年级学生)的有效缓解
直接在学校进行的研究表明,一些学生有中度和高度的网络游戏成瘾。本研究的目的是确定自我管理技术小组咨询在减少八班学生网络游戏成瘾方面的有效性。本研究采用实验前定量研究和一组前测后测研究设计。这项研究的发现是那些经历了网络游戏成瘾的负面影响的学生,如退缩和无法与周围环境进行社交,还有一些学生排除了玩网络游戏的主要需求。本研究中的仪器使用了在线游戏成瘾量表,该量表在SPSS 25的帮助下进行了有效性和可靠性测试。本研究在SPSS 25程序的帮助下,将配对样本t检验作为决策过程。从显著水平(α)为0.05的配对样本t检验中获得的结果显示了Sig的结果。(2-尾)<等于0.006的显著水平<0.05,因此接受Ha而拒绝H0。可以得出的结论是,自我管理技术小组咨询被证明可以有效地减少沉迷于网络游戏的学生
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