{"title":"团体指导服务与自我管理技术对游戏成瘾强度的影响","authors":"Nurul Jannah, Winda Ade Ariani, W. Sari","doi":"10.51214/bocp.v4i3.411","DOIUrl":null,"url":null,"abstract":"This study aims to reduce game addiction of class XI IPS students of SMA Negeri 1 Bengkulu Tengah through group guidance services with self-management techniques. These services and techniques aim to assist students in managing their own behavior to change it, especially in game addiction. This study uses a quasi-experimental research method (quasi-experimental). The population in this study were students of SMA Negeri 1 Bengkulu Tengah. Sampling using purposive sampling technique with one group consisting of 10 people. The selection is based on the criteria for game addiction which is in the high category. Data collection using a game addiction questionnaire. The data analysis technique used descriptive percentage. The results of the analysis obtained that the average value of students' game addiction for the pretest was 108.90 in the high category. While the average value of student game addiction for the posttest is 74.00 in the low category. Thus, descriptively it can be said that there is a decrease in the average value of game addiction between the pretest and posttest. To test the hypothesis, the Mann Withney test was used. The results of the study obtained that group guidance with self-management techniques was very effective in reducing the intensity of game addiction in students.","PeriodicalId":140340,"journal":{"name":"Bulletin of Counseling and Psychotherapy","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Pengaruh Layanan Bimbingan Kelompok dengan Teknik Self-Management Terhadap Intensitas Kecanduan Game\",\"authors\":\"Nurul Jannah, Winda Ade Ariani, W. Sari\",\"doi\":\"10.51214/bocp.v4i3.411\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to reduce game addiction of class XI IPS students of SMA Negeri 1 Bengkulu Tengah through group guidance services with self-management techniques. These services and techniques aim to assist students in managing their own behavior to change it, especially in game addiction. This study uses a quasi-experimental research method (quasi-experimental). The population in this study were students of SMA Negeri 1 Bengkulu Tengah. Sampling using purposive sampling technique with one group consisting of 10 people. The selection is based on the criteria for game addiction which is in the high category. Data collection using a game addiction questionnaire. The data analysis technique used descriptive percentage. The results of the analysis obtained that the average value of students' game addiction for the pretest was 108.90 in the high category. While the average value of student game addiction for the posttest is 74.00 in the low category. Thus, descriptively it can be said that there is a decrease in the average value of game addiction between the pretest and posttest. To test the hypothesis, the Mann Withney test was used. The results of the study obtained that group guidance with self-management techniques was very effective in reducing the intensity of game addiction in students.\",\"PeriodicalId\":140340,\"journal\":{\"name\":\"Bulletin of Counseling and Psychotherapy\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Bulletin of Counseling and Psychotherapy\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.51214/bocp.v4i3.411\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Bulletin of Counseling and Psychotherapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51214/bocp.v4i3.411","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
本研究旨在透过团体辅导服务,结合自我管理技巧,以减少本学校11班IPS学生的游戏成瘾。这些服务和技术旨在帮助学生管理自己的行为,以改变它,特别是在游戏成瘾。本研究采用准实验研究方法(quasi-experimental)。本研究的人群是SMA Negeri 1 Bengkulu Tengah的学生。抽样采用有目的抽样技术,每组10人。选择是基于游戏成瘾的标准,这是在高类别。使用游戏成瘾问卷收集数据。数据分析技术采用描述性百分比。分析结果显示,前测学生游戏成瘾的平均值为108.90,属于高类别。而学生游戏成瘾的后测平均值为74.00,属于低类别。因此,可以描述性地说,在测试前和测试后,游戏成瘾的平均值有所下降。为了检验这一假设,使用了Mann Withney检验。研究结果表明,采用自我管理技术的小组指导对降低学生的游戏成瘾程度是非常有效的。
Pengaruh Layanan Bimbingan Kelompok dengan Teknik Self-Management Terhadap Intensitas Kecanduan Game
This study aims to reduce game addiction of class XI IPS students of SMA Negeri 1 Bengkulu Tengah through group guidance services with self-management techniques. These services and techniques aim to assist students in managing their own behavior to change it, especially in game addiction. This study uses a quasi-experimental research method (quasi-experimental). The population in this study were students of SMA Negeri 1 Bengkulu Tengah. Sampling using purposive sampling technique with one group consisting of 10 people. The selection is based on the criteria for game addiction which is in the high category. Data collection using a game addiction questionnaire. The data analysis technique used descriptive percentage. The results of the analysis obtained that the average value of students' game addiction for the pretest was 108.90 in the high category. While the average value of student game addiction for the posttest is 74.00 in the low category. Thus, descriptively it can be said that there is a decrease in the average value of game addiction between the pretest and posttest. To test the hypothesis, the Mann Withney test was used. The results of the study obtained that group guidance with self-management techniques was very effective in reducing the intensity of game addiction in students.