Efektivitas Konseling Sebaya untuk Mereduksi Kecanduan Game Online pada Siswa SMP
Abstract
THE EFFECTIVENESS OF PEER COUNSELING TO REDUCE ONLINE GAME ADDICTION IN MIDDLE SCHOOL STUDENTS.
The ease of using the internet is currently widely used by teenagers to operate online games. Online games are games that can be played together through a network. The high frequency of online game usage results in teens experiencing online game addiction. Friends are people outside the family who can provide comfort for teenagers. Through peer counseling, they hope to be able to exchange ideas and assess which actions are necessary or not to take. The purpose of this study is to test the effectiveness of peer counseling to reduce online game addiction in students. The method used in this research is experimental research. The design of this study was pre-experimental design. The sampling technique in this study used porposive sampling where the sample was selected by students who were addicted to online games. Based on the sig (2-tailed) value of 0,000 which is <0.05, it can be concluded that there is a difference between the pretest and posttest scores or effective peer counseling to reduce online game addiction in students.
References
Kurniawan, D. E. (2017). Pengaruh ıntensitas bermain game online terhadap perilaku prokrastinasi akademik pada mahasiswa bimbingan dan konseling Universitas PGRI Yogyakarta. Jurnal Konseling GUSJIGANG, 3(1), 98. https://doi.org/10.24176/jkg.v3i1.1120
Masya, H., & Candra, D. A. (2016). Faktor-faktor yang mempengaruhi perilaku gangguan kecanduan game online pada peserta didik Kelas X di Madrasah Aliyah Al Furqon Prabumulih tahun pelajaran 2015/2016. KONSELI: Jurnal Bimbingan dan Konseling, 3(2), 103-118. https://doi.org/10.24042/KONS.V3I2.575
Nurlaela., & Ibsik, S. (2017). Dampak game online terhadap moral anak di Desa Malili Kecamatan Malili Kabupaten Luwu Timur. Jurnal Tomalebbi, 1, 93-104.
Pranitika, M., Hendriyani, R., & Mabruri, M. I. (2014). Hubungan emotion focused coping dengan game online addcition pada remaja di game centre bagian Semarang Barat dan Selatan. Intuisi: Jurnal Psikologi Ilmiah, 6(1), 24-27.
Prasetiawan, H. (2016). Konseling Teman sebaya (peer counseling) untuk mereduksi kecanduan game online. Counsellia: Jurnal Bimbingan dan Konseling, 6(1), 1-13.
Prastyo, Y. (2017). Pembagian tingkat kecanduan game online menggunakan k-means clustering serta korelasinya terhadap prestasi akademik. Elinvo (Electronics, Informatics, and Vocational Education), 2(2), 138-148.
Santoso, Y. R. D., & Purnomo, J. T. (2017). Hubungan kecanduan game online Dota 2 terhadap penyesuaian sosial pada remaja. PAX HUMANA, 4(1), 27-44.
Sarmin. (2017). Konselor sebaya: Pemberdayaan teman sebaya dalam sekolah guna menanggulangi pengaruh negatif lingkungan. Briliant: Jurnal Riset dan Konseptual, 2(1), 102-112.
Sugiyono. (2013). Metode penelitian kuantitatif kualitatif dan R&D. Bandung: Alfabeta.
Copyright (c) 2020 Rischa Pramudia Trisnani, Silvia Yula Wardani
This work is licensed under a Creative Commons Attribution 4.0 International License.