Program Konseling Restrukturisasi Kognitif Untuk Mereduksi Kecenderungan Adiksi Game Online Pada Remaja
Abstract
Adolescent who got some addiction of online game has negative cognition. The research goal is to know the tendency profile of online game and to describe counseling hypothetic program of restructuration to reduce tendency of online game. This research used descriptive method where the population and sample is students of SMP Negeri 45 Bandung year 2015/2016 that consist of 323 students and the sample is 137 students. Deciding sample used non probability sampling with purposive sampling. The research instrument used questionnaire that point to addiction tendency aspects of online game. The result showed that: 1) generally, the addiction tendency of online game is categorized very low; 2) the result of data processing showed that addiction tendency aspects on mood modification aspect has 10 students is categorized average with percentage of 7,3%; 3) the counseling program plan of cognition restructuration is to reduce addiction tendency of online game on student that focused to reduce some indicator that is categorized low. The recommendation of research is proposed to BK teachers at school and researchers further.
References
Chen, C. Y., & Chang, S. L. (2008). an exploration of the tendency to online games addiction due to user’s liking of design features. Journal of Health and Information, 3(1-4), 38-51.
Darmawan, D. (2013). Metode penenlitian kuantitatif. Bandung: Remaja Rosda Karya.
Depdiknas. (2008). Penataan pendidikan profesional konselor dan layanan bimbingan dan konseling dalam jalur pendidikan formal. Jakarta: Departemen Pendidikan Nasional.
Farzana, A. (2009). 101 Tips & ide mencegah anak kecanduan game. Yogyakarta: Edukasia.
Hurlock. E. B. (1997). Alih bahasa: Istiwidiyanti. Psikologi perkembangan. Jakarta: Erlangga.
Jessica, M. (1999). History of game online. [Online]. Tersedia: http://tharsis_gate.org/articles/imaginary/history~3.htm. [3 April 2015].
Jones, S. (2003). Let the games begin: Gaming technology and entertainment among college students. Washington: Pew Internet and American Life Project.
KBBI (Kamus Besar Bahasa Indonesia). Definisi adiksi. [Online]. Tersedia: http://kbbi.web.id/adiksi. [20 Januari 2015].
KBBI (Kamus Besar Bahasa Indonesia). Definisi kecenderungan. [Online]. Tersedia: http://kbbi.web.id/adiksi. [20 Januari 2015].
Liga Games. (2011). Game online di Indonesia. [Online]. Tersedia: www.ligagames.com. [23 Desember 2014].
Lumban, T. (2012). Hubungan kecanduan game online dengan prestasi akademik mahasiswa di fakultas teknik Universitas Indonesia. Skripsi Program Sarjana Reguler Ilmu Keperawatan Universitas Indonesia: Diterbitkan.
Santrock, J. W. (2003). Life-span development. Jakarta: Erlangga.
Szabo, A., & Griffiths, M. D. (2004). The exercise addiction inventory: A new brief screening tool. Addiction Research and Theory, 12(5), 489-499.
Subino. (1987). Konstruksi dan analisis tes, suatu pengantar kepada teori tes dan pengukuran. Jakarta: LPTK Depdikbud.
Sukmadinata, S, N. (2005). Metode penelitian pendidikan. Bandung: Kerjasama Program Pascasarjana UPI dengan Remaja Rosdakarya.
Yee, N. (2002). Ariadne-understanding MMORPG addiction. New York: Mc Graw Hill Companies, Inc.
Yee, N. (2006). The demographics, motivations and derived eksperiences of users of massively-multiuser online graphical environments disorder. cyberpsychology &, behavioral. Jurnal Psikologi, 1(3), 237-244.
Copyright (c) 2017 Gita Adi Persada, Anne Hafina, Nurhudaya
This work is licensed under a Creative Commons Attribution 4.0 International License.