Media Permainan Ular Tangga dalam Mereduksi Kecanduan Game Online di Sekolah Dasar
Abstract
Online game addiction is a common problem among students. This study aims to determine the effect of using the Snakes and Ladders game in reducing online game addiction among 5th-grade students at SD Negeri Serang 3. An experimental method with a nonequivalent control group design was used. The results showed that the experimental group, which received the Snakes and Ladders game intervention, experienced a significant reduction in online game addiction compared to the control group. The average pretest score for the experimental group was 75.6, and the posttest score was 58.3. The t-test showed t-value -5.669 with Sig. < 0.05, thus accepting Ha. The Snakes and Ladders game is effective in reducing online game addiction among elementary school students.
References
Febriyona, R., & Inne Ariane Gobel. (2022). Pengaruh Promosi Kesehatan Menggunakan Media Alat Ular Tangga Terhadap Dampak Negatif Gadget Pada Siswa Di SMP Negeri Telaga Biru. Jurnal Kesehatan Panrita Husada, 7(2), 191–204. https://doi.org/10.37362/jkph.v7i2.812
Fransisca, R., Wulan, S., & Supena, A. (2020). Meningkatkan Percaya Diri Anak dengan Permainan Ular Tangga
Edukasi. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(2), 630–638. https://doi.org/10.31004/obsesi.v4i2.405
Karayagiz Muslu, G., & Aygun, O. (2020). An Analysis of Computer Game Addiction in Primary School Children and Its Affecting Factors. Journal of Addictions Nursing, 31(1). https://journals.lww.com/jan/Fulltext/2020/01000/An_Analysis_of_Computer_Game_Addiction_in_Primary.6.aspx
Kemdikbud. (2016). Panduan Penyelenggaraan Operasional Bimbingan Konseling di Sekolah Dasar (SD).
Kemdikbud. https://akhmadsudrajat.wordpress.com/wp-content/uploads/2017/03/1-panduan-bk-sd-2016ditjen-gtk-revisi-final.pdf
Khopipah, N. (2022). Pengembangan Media Permainan Ular Tangga Untuk Meningkatkan Pengetahuan Siswa Mengenai Usia Ideal Perkawinan. Jurnal Syntax Admiration, 3(5), 680–692. https://doi.org/10.46799/jsa.v3i5.434
Latipun. (2017). Psikologi Konseling (10th ed.). UMM Press.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12(1), 77–95. https://doi.org/10.1080/15213260802669458
Lubis, N. L. (2016). Konseling Kelompok. Kencana.
Mertika, & Mariana, D. (2020). Fenomena Game Online di Kalangan Anak Sekolah Dasar. Journal of Educational
Review and Research, 3(2), 99–104. https://journal.stkipsingkawang.ac.id/index.php/JERR/article/view/2154
Novianty, D., & Prastya, D. (2022). Kominfo: Orang Indonesia Lebih Banyak Main Game di Ponsel. Suara.Com. https://www.suara.com/tekno/2022/07/10/101706/kominfo-orang-indonesia-lebih-banyak-main-game-di-ponsel
Novitasari, P. I. (2017). Rancangan Media Permainan Board Game untuk Menyampaikan Informasi Bahaya Asap Rokok pada Anak Usia 9-12 Tahun [Universitas Muhammadiyah Semarang]. http://repository.unimus.ac.id/id/eprint/1073
Putri, A. R., Afiati, E., & Rahmawati. (2023). Pengembangan Media Informasi Permainan Ular Tangga untuk Mereduksi Kecanduan Game online pada Peserta Didik Sekolah Dasar. Diversity Guidance and Counseling Journal, 1(1), 105–120. https://jurnal.karyabk.com/index.php/dgcj/article/view/15
Putri, S. A. R. (2022). Profil Kecanduan Game Online pada Siswa Sekolah Dasar dan Implikasinya bagi Program Bimbingan dan Konseling. Skripsi, Tidak dipublikasi, Universitas Sultan Ageng Tirtayasa.
Setiawati, E., Desri, & Solihatulmilah, E. (2019). Permainan Ular Tangga Dalam Mengingkatkan Kemampuan Moral Anak. Jurnal Petik, 5(1), 85–91. https://doi.org/10.31980/jpetik.v5i1.494
Trisnani, R. P., & Wardani, S. Y. (2018). Peran Konselor Sebaya untuk Mereduksi Kecanduan Game Online pada Anak. Dialektika Masyarakat: Jurnal Sosiolog, 2(2), 71–80. https://jurnal.uns.ac.id/dmjs/article/view/27928
Copyright (c) 2024 Meitami Sofiyanti, Lenny Wahyuningsih, Rahmawati Rahmawati
This work is licensed under a Creative Commons Attribution 4.0 International License.