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The Relationship Between Online Game Addiction and Aggressive Behavior Widya Khairunnisa; Triyono; Mori Dianto
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.724

Abstract

This study was motivated by the rampant online game addiction in SMP Negeri 3 Lubuk Sikaping, where some students showed aggressive behaviour such as saying harsh words when disturbed by playing and hitting friends when losing the game. The purpose of this study is to describe: (1) the level of online game addiction, (2) the level of aggressive behaviour, and (3) the relationship between online game addiction and aggressive behaviour. The study used a quantitative approach with a correlational type. The population was 90 students, with a sample of 60 people selected through purposive sampling technique. The instrument was a questionnaire, and the data was analysed using percentage and correlation tests. The results showed that online game addiction and aggressive behaviour were in the very high category, and there was a fairly strong relationship between the two. These findings emphasise the need for learner awareness, parental supervision, and the active role of counselling teachers in developing appropriate service programmes. Online games are fun, but their effects should be watched out for.
The Influence of Audio Visual Media on Interest in Participating Classical Services of Grade X Students Humairha Fajriani; Mori Dianto; Triyono
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1014

Abstract

This research is motivated by the low interest of students in participating in classical guidance services at school, which are generally still dominated by lecture methods so that they are considered monotonous and less interesting. Audio visual media is present as an alternative to create services that are more interactive, communicative, and in accordance with the development needs of students in the digital era. The objectives of this study are 1) To describe audio visual media in classical services, 2) To describe students' interest in participating in classical services, 3) To test the effect of audio visual media on the interest in participating in classical services of class X students at SMA Negeri 2 Pasaman. The type of research used is a quantitative descriptive method. The study population was all class X students of SMA Negeri 2 Pasaman, totaling 281 students, with a sample of 166 students selected using proportional random sampling techniques. The instrument used in this study was a questionnaire. To analyze the data, a simple linear regression formula was used. The results of the study obtained: 1) The selection of using audio visual media is in the appropriate category 2) The description of interest in participating in classical services is in the very appropriate category 3) There is a significant influence between the selection of using audio visual media on the interest in participating in classical services in class X of SMA Negeri 2 Pasaman. Based on the findings of this study, the researcher recommends that guidance and counseling teachers be able to increase the use of audio visual media for students so that they have an interest in participating in classical services.