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Bullying : Masalah yang Berdampak Terhadap “Suicide Ideation” Dina Dwiyanti; Silvia Rohmatila Putri; Eny Winaryati
Prosiding Seminar Nasional Unimus Vol 5 (2022): Inovasi Riset dan Pengabdian Masyarakat Guna Menunjang Pencapaian Sustainable Developm
Publisher : Universitas Muhammadiyah Semarang

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Abstract

This study aims to examine the role of bullying on suicidal ideation or suicidal ideation in college students. Researchers used quantitative techniques using questionnaires distributed online. The subjects in this study were students and active students aged 18-23 years. Most of the respondents alreadyunderstand about bullying, except for the type of relational bullying. The type of bullying that most respondents experienced was verbal bullying. The impacts of bullying include causing a person to feel worthless, feeling sorry for being born, and depression that triggers suicidal ideation. There is norelationship between bullying and suicide ideation. Significant but obtained a percentage of 4.4% and the rest is influenced by other factors.Keywords: bullying, suicide ideation, student
PENGARUH GAME ONLINE TERHADAP MINAT BELAJAR SISWA KELAS X SMA N 2 SEMARANG Silvia Rohmatila Putri; Eny Winaryati
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2809

Abstract

Online games are being widely enjoyed by today's teenagers. Online games can have both positive and negative impacts on teenagers. Addiction to online games can affect teenagers' lives at school, one of which is students' interest in learning. Student interest in learning refers to the drive within students to focus attention and energy in learning activities. So this research aims to analyze the influence of online games on the learning interest of class X SMA N 2 Semarang students. The research uses associative research with a quantitative approach. The population in this study were students of SMA 2 Semarang and the sample was 40 class X students. The sampling technique used simple random sampling with survey method data collection techniques, and data processing techniques were carried out using the SPSS application. The results of the analysis show that online games can influence the learning interest of class X SMA N 2 Semarang students significantly and positively (r = 0.636) by 40.5%.