Prasetya, Genta
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Pengaruh Stress Akademik terhadap Emotional Eating pada Mahasiswa Psikologi Universitas Negeri Padang Prasetya, Genta; Hidayati, Izzanil
YASIN Vol 4 No 6 (2024): DESEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v4i6.4468

Abstract

The study was conducted to analyze the influence of academic stress on emotional eating behavior among Psychology students at Universitas Negeri Padang. The background of this research highlights the high academic demands that can trigger stress and lead to emotional eating patterns as an unhealthy coping mechanism. The method employed in this study is a quantitative approach with descriptive analysis and Pearson correlation tests. The research sample consists of 60 fifth-semester psychology students selected using purposive sampling techniques. Data were collected through an online questionnaire distributed using a Likert scale.The results of the study indicate a significant but weak positive relationship between academic stress and emotional eating behavior, with a correlation value of 0.357 and p < 0.05. The conclusion drawn from this research is that high levels of academic stress can trigger emotional eating behavior, although the correlation is relatively weak (Ha is accepted). Therefore, effective interventions are needed to manage academic stress to prevent its negative impacts on students' physical and mental health.
Adaptasi dan Validasi Awal Skala BANGS Versi Bahasa Indonesia: Eksplorasi dan Konfirmasi Struktur Dua Faktor melalui EFA dan CFA Prasetya, Genta; Maharani, Widya; Lusiria, Devi
YASIN Vol 5 No 4 (2025): AGUSTUS
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i4.6055

Abstract

This study aims to adapt and conduct an initial validation of the Indonesian version of the Basic Needs in Games Scale (BANGS), a psychometric instrument based on Self-Determination Theory (SDT) that measures two core dimensions in the gaming context: satisfaction and frustration of basic psychological needs. The adaptation process involved forward-backward translation and expert evaluation to ensure cultural relevance. Data were collected from 300 active online game players in Indonesia. Construct validity was assessed using Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA). EFA identified two factors, Need Satisfaction and Need Frustration that accounted for 56.5% of the total variance, with high factor loadings and no cross-loadings. CFA results indicated a good model fit (CFI = 0.951; TLI = 0.944; RMSEA = 0.068; SRMR = 0.055), with all indicators showing significant loadings on their respective factors. These findings confirm that the Indonesian version of the BANGS has adequate psychometric validity and can be reliably used to assess psychological need experiences in gaming activities, while also contributing to cross-cultural research and the development of digital context-based interventions.