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Cognitive Restructuring in Group CBT Reduces Live-Streaming Addiction Among Indonesian Adolescents Aminah Daulay; Neviyarni S
International Journal of Education and Teaching Zone Vol. 4 No. 3 (2025): October 2025 Edition
Publisher : Yayasan Nurul Yakin Bunga Tanjung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57092/ijetz.v4i3.502

Abstract

The pervasive rise of live-streaming video game platforms has triggered concerns about behavioral addiction among adolescents, particularly in rapidly digitalizing societies like Indonesia. This study examines the efficacy of group-based Cognitive Behavioral Therapy (CBT) in reducing live-streaming addiction symptoms among high school students. A quasi-experimental design with pre-test-post-test control group was implemented with 20 students (N=20) exhibiting moderate addiction levels, selected through purposive sampling. The experimental group (n=10) received five 45-minute sessions of manualized group CBT focusing on cognitive restructuring, while the control group (n=10) received standard group guidance. Results demonstrated significantly greater reduction in addiction scores for the experimental group (mean reduction=31 points, p=0.005) compared to controls (mean reduction=9 points, p=0.005), with large between-group effect size (p=0.000, r=0.65). Cognitive restructuring techniques effectively modified maladaptive thought patterns underlying compulsive viewing behaviors. The group modality enhanced treatment effectiveness through peer support and collective skill-building. These findings support the integration of evidence-based CBT protocols into school counseling services to address emerging behavioral addictions. Recommendations include counselor training in CBT techniques, development of culturally adapted interventions, and implementation of systematic screening for at-risk students. This study contributes to the growing literature on digital wellness interventions in educational contexts.
Improving Social Relationships in Peer Relationships among Students Through Group Guidance Services Aminah Daulay; Herman Nirwana; Rezki Hariko
Journal Of Psychology, Counseling And Education Vol. 4 No. 1 (2026)
Publisher : Perkumpulan Dosen Fakultas Agama Islam Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58355/psy.v4i1.82

Abstract

Social relationships within peer groups are a crucial factor in students' academic and personal success. Good relationships enable students to fully realize their potential. However, many students experience difficulties interacting, such as feeling isolated, easily offended, and even having communication problems via social media. This article represents a best practice conducted by researchers. The activity was conducted in a single meeting, focusing on social relationships within peer groups. This best practice study found that students were quite active in participating in group guidance services, beginning with a game of names played by all group members. Group guidance, using a Cognitive Behavior Therapy (CBT) approach, employing cognitive restructuring techniques and discussion strategies, improved students' understanding of social relationships and helped them develop their potential. Students became more active, less awkward or shy about speaking in front of others, and more open, which directly improved the quality of their interactions with peers.
Addiction Condition Watching Online Live Streaming Video Aminah Daulay; Firman Firman; Netrawati Netrawati; Mohd Nazri
Jurnal Counseling Care Vol 9, No 1 (2025): Jurnal Counseling Care, [Terakreditasi Sinta 3] No: 156/C/C3/KPT/2026
Publisher : Universitas PGRI SUMATERA BARAT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jcc.2025.v9i1.7839

Abstract

Addiction to viewing live online video games has become a big problem, with many students experiencing the detrimental effects of addiction to watching live online games streaming virtually every day. This reliance on watching live online video games needs to be avoided because it can interfere with daily living. The study's goal is to describe the condition of online video game addiction in pupils. In this study, 290 students were chosen at random using standard random sampling procedures. The addiction scale is used by the study instrument to watch live online video games. Using descriptive statistical tools and data analysis methodologies. The findings revealed that pupils with very low categories 22.07%, low category 19.31%, middle category 52.41%, high category 4.48% and very high category 1.72%.