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Search Management of the Game

Pengaruh Layanan Bimbingan Kelompok dengan Teknik Self-Management Terhadap Intensitas Kecanduan Game Nurul Jannah; Winda Ade Ariani; Widya Kartika Sari
Bulletin of Counseling and Psychotherapy Vol. 4 No. 3 (2022): Bulletin of Counseling and Psychotherapy
Publisher : Kuras Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51214/bocp.v4i3.411

Abstract

This study aims to reduce game addiction of class XI IPS students of SMA Negeri 1 Bengkulu Tengah through group guidance services with self-management techniques. These services and techniques aim to assist students in managing their own behavior to change it, especially in game addiction. This study uses a quasi-experimental research method (quasi-experimental). The population in this study were students of SMA Negeri 1 Bengkulu Tengah. Sampling using purposive sampling technique with one group consisting of 10 people. The selection is based on the criteria for game addiction which is in the high category. Data collection using a game addiction questionnaire. The data analysis technique used descriptive percentage. The results of the analysis obtained that the average value of students' game addiction for the pretest was 108.90 in the high category. While the average value of student game addiction for the posttest is 74.00 in the low category. Thus, descriptively it can be said that there is a decrease in the average value of game addiction between the pretest and posttest. To test the hypothesis, the Mann Withney test was used. The results of the study obtained that group guidance with self-management techniques was very effective in reducing the intensity of game addiction in students.
PENGARUH TEKNIK SELF-MANAGEMENT DALAM KONSELING KELOMPOK TERHADAP PERILAKU KECANDUAN GAME ONLINE PADA SISWA KELAS X SMA HANG TUAH 1 SURABAYA ignasisu sale kame; Jahju Hartanti; Dimas Ardika Mifta Farid
Psikodidaktika Vol 7 No 2 (2022): Jurnal Psikodidaktika
Publisher : Guidance and counseling the university of Prof. Dr. Hazairin. SH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32663/psikodidaktika.v7i2.2630

Abstract

Penelitian ini bertujuan untuk menganalisis masalah jumlah siswa yang mengalami hal yang berbeda dalam kecanduan game online mereka. Teknologi Self-Management untuk Perilaku Game Online Siswa dalam konseling kelompok, siswa mengalami kecanduan game online dengan melakukan self-management technology dengan Konseling kelompok bertujuan untuk. Kurangi ketergantungan pada game online.Ada dua variabel yang digunakan dalam penelitian ini.Variabel bebasnya adalah konseling kelompok dengan teknik self-management dalam bimbingan kelompok, dan variabel terikatnya adalah ketergantungan pada game online.Rumusan masalah dalam penelitian ini. “: Apakah Teknik Self-Management Konseling Kelompok Mempengaruhi Kecanduan Game Online Siswa Kelas X SMA Hangtua 1 Surabaya?”, Tujuan penelitian ini. Pelajari tentang keterampilan manajemen diri siswa untuk kecanduan game online melalui konseling kelompok. Kelas X, MIPA 4, SMA HangTuah1 Surabaya. Metode penelitian yang digunakan adalah rancangan one group pre-test dan post-test sebelum eksperimen.
APPROACHMENT AND MANAGEMENT GAME ADDICTION AS CLINICAL CONDITION Ratri Istiqomah
Journal of Psychiatry Psychology and Behavioral Research Vol. 1 No. 1 (2020)
Publisher : Departemen Psikiatri Fakultas Kedokteran Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (190.803 KB)

Abstract

Online games phenomenon that occur in Indonesia arises after internet access became easily as well as globalization around the world. Ignorance of problems that may arise quite late to realize that causing addiction problems due to the game has worldwide. In 2000 the number of Internet users in Indonesia reached two million people, this number increased to 71.190 million in 2014. When the game created an addiction condition, the game changed the balance in the neurotransmitters of the brain that play a role in the reward system, which would eventually change the structure of the nervous system anatomically and have an effect on changes in the regulation of emotions, cognition, and psychomotor. Clinical manifestations observed in a person with addiction games in the form of preoccupation in games; lying or hiding reality about the usual game; loss of interest and interest in other activities; withdrawal from social life; defensive and irritable. Treatment modalities that can be done include limiting screen time, support from parents or family, resting eyes and muscles, changing to educational games, diverting to more useful activities, academic guidance, family therapy, and comprehensive referral system should be made if the condition was permitted.Keywords: game, addiction, internet.
HUBUNGAN SELF MANAGEMENT DENGAN KECANDUAN GAME ONLINE SISWA KELAS XI DI SMAN 1 PRAYA BARAT KABUPATEN LOMBOK TENGAH TAHUN PELAJARAN 2021/2022 Khairul Dwi Cahya; I Made Sonny Gunawan; Jesicca Festy Maharani
Journal of Mandalika Literature Vol. 3 No. 1 (2022)
Publisher : Institut Penelitian dan Pengembangan Mandalika (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (324.08 KB) | DOI: 10.36312/jml.v3i1.957

Abstract

Self-management is self-control of thoughts, words, and actions that are carried out, and encourage oneself to do things that are not good and increase good and right actions. Addiction Online Game is one of the problems that gets the attention of the wider community because this problem will have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects and financial aspects. The aim of this research is to determine the relationship between self management with addiction online game in class XI students at SMAN 1 Praya Barat, Central Lombok Regency, in the 2021/2022 academic year. In this case the researcher will use quantitative research methods with the type of correlational research. In this study , the research population was 191 students and the sample used by this researcher was some students of SMAN 1 Praya Barat in class XI IPS with a total of 87 students. The sampling technique used in this research is purposive sampling. While the data collection techniques used are questionnaires, observations, interviews, and documentation.Correlation formula Product Moment, where the results of the t-count data analysis are 0.841 with a t-table value with db (N-1) = 87-1 = 86 with a significant level of 5% is 0.213. Thus, the t-count value is greater than the t value in the table (0.841 > 0.213), so it can be concluded that there is a relationship between self management with addiction online game in class XI students at SMAN 1 Praya Barat, Central Lombok Regency, in the 2021/2022 academic year. So the results of this study were declared "Significant".
Efektivitas Anger Management Training untuk Menurunkan Perilaku Agresi Verbal pada Remaja Pengguna Game Online Mobile Legends di kota Makassar Wiwin Saputra; Asniar Khumas; Ahmad Ridfah
Indonesian Journal of Islamic Counseling Vol 4 No 2 (2022): Exploring Interpersonal Dynamics and Social Development
Publisher : Institut Agama Islam Negeri Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35905/ijic.v4i2.3511

Abstract

Verbal aggression arises as a result of uncontrolled emotional anger that is faced. The impact of uncontrolled angry emotions will encourage the individual's desire to do negative things. This research aims to determine the effectiveness of anger management training to reduce the tendency of verbal aggression among teenagers who use the online game Mobile Legends in Makassar City. This research uses a Pretest Post-test Control Group Design research design. The participants in this research were 20 male teenagers who had a tendency towards verbal aggression who were divided into two groups, namely 10 participants in the control group and 10 participants in the experimental group. The data analysis technique uses the Mann-Whitney and Wilcoxon signed rank test. The results of the research show that anger management training is effective on the tendency of verbal aggression in teenagers who use the online mobile legends game in Makassar City (W= 6,000, ρ=0.001) with an effect of -0.880 and is included in the large category. The pre-test results of the experimental group (M = 6,800, SD = 2,440) were greater than the post-test average of the experimental group (M = 3,500, SD = 1,080); and (W = 45,000, ρ=0.008), the control group's pre-test score (M = 6,000, SD = 1.054) was smaller than the control group's post-test mean (M = 6,100, SD = 1.792). Anger management training is used to reduce verbal aggression among adolescent online game players.
Perancangan Game Visual Novel Berdasarkan Novel “Love Risk Management” Karen Vovolita Hanrik; Fajar Persada Supandi
VISUALIDEAS Vol. 3 No. 2 (2023): Visual Ideas
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/visualideas.vol3.iss2.2023.1449

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Perancangan Game Visual Novel yang didasarkan oleh karya tulis Novel “Love Risk Management”  adalah proses dimana penulis menyampaikan cerita yang ada dengan ilustrasi dan narasi yang immersif dan interaktif sehingga audiens terlibat dan dapat merasakan dunia dalam tulisan tersebut, pada kasus ini novel yang diangkat adalah novel dengan genre Romance, Metropop dan Urban karya Helen Tanuwan dimana Novel ini dikemas dengan genre Romance namun juga mengangkat isu disabilitas, keluarga dan karir perbankan , perancangan game ini dimulai dengan pemahaman dan research pada naskah yang diberikan klien sehingga penulis dapat memahami novel dan setting dunia yang digarap, setelah itu penulis membuat sketsa konsep latar belakang, karakter dan asset. setelah sketsa konsep disetujui oleh klien, penulis kemudian membuat Illustrasi final karakter, asset dan latar belakang, setelah asset-asset tersebut selesai dirancang penulis kemudian membuat prototype Game Visual Novel tersebut dengan menggunakan Figma, saat perancangan Game Visual Novel ini penulis ingin menonjolkan genre Romance dengan aset dan typography yang selaras dan juga immersif dan interaktif bagi audiens.
Efektivitas Konseling Kelompok Teknik Self Management Untuk Mereduksi Kecanduan Game Online (Pada Siswa Kelas VIII) di SMP Negeri 1 Pundong Setyowati, Aprilia; Suardiman, Siti Partini; Lestari, Novita Tri
Indonesian Journal of Educational Counseling Vol 7 No 1 (2023)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/001.202371.218

Abstract

Research conducted directly in schools showed that several students experienced moderate and high levels of online game addiction. The purpose of this study was to determine the effectiveness of self- management technique group counseling to reduce online game addiction in class VIII students. This research uses pre-experimental quantitative research with one group pretest-posttest research design. The findings in this study were students who experienced the negative impact of online game addiction such as withdrawing and not being able to socialize with the surrounding environment, there were also students who ruled out the primary need to play online games. The instrument in this study used an online game addiction scale that had been tested for validity and reliability with the help of SPSS 25. The paired sample t-test was used in this study as a decision-making process with the help of the SPSS 25 program. The results obtained from the paired sample t-test test with a significant level (α) of 0.05 shows the results of Sig. (2-tailed) < significant level that is equal to 0.006 < 0.05 so that Ha is accepted and H0 is rejected. It can be concluded that self-management technique group counseling is proven to be effective in reducing students who are addicted to online games
Penerapan teknik self management terhadap perilaku menyimpang remaja penggemar game online Ati Sulastri; Eni Nur'aeni
Jurnal al-Shifa Bimbingan Konseling Islam Vol. 4 No. 1 (2023): Januari - Juni 2023
Publisher : Program Studi Bimbingan Konseling Islam Fakultas Dakwah Universitas Islam Negeri Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/alshifa.v4i1.8106

Abstract

Abstract:Now humans have experienced the development of an increasingly modern era. Problems of deviant behavior by online game fans are certainly different, so research still needs to be done to explore data about the conditions of deviant behavior of online game fans in Cibongkok Village. The aims of this study are to analyze the deviant behavior that occurs in adolescents who are fans of online games in Cibongkok Village. To determine the application of self-management techniques in reducing the deviant behavior of adolescent online game fans in Cibongkok Village. Researchers use a type of descriptive qualitative. The respondents were 4 teenagers who like to play online games in Cibongkok Village, Mekarsari Village, Cinangka District, Serang Regency, Banten Province. Based on the research that has been done, it can be concluded that deviant behavior committed by adolescents who are fans of online games, namely all respondents uttered foul language and said dirty words, two respondents did not do their schoolwork, two teenagers gambled online games and one teenager stole people's money old. The results of applying self-management techniques to reduce the deviant behavior of adolescent online game fans had a good effect on three respondents and had no effect on one respondent.Keywords: self-management techniques, deviant behavior, online game fans.
The Relationship of Social Control and Self-Management to Online Game Addiction in Adolescents Damaris Kakisina; I Ketut Andika Priastana; Dwi Prima Hanis Kusumaningtiyas
PROMOTOR Vol. 6 No. 5 (2023): OKTOBER
Publisher : Universitas Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/pro.v6i5.415

Abstract

Background: Online game is a very popular game, including among teenagers. Addiction to online games is caused by low self-management, as a result, adolescents put aside their responsibilities, and adolescents in their social life have means in the form of control to regulate behavior so that adolescent behavior has conformist boundaries. Social control is a process that educates the public to comply with prevailing social norms and values. Self-management is an attempt to plan, for the activities carried out by adolescents. The purpose of this study was to identify the relationship between social control and self-management toward online game addiction in adolescents at LKSA Widhya Asih Melaya. Methods: This study used a cross-sectional design. The population in this study were all teenagers who play online games living at LKSA Widhya Asih Melaya. The sample of this research is 53 respondents. This research uses probability sampling with a simple random sampling technique. Data analysis was performed using univariate and bivariate analysis. Results: This study found the results of the analysis of social control on online game addiction in adolescents with a correlation coefficient (r) of 0.709, where r count > r table (0.000) and p-value = 0.000 (p <0.25) and the results of self-analysis management of online game addiction in adolescents correlation coefficient (r) of 0.454, where r count > r table (0.000) and p-value = 0.001 (p <0.25). Conclusion: There is a relationship between social control and self-management towards online game addiction in adolescents at LKSA Widhya Asih Melaya.
MANAGEMENT OF GAME MEDIA DEVELOPMENT FOR EARLY CHILDHOOD Firman Ashadi; Muhammad Haris; Didik Cahyono; Yuditia Prameswari; Yunita Dwi Wikandari
Jurnal Scientia Vol. 12 No. 03 (2023): Education, Sosial science and Planning technique, 2023 (June-August)
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v12i03.1761

Abstract

The objective of this study is to examine the implementation approach employed in the management of Game Media Development for Early Childhood. This study employs the literature review methodology to consolidate data and analyze findings from many literature sources, with the aim of constructing a thorough comprehension of optimal practices and methods in the management of game media creation for early childhood. The findings indicate that an effective strategy for developing educational games for children involves incorporating educational components within the game in an engaging manner. The inclusion of game content that aligns with positive values and receives parental approval is a critical determinant in establishing a favorable play environment. By implementing these tactics, play can serve as a valuable instrument in facilitating early childhood learning and development in an enjoyable and gratifying manner.

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