Filter By Year

1945 2024


Found 75 documents
Search Management of the Game

EFEKTIVITAS PELAKSANAAN KONSELING KELOMPOK DENGAN TEKNIK SELF MANAGEMENT UNTUK MENGURANGI KECANDUAN GAME ONLINE PADA SISWA SMA NEGERI 1 SAKTI Putri Fazillah; Teuku Fadhl; Muqarramah Fitri
Educandumedia: Jurnal Ilmu pendidikan dan kependidikan Vol. 2 No. 3 (2023): Desember 2023
Publisher : Yayasan Insan Cipta Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61721/educandumedia.v2i3.53

Abstract

Penelitian ini bertujuan untuk mengetahui apakah pelaksanaan konseling kelompok dengan teknik self management efektif dalam mengurangi kecanduan game online peserta didik SMAN 1 Sakti. Metode yang digunakan dalam penelitian ini adalah kuasi eksperimen dengan desain The Nonequivalent Control Group 3Design. Populasi dalam penelitian ini adalah 42 peserta didik. Sampel diambil dengan teknik purposive sampling dengan sampel peserta didik kelas XI IPA1 dan XI IPA2. Pengumpulan data dilakukan dengan angket atau kuesioner. Data diolah menggunakan SPSS versi 20 for windows. Hasil penelitian menunjukkan bahwa terdapat efektivitas pelaksanaan konseling kelompok dengan teknik self Management untuk mengurangi kecanduaan game online pada siswa kelas XI Mipa 1 dan XI Mipa 2 SMA Negeri 1 Sakti. Hal ini terbukti dari posttest dengan teknik self management thitung>ttabel, maka -13,53 > 2,01, tanda minus ini berarti arahnya yang semakin kecil atau daerah penerimaan H0 di arah kiri. Teknik self management yang mampu mereduksi (mengurangi) kecanduan game online pada peserta didik. Maka Ha diterima dan H0 ditolak. Uji independent sample-t test menunjukkan bahwa antara kelas eksperimen dan kontrol terdapat perbedaan. Perbedaan tersebut dapat berupa efektivitas teknik konseling sself management dalam mengurangi kecanduan game online pada peserta didik di SMA Negeri 1 Sakti
Menurunkan Kecanduan Game Online Melalui Konseling Kelompok Dengan Teknik Self Management Takaeb, Aldi Fidelis; Gunawan, Ronny; Nugroho, Andreas Rian
Journal of Mandalika Social Science Vol 2 No 1 (2024): Journal of Mandalika Social Science
Publisher : Mandalika Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59613/jomss.v1i2.48

Abstract

Penelitian ini dilatarbelakangi oleh fenomena tingginya kecanduan bermain game online pada siswa di SMA GenIUS Tangerang. Kecanduan game online merupakan perilaku memainkan permainan melalui internet yang dilakukan berulang-ulang dan sulit untuk diakhiri. Tujuan penelitian ini untuk mengetahui apakah layanan bimbingan kelompok dengan teknik self management efektif untuk meminimalisir kecanduan game online pada siswa di SMA GenIUS Tangerang. Penelitian ini merupakan jenis penelitian eksperimen dengan pendekatan kuantitatif. Design penelitian yang digunakan menggunakan pre-experimental designs dengan bentuk pretest-posttest control group design. Pengumpulan data dilakukan melalui angket kecanduan game online pada populasi yaitu 48 siswa dan didapatkan 5 siswa sampel yang dibagi menjadi dua kelompok yaitu kelompok eksperimen dan kelompok kontrol. Berdasarkan hasil analisis pre-test dan post-test dengan menggunakan analisis paired t test tailed di aplikasi SPSS versi 21. Pada tabel test statistics, hasil analisis paired t test 2 tailed adalah diperoleh nilai signifikansi sebesar 0.000 yang berarti nilai P < 0.005 sehingga Ho ditolak dan Ha diterima. Berdasarkan hasil tersebut dapat disimpulkan bahwasanya terdapat pengaruh layanan konseling kelompok dengan teknik manajemen diri untuk mengurangi kecanduan bermain game online pada siswa. Sehingga hipotesis yang menyatakan layanan bimbingan kelompok dengan teknik self management efektif untuk meminimalisir kecanduan game online pada siswa di SMA GenIUS Tangerang.
Pengaruh Teknik Self-Management terhadap Kecanduan Game Online Siswa di Madrasah Aliyah Yppt Lede Nento, Asnarita; Dunggio, Arifah Abd. Latif; Bombae, Robin
JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Vol 8, No 4 (2023): Agustus, Social Religious, History of low, Social Econmic and Humanities
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jimps.v8i4.28755

Abstract

This research aims to find out whether self-management techniques influence online game addiction among Madrasah Aliyah YPPT LEDE students by using questionnaire data collection techniques and recording methods. Based on the results of the research conducted, it can be seen that there is a positive and significant influence between self-management techniques on online game addiction of Madrasah Aliyah YPPT LEDE students, this is shown from the results of simple linear regression calculations. , specifically Y = 23.551 + 0.520 This means that if self-management techniques increase by one value, the value of online game addiction will increase by 0.520. The tcount value obtained is 2.28, this value is higher than the ttable value of 1.782, meaning that there is a significant influence between the self-management technique variable and the online game addiction variable for Madrasah Aliyah YPPT LEDE students
THE EFFECTIVENESS OF OUTBOUND MANAGEMENT TRAINING WITH GAME TECHNIQUE TO IMPROVE STUDENTS’ SELF-ADJUSTMENT Asri, Dahlia Novarianing; Dewi, Noviyanti Kartika
Counsenesia Indonesian Journal Of Guidance and Counseling Vol 5 No 1 (2024): COUNSENESIA 2024
Publisher : Program Studi Bimbingan dan Konseling Universitas Tunas Pembangunan Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/cijgc.v5i1.3682

Abstract

Students need to adjust because, as adult individuals, they must deal with the expectations and hardships of college life. One of the initiatives to promote personal mental health is self-adjustment. The inability to adapt to daily life in various social environments can cause unhappiness for someone, especially students. One effort to improve student adjustment is through outbound management training using game techniques. The aim of this research is to determine the effectiveness of outbound management training using game techniques to improve student adjustment. This research is quantitative research with a one-group pretest posttest research design. The research subjects were 12 students from the Guidance and Counseling Study Program at PGRI Madiun University. The sampling technique uses the purposive sampling technique. The data collection technique uses a self-adjustment scale consisting of 15 items referring to the Psychology of Adjustment theory, including four components, namely accurate perception of reality, ability to overcome stress and anxiety, positive self-image, ability to express feelings, and good interpersonal relationships. The data analysis technique uses the Wilcoxon signed rank test. The research results show that outbound management training is effective in improving students' adjustment to everyday life.
Pengembangan Game Untuk Materi Relational Database Management System Pada Mata Pelajaran Basis Data Di Sekolah Menengah Kejuruan INTAN SETIANINGRUM, ULUL; ANISTYASARI, YENI
IT-Edu : Jurnal Information Technology and Education Vol. 3 No. 1 (2018): Volume 03 No 1 2018
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/it-edu.v3i1.25428

Abstract

Penelitian ini bertujuan mengetahui kevalidan media pembelajaran game dan respon siswa terhadap penggunaan media pembelajaran game berbasis RPG. Peneliti melakukan penelitian dengan menerapkan pembelajaran game pada materi relational database management system. Model metode yang digunakan adalah 4D yang terdiri dari Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan) dan Disseminate (Penyebaran). Namun peneliti melakukan model penelitian hingga tahap pengembangan tanpa tahap penyebaran. Populasi dalam penelitian ini merupakan siswa kelas XI RPL SMK Negeri 1 Surabaya. Diambil sampel sebanyak 1 kelas siswa kelas XI RPL SMK Negeri 1 Surabaya. Media pembelajaran game yang diimplementasikan adalah game bertipe RPG yang dibuat menggunakan RPG Maker. Hasil penelitian menunjukkan bahwa sebagian besar siswa yang menggunakan media game yang dibantu oleh guru dalam proses belajar mengajar dalam mata pelajaran basis data dikategorikan tuntas. Kata kunci : Game bertipe RPG, Pengembangan media pembelajaran game, RDBMS.
Implementasi Metode Queue Tree Dalam Management Bandwidth Game Online Berbasis Mikrotik Nafsaka Diaz Prambudi, Arih; Rofiq, Muhammad
JURNAL SISTEM KOMPUTER ASIA Vol 1 No 1 (2023): JISKOMSIA - Volume 1, Nomor 1, Tahun 2023
Publisher : Institut Tekonologi dan Binisi Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jiskomsia.v1i01.26

Abstract

Bandwidth Management is the process of controlling and measuring communications (network traffic and packets) on a network link, to avoid network congestion and poor performance on the network. Queue Tree is one of the bandwidth managemen in Mikrotik which is very flexible and quite complex. Queue requirements are more detailed based on service protocols, ports and others. Queue tree also uses the firewall mangle feature to determine which graphs we will limit. Mikrotik Routerboard is a device that functions as a gateway server that can share and provide security on the local network and also functions as a router, as a firewall, wifi device, bandwidth management, internet sharing, hotspot server, VPN Server and Client as a DNS server. With bandwidth management at Mr. Hendro's rented house, we will be able to control internet usage there so that the internet there becomes smooth. Besides that, managing bandwidth is not so difficult, as long as we understand and follow the rules of network creation
Effectiveness of Group Counseling Services Using Self-Management Techniques to Reduce Online Game Addiction Juni Fernando Silalahi; Mami Hajaroh; Nur Azizah
Journal of Educational Science and Technology (EST) Volume 10 Number 1 April 2024
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v10i1.57882

Abstract

The aim of this research is to determine the effectiveness of group counseling services with self-management techniques to reduce online game addiction at SMA Negeri 4 Malinau. This type of research is quantitative research with experimental methods. This research design is one group pre-test-post-test. The population of this research was 32 students and the sample was 5 students. Research analysis used the Wilcoxon test with the help of SPSS 26 for Windows. Based on the results of this study, it shows a decrease in reducing online game addiction after participating in the self-management technique group counseling services that have been provided. This pretest obtained a score of 360 with an average score of 72. After being given the service, students experienced a decrease in their score on the posttest of 252 with an average of 50.4. The results of the Wilcoxon test using SPSS 26 showed that the Z count in the experimental class was -2.023 and a significance level of 0.05. It is known that the Asymp.Sig.(2-tailed) value is 0.043<0.05, so Ho is rejected and Ha is accepted. Thus, it can be concluded that self-management technique group counseling services are effective in reducing online game addiction.
MENUMBUHKAN JIWA FINANCIAL MANAGEMENT MELALUI GAME EDUKASI DI PANTI ASUHAN DOMPET YATIM DAN DHUAFA PAMULANG Aprilia, Dea; Saputra, Elman; Andania, Nadia; Rizki Ramadan, Syahdan; Septanta, Rananda
Tensile : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): Maret 2024
Publisher : Teknik Mesin ,Universitas Pamulang Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Community Service Student Research aims to evaluate the use of educational games in enhancing children's understanding of financial management at the Dompet Yatim and Dhuafa Orphanage in Pamulang. Conducted by a team of accounting students from Pamulang University, this activity focuses on fostering awareness of and skills in financial management from an early age. Through socialization, material presentations, and the application of educational games, the evaluation indicates a significant improvement in the children's understanding and participation. In conclusion, educational games prove to be effective tools for enjoyable and beneficial learning, while future development suggestions involve engaging more stakeholders for broader social impact.
The ZERO WASTE MANAGEMENT MELALUI GAME ECOFUNOPOLY DAN PEMBUATAN PUPUK UNTUK MENINGKATKAN KEPEDULIAN LINGKUNGAN DI YAYASAN DARUL MUTTAQIEN WULUHAN Lia Novenda, Ika; Aprilya Hariani, Sulifah; Pujiastuti, Pujiastuti; Nugroho, Setyo Andi Nugroho
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 9 No 2 (2024): Agustus
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v9i2.5088

Abstract

Pendidikan meliputi ilmu pengetahuan, pelatihan, penguasaan keterampilan teknis, dan pengembangan subjek didik menjadi pribadi manusia yang berbudaya dan beradab. Yayasan Pondok Pesantren Darul Muttaqien berada di Wuluhan tepatnya berjarak 35 Km dari Universitas Jember. Limbah yang dihasilkan di Yayasan Pondok Pesantren yaitu sampah sisa makanan, sampah kotoran beberapa hewan ternak. Sampah hanya dibuang di halaman belakang dan dibakar. Pembakaran sampah menyebabkan pencemaran udara. Tujuan pengabdian menanamkan pendidikan karakter sejak dini. Metode yang dilakukan pertama, terlebih dahulu mengenalkan konsep sampah melalui Game Ecofunopoly, dengan game akan memudahkan mereka dalam belajar dan memahami konsep pengelolaan sampah 3R (Reduce, Reuse, dan Recycle). Kedua mengajak pengelola pondok, santri dan guru yayasan untuk terlibat dan praktek secara langsung membuat pupuk organik menggunakan beberapa teknik komposter meliputi komposter drum dan pemanfaatan maggot BSF. Hasil menunjukkan bahwa pengetahuan guru dan siswa dari Yayasan Pondok Pesantren Darul Muttaqien Wuluhan Kabupaten Jember bervariasi. Pada Pre-test, sebanyak 40% dari mereka paling memahami tentang pakan ternak, siklus Maggot, dan Maggot BSF, sementara pemahaman terendah adalah 20% mengenai permainan Ecofunopoly. Setelah mengikuti Post-Test, hasil tertinggi mencapai 100% dalam pemahaman pupuk organik, dan hasil terendah adalah 70% dalam pengolahan sampah dapur.
MENGATASI MASALAH KECANDUAN GAME ONLINE DENGAN KONSELING BEHAVIORISTIK TEKNIK SELF MANAGEMENT PADA SISWA KELAS X SMA 1 MEJOBO Alyana, Adinda Ayu; Santoso, Santoso; Hidayati, Richma
Jurnal Muria Research Guidance and Counseling (MRGC) Vol 3, No 1 (2024): JURNAL MURIA RESEARCH GUIDANCE AND COUNSELING APRIL 2024
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/mrgc.v2i2.11154

Abstract

This research was carried out at SMA 1 Mejobo, using descriptive qualitative research using a case study type of research which requires data from research objects and subjects. clearly and realistically. The data collection techniques used in this research were observation, interviews and documentation which were explored in depth in order to obtain accurate data on the causes of online game addiction experienced by Mejobo 1 High School students. The research subjects taken were two students of class X and other supporting sources such as the counseling teacher, homeroom teacher, and the client's classmates. From the discussion above, it can be concluded that the counselor chooses to use behavioristic counseling, this self-management technique can solve the online game addiction problem that is being experienced by the client. counseling that is carried out between counselor and client cannot be resolved directly with one meeting, but with several counseling processes. Based on the results of the research that the researchers had done at SMA 1 Mejobo, the researchers provided advice to several parties, namely the Principal, Counseling Teachers, Students, and suggestions for the researchers themselves.

Page 5 of 8 | Total Record : 75