NATASHA MADARINA, . (2022) GAMBARAN DAMPAK KECANDUAN GAME ONLINE PADA MAHASISWA AKHIR BIMBINGAN KONSELING UNIVERSITAS NEGERI JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Bermain game online secara terus menerus akan menimbulkan kecanduan yang dapat mengganggu mahasiswa tingkat akhir menyelesaikan studinya. Aktivitas ini juga merupakan pilihan dalam menghindar dari masalah pada kelompok dewasa awal. Penelitian ini bertujuan untuk mengetahui tingkat kecanduan serta dampaknya pada mahasiswa akhir Program Studi S1 Bimbingan konseling Universitas Negeri Jakarta disaat pandemi Covid-19. Metode penelitian yang digunakan adalah survey. Untuk menentukan sampel, yaitu mereka yang terindikasi kecanduan game online, peneliti menggunakan alat ukur GAIA (Game Addiction Inventory for Adult) oleh Ulric Wong & David Carson Hodgins dengan jumlah 31 item. Dengan teknik accidental sampling, diketahui dari 104 responden, 76 responden terindikasi mengalami kecanduan game online. 7 mahasiswa berada pada tingkat kecanduan menengah-rendah dan 69 mahasiswa berada pada tingkat kecanduan menengah-tinggi. Selanjutnya untuk melihat dampak pada kelompok sampel, peneliti menggunakan instrumen dampak kecanduan game online yang dikembangkan oleh peneliti berdasarkan teori King & Delfabbro (2018) tentang 5 aspek dampak kecanduan game online. Dampak negatif yang muncul akibat kecanduan game online adalah dampak kesehatan seperti tidur dan makan tidak teratur akibat game , dampak psikologis mudah marah dan emosi saat bermain game, dampak akademik sulitnya berkonsentrasi saat belajar mengajar, dampak sosial terjadinya konflik dengan keluarga, teman atau kerabat dan dampak keuangan sulitnya menabung akibat keperluan game. Pada kelompok yang iv mengalami kecanduan game online pada tingkat menengah rendah diketahui rata-rata dampak yang dialami dari 34 item instrument dampak kecanduan game online adalah sebesar (17%), sementara pada kelompok yang mengalami kecanduan game online pada tingkat kecanduan menengah tinggi diketahui rata-rata dampak yang dialami dari 34 item instrument dampak kecanduan game online sebesar (46%). Penelitian ini menunjukkan urgensinya disiapkan bantuan baik berupa individu ataupun kelompok untuk mengatasi kecanduan game online. ************************************ Playing online games continuously will cause addiction that can interfere with final year college students to completing their studies. This activity is also an option in avoiding problems in the early adult group. This study aims to determine the level of addiction and its impact on final college students of the Counseling Guidance Study Program at the State University of Jakarta during Covid-19.The research method used is a survey. To determine the sample who are indicated to be addicted to online games, the researchers used the GAIA (Game Addiction Inventory for Adult) measuring instrument by Ulric Wong & David Carson Hodgins with a total of 31 items. With the accidental sampling technique, out of 104 respondents, 76 respondents are indicated to be addicted to online games. 7 students were in the medium-low addiction level and 69 students were at the medium-high addiction level. Furthermore, to see the impact on the sample group, the researcher used an instrument on the impact of online game addiction which was developed by the researcher based on the theory of King & Delfabbro (2018) about 5 aspects of the impact of online game addiction. The negative impacts that arise due to online game addiction are health effects such as sleeping and eating irregularly due to games, the psychological impact of irritability and emotions when playing games, the academic impact of difficulty concentrating while teaching and learning, the social impact of conflicts with family, friends or relatives and the impact of financial difficulty saving due to gaming needs. In the group that experienced online game addiction at a low medium level, it was found that the average impact experienced from 34 instrument items on the impactvi of online game addiction was (17%), while in the group experiencing online game addiction at a medium high level of addiction, it was known that the average the impact experienced from 34 instrument items on the impact of online game addiction (46%). This study shows the urgency of providing assistance in the form of individuals or groups to overcome online game addiction
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Hilma Fitriyani, M.Pd ; 2). Karsih, M.pd |
Subjects: | Pendidikan > Bimbingan dan Konseling |
Divisions: | FIP > S1 Bimbingan Dan Konseling |
Depositing User: | PKL . |
Date Deposited: | 14 Oct 2024 02:27 |
Last Modified: | 14 Oct 2024 02:27 |
URI: | http://repository.unj.ac.id/id/eprint/51488 |
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