JUNI FAJAR SARI, . (2026) PENGARUH TEKNIK ACCEPTANCE AND COMMITMENT THERAPY (ACT) UNTUK MEREDUKSI PERILAKU AGRESI PADA PEMAIN VIDEO GIM KEKERASAN (STUDI SINGLE SUBJECT EXPERIMENTAL DESIGN PADA MURID SEKOLAH MENENGAH PERTAMA). Magister thesis, UNIVERSITAS NEGERI JAKARTA.
|
Text
COVER.pdf Download (943kB) |
|
|
Text
BAB 1.pdf Download (287kB) |
|
|
Text
BAB 2.pdf Restricted to Registered users only Download (299kB) | Request a copy |
|
|
Text
BAB 3.pdf Restricted to Registered users only Download (496kB) | Request a copy |
|
|
Text
BAB 4.pdf Restricted to Registered users only Download (569kB) | Request a copy |
|
|
Text
BAB 5.pdf Restricted to Registered users only Download (159kB) | Request a copy |
|
|
Text
Daftar Pustaka.pdf Download (381kB) |
|
|
Text
Lampiran.pdf Restricted to Registered users only Download (1MB) | Request a copy |
Abstract
Perilaku agresi yang terjadi di kalangan remaja merupakan salah satu permasalahan psikologis yang dapat mengganggu interaksi sosial, hubungan antarpribadi, serta proses pembelajaran di sekolah. Salah satu faktor yang berperan dalam munculnya perilaku agresi adalah intensitas bermain video gim yang mengandung kekerasan. Berdasarkan hasil asesmen awal, subjek penelitian menunjukkan kecenderungan agresi yang signifikan, terutama pada aspek agresi verbal dan kemarahan sehingga diperlukan intervensi yang tidak hanya bertujuan untuk mengurangi gejala tetapi juga merubah proses psikologis yang mendasarinya. Penelitian ini bertujuan untuk mengetahui pengaruh Acceptance and Commitment Therapy (ACT) dalam mereduksi perilaku agresi pada murid yang bermain video gim kekerasan, mengetahui dampak ACT terhadap aspek perilaku agresi, serta mengidentifikasi perbedaan tingkat agresi sebelum dan sesudah menjalani intervensi. Penelitian ini menggunakan pendekatan kuantitatif dengan metode Single Subject Experimental Design (SSED) desain A-B yang terdiri atas fase baseline (A) dan fase intervensi (B). Subjek penelitian adalah seorang murid SMP yang memiliki tingkat agresi tinggi dan memiliki kebiasaan bermain video gim kekerasan dalam durasi yang lama. Pengumpulan data dilakukan melalui observasi, wawancara, serta pengukuran menggunakan instrumen agresi yang mengacu pada empat dimensi agresi, yaitu agresi fisik, agresi verbal, kemarahan, dan permusuhan. Analisis data menggunakan analisis visual dalam kondisi dan analisis visual antar kondisi berdasarkan indikator kecenderungan arah, stabilitas, perubahan level, mean level, dan overlap. Hasil penelitian menunjukkan bahwa ACT efektif dalam mereduksi perilaku agresi pada subjek penelitian. Pengaruh tersebut ditunjukkan oleh perubahan kecenderungan arah dari meningkat pada fase baseline (A) menjadi menurun pada fase intervensi (B). Penurunan mean level dari 95,3 menjadi 72,6, perubahan level antarkondisi sebesar -20, serta persentase overlap sebesar 0% yang menunjukkan tidak adanya tumpang tindih data antara fase baseline (A) dan intervensi (B). Perubahan perilaku paling nyata terjadi pada aspek agresi verbal dan kemarahan, disertai penurunan kecenderungan permusuhan serta meningkatnya kemampuan mengendalikan respons terhadap situasi yang memicu agresi. Temuan penelitian menunjukkan bahwa perubahan perilaku terjadi secara bertahap melalui peningkatan fleksibilitas psikologis sehingga subjek menjadi lebih mampu menerima pengalaman emosional, melepaskan diri dari dominasi pikiran agresi, serta memilih perilaku yang lebih adaptif sesuai dengan nilai-nilai pribadi. Dengan demikian, ACT dapat menjadi intervensi yang efektif untuk mereduksi perilaku agresi pada remaja yang bermain video gim kekerasan, khususnya dalam konteks layanan bimbingan dan konseling di sekolah. ***** Aggressive behavior among adolescents is a psychological problem that can disrupt social interactions, interpersonal relationships, and the learning process at school. One factor contributing to the emergence of aggressive behavior is the intensity of playing violent video games. Based on the initial assessment results, the study subjects demonstrated significant aggressive tendencies, particularly in the areas of verbal aggression and anger, necessitating interventions aimed not only at reducing symptoms but also at changing the underlying psychological processes. This study aimed to determine the effectiveness of Acceptance and Commitment Therapy (ACT) in reducing aggressive behavior in students who play violent video games, to determine the impact of ACT on aggressive behavior, and to identify differences in aggression levels before and after the intervention. This study used a quantitative approach with a Single Subject Experimental Design (SSED) A-B design, consisting of a baseline phase (A) and an intervention phase (B). The study subjects were junior high school students with high levels of aggression and a habit of playing violent video games for extended periods. Data were collected through observation, interviews, and measurements using an aggression instrument that refers to four dimensions of aggression: physical aggression, verbal aggression, anger, and hostility. Data analysis used visual analysis within conditions and visual analysis between conditions based on indicators of directional trend, stability, level change, mean level, and overlap. The results showed that ACT was effective in reducing aggressive behavior in the study subjects. This effectiveness was demonstrated by a change in directional trend from an increase in the baseline phase (A) to a decrease in the intervention phase (B). The mean level decreased from 95.3 to 72.6, the level change between conditions was -20, and the overlap percentage was 0%, indicating no overlap in data between the baseline (A) and intervention (B) phases. The most significant behavioral changes occurred in verbal aggression and anger, accompanied by a decrease in hostility and an increased ability to control responses to situations that trigger aggression. The research findings indicate that behavioral changes occur gradually through increased psychological flexibility, enabling subjects to better accept emotional experiences, free themselves from the dominance of aggressive thoughts, and choose more adaptive behaviors in line with personal values. Thus, ACT can be an effective intervention for reducing aggressive behavior in adolescents who play violent video games, particularly within the context of guidance and counseling services in schools.
| Item Type: | Thesis (Magister) |
|---|---|
| Additional Information: | 1). Dr. Eka Wahyuni, MAAPD. ; 2). Dr. Karsih, M.Pd. |
| Subjects: | Pendidikan > Bimbingan dan Konseling |
| Divisions: | FIP > S2 Bimbingan Konseling |
| Depositing User: | Juni Fajar Sari . |
| Date Deposited: | 19 Aug 2026 07:38 |
| Last Modified: | 19 Aug 2026 07:38 |
| URI: | http://repository.unj.ac.id/id/eprint/71992 |
Actions (login required)
![]() |
View Item |
