Group Guidance Model Using Self Management Technique to Reduce Online Game Addiction of Phase F Students (Study of SMAN 1 Luhak Nan Duo Pasaman Barat)

This research is based on students who are slow in doing and collecting school assignments because they play online games, as well as students who are often late or don't go to class because they play online games, there are students who don't want to be disturbed when playing online games. The aim of this research is to describe 1) The picture of students' gaming addiction. 2) Design of a group counseling model with a behavioral approach using self-management techniques for those experiencing Phase F online game addiction. This research was carried out using research and development methods. The sample in this study was 74 students from F phase who were addicted to games. The development procedure used in this research includes 5 steps, namely: 1) Potential and problems; 2) Data collection; 3) Product design; 4) Design validation; and 5) Design revision, resulting in a final product design for a responsive service model for social development. The data collection technique used was a questionnaire using percentage data analysis.Based on the research results, it can be seen from: 1) The picture of students' game addiction is in the quite high category; 2) Design of a group counseling model with a behavioral approach using self-management techniques for online game addiction phase F which has been validated by psychologists translated as "accepted" and is suitable for use. Based on the results of this research, it is recommended that guidance and counseling teachers use this module to address students

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Publication Details

Journal
Jurnal Bimbingan dan Konseling Borneo
Published
2024-11-29
DOI
https://doi.org/10.35334/jbkb.v6i2.8
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Group Guidance Model Using Self Management Technique to Reduce Online Game Addiction of Phase F Students (Study of SMAN 1 Luhak Nan Duo Pasaman Barat)

Rahma Wira Nita Nita, Puja Devina Azhari, Rici Kardo
Jurnal Bimbingan dan Konseling Borneo
Educational Methods and Media Use
article

Group Guidance Model Using Self Management Technique to Reduce Online Game Addiction of Phase F Students (Study of SMAN 1 Luhak Nan Duo Pasaman Barat)

Rahma Wira Nita Nita, Puja Devina Azhari, Rici Kardo
article en

Abstract

This research is based on students who are slow in doing and collecting school assignments because they play online games, as well as students who are often late or don't go to class because they play online games, there are students who don't want to be disturbed when playing online games. The aim of this research is to describe 1) The picture of students' gaming addiction. 2) Design of a group counseling model with a behavioral approach using self-management techniques for those experiencing Phase F online game addiction. This research was carried out using research and development methods. The sample in this study was 74 students from F phase who were addicted to games. The development procedure used in this research includes 5 steps, namely: 1) Potential and problems; 2) Data collection; 3) Product design; 4) Design validation; and 5) Design revision, resulting in a final product design for a responsive service model for social development. The data collection technique used was a questionnaire using percentage data analysis.Based on the research results, it can be seen from: 1) The picture of students' game addiction is in the quite high category; 2) Design of a group counseling model with a behavioral approach using self-management techniques for online game addiction phase F which has been validated by psychologists translated as "accepted" and is suitable for use. Based on the results of this research, it is recommended that guidance and counseling teachers use this module to address students

Jurnal Bimbingan dan Konseling BorneoVol. 6(2)
State University of Padang (ID), Universitas PGRI Semarang (ID)
Openalex Percentile: Top 53%
Educational Methods and Media Use
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