Hubungan Hubungan Bermain Game Online Dengan Gangguan Emosional Pada Siswa SD Negeri Sumberrejo, Kabupaten Magelang

ABSTRAK Online games are a type of game that uses internet networks, involves players and generates feedback directly on video devices. Excessive use of online games will have a negative impact on users such as addiction and health problems, one of which is emotional disorders. Emotional disturbance is inappropriate chaos, uncontrolled behavior such as crying without cause, getting angry without cause, and getting angry when what you want is not obtained. Methods: This study used quantitative methods, sampling using random sampling with a total sample of 40 students from grades 3, 4, 5, and 6, the instruments used were SDQ questionnaires and Playing Online Games. Results: The results of the Spearman statistical test with ɑ = 0.05 obtained a p value of 0.049 (Strength Scale), and 0.009 (Difficulty Scale) with a value of r 0.313 (Strength Scale), and 0.407 (Difficulty Scale), which means there is a relationship between the variable Playing Online Games with Emotional Disturbance variables. The use of online games in elementary school-age children should be limited by parents, then give responsibility to children when allowed to play online games. As much as possible, always involve children in any activity so that children are not bored and bored when at home. ABSTRAK Game online adalah jenis permainan yang menggunakan jejaring internet, melibatkan pemain dan menghasilkan umpan balik secara langsung pada perangkat video. Penggunaan game online secara berlebihan akan berdampak buruk bagi penggunanya seperti kecanduan dan gangguan kesehatan salah satunya gangguan emosional. Gangguan emosional merupakan kekalutan yang tidak sesuai, perilaku yang tidak terkendali seperti, menangis tanpa sebab, marah-marah tanpa sebab, dan marah ketika apa yang diinginkan tidak didapatkan. Metode : Penelitian ini menggunakan metode kuantitatif, pengambilan sampel menggunakan random sampling dengan jumlah sampel 40 siswa dari kelas 3,4,5, dan 6, instrumen yang digunakan yaitu kuesioner SDQ dan Bermain Game Online. Hasil : Hasil uji statistik Spearman dengan ɑ=0,05 didapatkan hasil p value 0.049 (Skala Kekuatan), dan 0.009 (Skala Kesulitan) dengan nilai r 0,313 (Skala Kekuatan), dan 0,407 (Skala Kesulitan), yang artinya ada hubungan antara variabel Bermain Game Online dengan variabel Gangguan Emosional. Pengunaan game online pada anak usia sekolah dasar seharusnya bisa dibatasi oleh orang tua, lalu berikan tanggung jawab kepada anak ketika diperbolehkan bermain game online. Sebisa mungkin selalu libatkan anak dalam aktivitas apapun supaya anak tidak bosan dan jenuh ketika dirumah.

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Journal
Borobudur Nursing Review
Published
2025-06-30
DOI
https://doi.org/10.31603/bnur.12069
Primary Topic
Educational Methods and Media Use
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article

Hubungan Hubungan Bermain Game Online Dengan Gangguan Emosional Pada Siswa SD Negeri Sumberrejo, Kabupaten Magelang

Septi Wardani, Reni Mareta, Vira Vertina Hapsari
Borobudur Nursing Review
Educational Methods and Media Use
article

Hubungan Hubungan Bermain Game Online Dengan Gangguan Emosional Pada Siswa SD Negeri Sumberrejo, Kabupaten Magelang

Septi Wardani, Reni Mareta, Vira Vertina Hapsari
article en

Abstract

ABSTRAK Online games are a type of game that uses internet networks, involves players and generates feedback directly on video devices. Excessive use of online games will have a negative impact on users such as addiction and health problems, one of which is emotional disorders. Emotional disturbance is inappropriate chaos, uncontrolled behavior such as crying without cause, getting angry without cause, and getting angry when what you want is not obtained. Methods: This study used quantitative methods, sampling using random sampling with a total sample of 40 students from grades 3, 4, 5, and 6, the instruments used were SDQ questionnaires and Playing Online Games. Results: The results of the Spearman statistical test with ɑ = 0.05 obtained a p value of 0.049 (Strength Scale), and 0.009 (Difficulty Scale) with a value of r 0.313 (Strength Scale), and 0.407 (Difficulty Scale), which means there is a relationship between the variable Playing Online Games with Emotional Disturbance variables. The use of online games in elementary school-age children should be limited by parents, then give responsibility to children when allowed to play online games. As much as possible, always involve children in any activity so that children are not bored and bored when at home. ABSTRAK Game online adalah jenis permainan yang menggunakan jejaring internet, melibatkan pemain dan menghasilkan umpan balik secara langsung pada perangkat video. Penggunaan game online secara berlebihan akan berdampak buruk bagi penggunanya seperti kecanduan dan gangguan kesehatan salah satunya gangguan emosional. Gangguan emosional merupakan kekalutan yang tidak sesuai, perilaku yang tidak terkendali seperti, menangis tanpa sebab, marah-marah tanpa sebab, dan marah ketika apa yang diinginkan tidak didapatkan. Metode : Penelitian ini menggunakan metode kuantitatif, pengambilan sampel menggunakan random sampling dengan jumlah sampel 40 siswa dari kelas 3,4,5, dan 6, instrumen yang digunakan yaitu kuesioner SDQ dan Bermain Game Online. Hasil : Hasil uji statistik Spearman dengan ɑ=0,05 didapatkan hasil p value 0.049 (Skala Kekuatan), dan 0.009 (Skala Kesulitan) dengan nilai r 0,313 (Skala Kekuatan), dan 0,407 (Skala Kesulitan), yang artinya ada hubungan antara variabel Bermain Game Online dengan variabel Gangguan Emosional. Pengunaan game online pada anak usia sekolah dasar seharusnya bisa dibatasi oleh orang tua, lalu berikan tanggung jawab kepada anak ketika diperbolehkan bermain game online. Sebisa mungkin selalu libatkan anak dalam aktivitas apapun supaya anak tidak bosan dan jenuh ketika dirumah.

Borobudur Nursing ReviewVol. 5(1)
Universitas Muhammadiyah Magelang (ID)
Openalex Percentile: Top 58%
Educational Methods and Media Use
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