KONSELING KOGNITIF PERILAKU (KKP) UNTUK MEREDUKSI KECANDUAN GAME ONLINE : Penelitian Eksperimen Kuasi terhadap Siswa Kelas XI SMA Negeri 112 Jakarta Tahun Ajaran 2015/2016

Hulaifah, - (2016) KONSELING KOGNITIF PERILAKU (KKP) UNTUK MEREDUKSI KECANDUAN GAME ONLINE : Penelitian Eksperimen Kuasi terhadap Siswa Kelas XI SMA Negeri 112 Jakarta Tahun Ajaran 2015/2016. S2 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Penelitian dilatarbelakangi oleh kajian empirik dan teroretik kecenderungan dampak negatif yang diakibatkan oleh kecanduan game online, khususnya di kalangan remaja. Tujuan penelitian untuk menguji keefektifan konseling kognitif perilaku (KKP) dalam mereduksi kecanduan game online yang dialami oleh siswa. Pendekatan yang digunakan adalah kuantitatif dengan metode single subject desain A-B. Populasi yang digunakan seluruh siswa kelas XI SMA Negeri 112 Jakarta tahun ajaran 2015/2016 dengan sample penelitian sebanyak tiga orang dengan kategori tinggi pada skor kecanduan game online. Teknik Analisis data menggunakan analisis visual dengan melihat arah kecenderungan garis (trend) dan analisis statistik dengan menggunakan dua standar deviasi serta pedoman Percentage overlapping Non-Data (PND) untuk menguji keefektifan intervensi. Hasil penelitian menunjukkan penurunan skor yang signifikan dari fase baseline ke fase intervensi. Penurunan skor ini mengindikasikan bahwa penggunaan KKP efektif untuk mereduksi kecanduan game onlinepada aspek salience, mood modification,conflict dan time restrictions, tetapi tidak efektif pada aspek tolerance dalam mereduksi kecanduan game online pada satu subjek penelitian. Kata Kunci : Kecanduan game online, Konseling Kognitif Perilaku (KKP) The research conduct motivated by empirical and theoretical studies of negative impact tendency caused by online game addiction, especially among teenagers. The research goa lis to test the effectiveness of cognitive-behavioral counseling (KKP) in reducing number of the online game addiction suffered by students. The approach taken is quantitative with single-subject method A-B design. The population used is whole of 11th grade students in State High School SMA 112 in Jakarta for the 2015/2016 academic year with research sample of three with high category in online game addiction score. Data analysis technique used are visual analysis by considering line-tendency (trend) and statistical analysis through two standard-deviations and also Percentage overlapping Non-Data (PND) guideline to test the effectiveness of interventions. The results showed a significant decrease in score from baseline phase to the intervention phase. This score indicates that the decline in the use of Cognitive-Behavioral Counseling (KKP) effective to reduce addiction to online games on the aspect of salience, mood modification, conflict and time restrictions, but ineffective in tolerance aspect at reducing the online game addiction on one research subject. Keywords: Online game addiction, Cognitive-Behavioral Counseling (KKP)

Item Type: Skripsi,Tesis,Disertasi (S2)
Additional Information: No. Panggil : T BP HUL k-2016; Pembimbing : I. Ipah Saripah
Uncontrolled Keywords: Kecanduan game online, Konseling Kognitif, Perilaku (KKP)
Subjects: B Philosophy. Psychology. Religion > BF Psychology
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Sekolah Pasca Sarjana > Bimbingan dan Konseling S-2
Depositing User: Mrs. Neni Sumarni
Date Deposited: 03 Mar 2017 09:11
Last Modified: 03 Mar 2017 09:11
URI: http://repository.upi.edu/id/eprint/23080

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