Farhan Faturachman, - (2020) LAYANAN BIMBINGAN DAN KONSELING UNTUK MENGURANGI KEBIASAAN BERMAIN ONLINE GAME. S1 thesis, universitas pendidikan indonesia.
Text
S_PPB_1505464_Title.pdf Download (651kB) |
|
Text
S_PPB_1505464_Chapter1.pdf Download (270kB) |
|
Text
S_PPB_1505464_Chapter2.pdf Restricted to Staf Perpustakaan Download (388kB) |
|
Text
S_PPB_1505464_Chapter3.pdf Download (281kB) |
|
Text
S_PPB_1505464_Chapter4.pdf Restricted to Staf Perpustakaan Download (418kB) |
|
Text
S_PPB_1505464_Chapter5.pdf Download (122kB) |
|
Text
S_PPB_1505464_Appendix.pdf Restricted to Staf Perpustakaan Download (6MB) |
Abstract
Penelitian ini dilatarbelakangi oleh semakin pesatnya perkembangan ilmu pengetahuan dan teknologi dengan munculnya berbagai macam online game sehingga menyebabkan kekhawatiran di berbagai pihak bahkan jika dibiarkan terus menerus akan mengarah pada perilaku kecanduan dan dapat berdampak negatif terhadap remaja. Penelitian untuk mengetahui kecenderungan umum kebiasaan bermain online game. Desain penelitian yang digunakan adalah survei dengan metode survei deskriptif dan melalui pendekatan kuantitatif. Partisipan penelitian adalah populasi peserta didik kelas VIII SMP 40 Negeri Bandung Tahun Ajaran 2019/2020. Data diperoleh dari hasil penyebaran instrumen berupa angket mengenai kebiasaan bermain online game siswa. Hasil menunjukan kebiasaan bermain online game siswa secara keseluruhan berada pada kategori tinggi. Siswa memiliki keinginan bermain yang tinggi. Artinya siswa memerlukan layanan bimbingan dan konseling untuk membantu mengurangi kebiasaan bermain online game. Rekomendasi penelitian ditunjukan kepada pihak sekolah, guru bimbingan dan konseling serta peneliti selanjutnya. This research is based on the rapid development of science and technology with the advent of various online games thus causing concern on various parties, even if left continuously will lead to addictive behavior and can have a negative impact on adolescents. Research to find out the general trends of playing online games. The research design used was a survey with descriptive survey methods and through quantitative approaches. The research participants were the population of eighth grade students of SMP 40 Bandung in 2019/2020 Academic Year. Data obtained from the distribution of instruments in the form of a habit of playing online student games. Showing the habit of playing online games as a whole is in the high category. Students have a high desire to play. This means students need guidance and counseling services to help reduce the habit of playing online games. Research recommendations are addressed to schools, guidance and counseling teachers and subsequent researchers. Keywords: Guidance and Counseling Services, habits, online games
Item Type: | Thesis (S1) |
---|---|
Additional Information: | No panggil : S PPB FAR l-2020; NIM 1505464 |
Uncontrolled Keywords: | Layanan Bimbingan dan Konseling, kebiasaan, online game |
Subjects: | B Philosophy. Psychology. Religion > BF Psychology H Social Sciences > H Social Sciences (General) L Education > L Education (General) |
Divisions: | Fakultas Ilmu Pendidikan > Pendidikan Psikologi dan Bimbingan |
Depositing User: | farhan faturachman |
Date Deposited: | 15 Jun 2020 03:02 |
Last Modified: | 15 Jun 2020 03:02 |
URI: | http://repository.upi.edu/id/eprint/49270 |
Actions (login required)
View Item |