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Online game addiction in adolescent: What should school counselor do? Eryzal Novrialdy; Rozi Atyarizal
Jurnal Konseling dan Pendidikan Vol 7, No 3 (2019): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.693 KB) | DOI: 10.29210/132700

Abstract

Online game addiction in adolescents has become one of the problems that get a lot of public attention. Increasingly developing of technology, easy access and lack of comprehension of adolescents towards the dangers of online game addiction are some of the factors that easily make adolescent become addicted to online games. Online game addiction is a play activity that is carried out excessively and interferes with daily life. Online game addiction that occur in adolescents can have an impact on various aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects and financial aspects. This problem must be prevented, one of them is by school counselor. Various prevention efforts can be carried out by school counselor, include: providing seminars, socialization and online game addiction hazard modules.
Kesiapan Belajar Siswa SMP Negeri 21 Kerinci Eryzal Novrialdy; Syahniar Syahniar; Azrul Said; Rozi Atyarizal
Jurnal Bimbingan dan Konseling Terapan Vol 3, No 2 (2019): Volume 3, Nomor 2, Tahun 2019
Publisher : Program Studi Bimbingan dan Konseling, Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jbkt.v3i2.1008

Abstract

Kesiapan belajar merupakan bagian integral dari kegiatan belajar. Gangguan kondisi fisik, kurangnya peralatan belajar, kurangnya motivasi dalam belajar, kurangnya keterampilan belajar dan kurangnya kemauan untuk mengulang pelajaran membuat siswa tidak siap untuk memberikan respon yang tepat dalam kegiatan belajar. Penelitian ini bertujuan untuk mendeskripsikan kesiapan belajar siswa yang dilihat dari kondisi fisik, mental, emosional, kebutuhan, motif, tujuan, keterampilan belajar dan pengetahuan sebelumnya. Jenis penelitian ini adalah penelitian deskriptif yang menggambarkan kesiapan belajar siswa di SMP N 21 Kerinci. Instrumen yang digunakan dalam penelitian ini adalah skala kesiapan belajar. Sampael penelitian ini berjumlah 101 siswa SMP N 21 Kerinci. Berdasarkan hasil penelitian terungkap bahwa rata-rata kesiapan belajar siswa berada pada kategori sedang. Hasil penelitian ini diharapkan dapat menjadi masukan bagi guru Bimbingan dan Konseling dalam membuat program layanan untuk meningkatkan kesiapan belajar siswa.
High School Students Understanding of the Risks of Online Game Addiction Eryzal Novrialdy; Herman Nirwana; Riska Ahmad
Journal of Educational and Learning Studies Vol 2, No 2 (2019): Journal of Educational and Learning Studies
Publisher : RedWhite Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.468 KB) | DOI: 10.32698/0772

Abstract

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.