Adjie, Gustira and Gutji, Nelyahardi and Yusra, Affan (2024) Efektivitas Layanan Bimbingan Kelompok Untuk Mereduksi Bermain Game Online Siswa Kelas VIII di SMP Negeri 7 Muaro Jambi. S1 thesis, Universitas Jambi.
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Abstract
Penelitian ini dilatarbelakangi oleh siswa-siswi di sekolah banyak yang memiliki masalah bermain game online yang berlebihan. Kemudian berdampak buruk pada kegiatan belajarnya di sekolah. Jenis penelitian ini adalah penelitian kuantitatif dengan desain eksperimen. Sampel dalam penelitian ini adalah siswa di SMP Negeri 7 Muaro Jambi dengan jumlah 10 siswa. Teknik pengambilan sampel menggunakan purposive sampling. Teknik pengumpulan data dalam penelitian ini yaitu angket. Rata-rata nilai pre-test kelompok eksperimen sebesar 86,4 dengan persentase 72% (kategori tinggi). Rata-rata nilai post-test pada kelompok ekpserimen sebesar 71,7 dengan persentase 59% (kategori sedang). Sedangkan hasil output Paired Sample Test menunjukkan hasil nilai Sig. (2-Tailed) 0,000. Berdasarkan kriteria pengambilan keputusan, maka terdapat perbedaan yang signifikan tingkat bermain game online siswa sebelum dan sesudah diberikan layanan bimbingan kelompok Berdasarkan output uji hipotesis Paired Sample Test, nilai Sig. (2-tailed) yang didapat yaitu 0,000. jika nilai Sig. (2-tailed) yang didapatkan kurang dari 0,05 maka terdapat perbedaan yang signifikan pada tingkat bermain game online siswa sebelum dan sesudah mengikuti layanan bimbingan kelompok. Maka dapat disimpulkan bahwa layanan bimbingan kelompok efektif untuk mereduksi bermain game online siswa kelas VIII G di SMP Negeri 7 Muaro Jambi. This research is motivated by the fact that many school students have problems playing excessive online games. Then it has a negative impact on their learning activities at school. This type of research is quantitative research with an experimental design. The sample in this research were students at SMP Negeri 7 Muaro Jambi with a total of 10 students. The sampling technique uses purposive sampling. The data collection technique in this research is a questionnaire. The average pre-test score for the experimental group was 86.4 with a percentage of 72% (high category). The average post-test score in the experimental group was 71.7 with a percentage of 59% (medium category). Meanwhile, the Paired Sample Test output results show the Sig value. (2-Tailed) 0.000. Based on the decision making criteria, there is a significant difference in the level of students playing online games before and after being given group guidance services. Based on the Paired Sample Test hypothesis test output, the Sig. (2-tailed) obtained is 0.000. if the Sig value. (2-tailed) is less than 0.05, so there is a significant difference in the level of students playing online games before and after participating in group guidance services. So it can be concluded that group guidance services are effective in reducing online game playing for class VIII G students at SMP Negeri 7 Muaro Jambi
| Type: | Thesis (S1) | 
|---|---|
| Uncontrolled Keywords: | Online Games, Group Tutoring Services, Playing Online Games for Students | 
| Subjects: | L Education > L Education (General) | 
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Bimbingan dan Konseling | 
| Depositing User: | ADJIE | 
| Date Deposited: | 18 Jan 2024 08:07 | 
| Last Modified: | 10 Jul 2024 07:40 | 
| URI: | https://repository.unja.ac.id/id/eprint/60864 | 
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