The Effectiveness of Scheduling Activities to Reduce the Intensity of Playing Online Games in Children
DOI:
https://doi.org/10.24269/almisykat.v1i1.6712Abstract The problem of online game addiction harms children. One of the negative impacts of online game addiction is related to schools, so special treatment is needed. The subjects who participated in this study were those who were diagnosed with online game addiction problems. Assessments carried out to diagnose subjects included interviews, observations, and the Video game Addiction Scale for Children. The intervention used is scheduling activities. The intensity of the subject's online game playing was reduced after the intervention was given. The duration of playing online games was originally an average of 2.4 hours per day in 1 week, after the intervention, it became 0.4 hours per day in 1 week. Subjects spend more time studying, doing homework, fishing or sleeping during the day. The score of the Video game Addiction Scale for Children also changed from 83 (high) to 58 (medium).
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Chaisa, L. R. N., & Mustofa, B. (2006). Hidup Tanpa Beban. Solo: Media Insani Press.
Claudia, S. (2014). The influence of computer games on children’s development : Exploratory study on the attitudes of parents. Procedia - Social and Behavioral Sciences, 149, 837–841.
Dinata, O. (2017). Hubungan Kecanduan Game Online Clash of Clans terhadap Perilaku Sosial. Jom FISIP, 4(2), 1–15.
Eijnden, R. J. J. M. van den, Spijkerman, R., Vermulst, A. A., Rooij, T. J. van, & Engels, R. C. M. E. (2010). Compulsive Internet Use Among Adolescents : Bidirectional Parent – Child Relationships. Journal of Abnormal Child Psychology, 38, 77–89. https://doi.org/10.1007/s10802-009-9347-8
Griffiths, M. D. (2015). Online games, addiction, and overuse of. In The International Encyclopedia of Digital Communication and Society, First Edition (pp. 1–6). UK: John Wiley & Sons, Inc. Published 2.
Griffiths, M. D. (2018). Diagnosis and management of video game addiction. Directions in Addiction Treatment & Prevention, 12(3), 27–42.
Jones, F. N., & Skinner, B. F. (1939). The behavior of organisms: An experimental analysis. The American Journal of Psychology, 52(4), 659.
Karapetsas, A. V., Karapetsas, V. A., Zygouris, N. X., & Fotis, A. I. (2014). Internet gaming addiction: Reasons, diagnosis, prevention, and treatment. Encephalos, 51(1), 10–14.
Kurnia, R. (2011). Menjadi Dirimu yang Terbaik. Jakarta: PT Imperial Bhakti Utama.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77–95.
Loke, A. Y., & Wong, Y. P. I. (2010). Smoking among young children in Hong Kong: influence of parental smoking. Journal of Advanced Nursing, 66(12), 2659–2670. https://doi.org/10.1111/j.1365-2648.2010.05419.x
Mogro-wilson, C. (2008). The Influence of Parental Warmth and Control on Latino Adolescent Alcohol Use. Hispanic Journal of Behavioral Sciences, 30(1), 89–105.
Novrialdy, E. (2019). Kecanduan Game Online pada Remaja : Dampak dan Pencegahannya. Buletin Psikologi, 27(2), 148–158. https://doi.org/10.22146/buletinpsikologi.47402
Nuhan, M. Y. G. (2016). Hubungan intensitas bermain game online dengan prestasi belajar siswa kelas IV sekolah dasar negeri Jarakan kabupaten Bantul Yogyakarta. Jurnal Pendidikan Guru Sekolah Dasar, 6(5), 494–501.
Queiroz, A. De, Miguel, C., Yamauchi, R., Simões, V., Silva, C. J., & Laranjeira, R. R. (2015). From theory to treatment : Understanding addiction from an operant behavioral perspective. Journal of Modern Education Review, 5(8), 778–787.
Russoniello, C., O’Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1).
Setiawan, W., Tajab, M., & Chaer, M. T. (2019). Ruh, Soul, Heart, Mind, and Body in the Perspective of Islamic Educational Psychology.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. CyberPsychology & Behavior, 12(5), 567–572.
Sundus. (2018). The impact of using gadgets on children. Journal of Depression and Anxiety, 07(01), 1–3.
Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents : motivation and prevention factors. European Journal of Information System, 21(3), 321–340.
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2023-03-29
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