Pendampingan Kegiatan Self-Assessment dan Self-Regulation Adiksi Game Online Berbasis Sekolah di SMA Negeri 21 Makassar

  • Azniah Syam Sekolah Tinggi Ilmu Kesehatan Nani Hasanuddin
  • Jamilah Kasim Sekolah Tinggi Ilmu Kesehatan Nani Hasanuddin
  • Yusnaeni Yusnaeni Sekolah Tinggi Ilmu Kesehatan Nani Hasanuddin
  • Asriah Syam Universitas Pejuang Republik Indonesia
Keywords: adiksi, game-online, self-assessment, self-regulation

Abstract

Kecanduan video game akan membahayakan kesehatan mental dan emosional remaja, serta kepribadian mereka. Selama tiga tahun masa transisi pembelajaran offline-to-online, era Covid-19 meningkatkan paparan penggunaan smartphone dan kemungkinan untuk bermain game hampir tanpa henti. Kesadaran akan masalah mental berbasis sekolah harus ditingkatkan untuk mencegah perilaku agresif ini. Proyek pengabdian masyarakat ini bertujuan untuk mengkaji sejauh mana potensi kecanduan game internet di kalangan remaja dan memberikan upaya penanggulangan berupa pembelajaran pengaturan diri bagi remaja di SMAN 21 Makassar. Di Kota Makassar pada Juli 2022, tiga tahapan kegiatan ini adalah asesmen, edukasi, dan evaluasi. Siswa baru mampu membangun self-regulation manajemen adiksi pada salah satu dari tujuh dimensi adiksi, khususnya dimensi konflik, setelah menyelesaikan proses pendidikan. Aspek perselisihan ini melibatkan kontrol orang tua dan resolusi aktif penggunaan smartphone di rumah. Kami mengusulkan agar enam karakteristik kecanduan lainnya ditetapkan di sekolah sebagai model konseling yang ramah remaja, sehingga memudahkan siswa untuk mendapatkan akses ke sumber daya yang bagus untuk mengurangi rute jangka panjang kecanduan game online sebagai penyakit kognitif dan mental.

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Published
2022-12-31
How to Cite
Syam, A., Kasim, J., Yusnaeni, Y., & Syam, A. (2022). Pendampingan Kegiatan Self-Assessment dan Self-Regulation Adiksi Game Online Berbasis Sekolah di SMA Negeri 21 Makassar. MALLOMO: Journal of Community Service, 3(1), 28-36. https://doi.org/10.55678/mallomo.v3i1.804
Section
Articles

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