HUBUNGAN ANTARA FREKUENSI BERMAIN GAME ONLINE DENGAN MASALAH MENTAL EMOSIONAL DI SMK KESEHATAN ADI HUSADA MALANG

Dewi, Dayu Puspitaning (2019) HUBUNGAN ANTARA FREKUENSI BERMAIN GAME ONLINE DENGAN MASALAH MENTAL EMOSIONAL DI SMK KESEHATAN ADI HUSADA MALANG. Diploma (D3) thesis, Poltekkes RS dr. Soepraoen.

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Abstract

ABSTRAK Kemajuan teknologi membuat segala sesuatu dapat dengan mudah diakses dengan internet tidak terkecuali dengan game online. Saat ini game online banyak dimainkan oleh para remaja dan anak-anak. Game online tidak lepas dari dampak negatif yang dapat berdampak pada kesehatan jiwa seperti masalah mental emosional. Tujuan penelitian ini yaitu untuk mengetahui masalah mental emosional pada siswa yang bermain game online di SMK Kesehatan Adi Husada Malang. Desain penelitian ini menggunakan desain penelitian korelasi dengan pendekatan Cross Sectional. Populasinya adalah siswa jurusan keperawatan SMK Kesehatan Adi Husada Malang. Metode sampling yang digunakan yaitu purposive sampling. Jumlah sampel sebanyak 34 responden yaitu siswa yang bermain game online pada bulan Februari 2019. Variabel yang diteliti adalah frekuensi bermain game online dan masalah mental emosional. Data ini diambil menggunakan kuesioner. Setelah ditabulasi, data dianalisis dengan menggunakan Uji Korelasi Spearman Rank dengan tingkat kemaknaan 0,05. Hasil penelitian menunjukkan sebagian kecil frekuensi bermain game online sebagian besar adalah kategori heavy sebanyak 61,8%. Masalah mental emosional yang dialami siswa sebagian besar merupakan kategori borderline sebanyak 52,9%. Hasil pengujian statistik diperoleh hasil ada hubungan kuat antara frekuensi bermain game online dengan masalah mental emosional pada remaja yang artinya semakin tinggi frekuensi bermain game online maka semakin buruk juga masalah mental emosional yang dialami oleh remaja dengan nilai koefisien korelasi = 0,395 dan tingkat signifikansi = 0,021 (p<0,05). Melihat hasil penelitian ini maka perlu adanya penanganan secara tepat sejak dini agar remaja mempunyai perkembangan mental yang lebih baik bagi masa depannya sehingga masalah mental emosional dapat dicegah. Kata Kunci: frekuensi, game online, masalah mental emosional, remaja ABSTRACT Technological advancements make everything easily accessible by the internet no exception with online game. Nowadays, such online game are played by teenagers and childrens. Online games can not be separated from the negative effects have an impact on mental health such as mental emotional problems. The purpose of this study was to determined mental emotional problems in students as online game players at the Adi Husada Health Vocational School Malang. The design of this study used a cross-sectional research design. The population was nursing major students at Adi Husada Health Vocational School Malang. The sampling method used was Purposive Sampling. The number of samples is 34 respondents at students as online games players in February 2019. The variables used were the frequency of playing online games and mental emotional problems. This data was taken using a questionnaire. After tabulation, the data were analyzed using the Spearman Rank Correlation Test with a significance level of 0.05. The results showed that a small portion of the frequency of playing online games was in the heavy category as much as 61.8%. The mental emotional problems experienced by students are mostly borderline categories as much as 52,9%. The results of statistical tests showed that there was a enough relationship between the frequency of playing online games with mental emotional problems in adolescents which means that the higher the frequency of playing online games, the worse the mental emotional problems experienced by adolescents with a correlation coefficient = 0.395 and significance = 0.021 ( p <0.05). Looking at the results of this study, it is necessary to have early treatment so that adolescents have better mental development for the future so that mental problems can be prevented. Keywords: frequency, online games, mental emotional problems, teenagers

Item Type: Thesis (Diploma (D3))
Contributors:
ContributionNameNIDN / NIDKEmail
UNSPECIFIEDAminah, TienUNSPECIFIEDUNSPECIFIED
UNSPECIFIEDHastuti, Apriyani Puji0711048605UNSPECIFIED
Uncontrolled Keywords: frekuensi, game online, masalah mental emosional, remaja; frequency, online games, mental emotional problems, teenagers
Subjects: R Medicine > RJ Pediatrics > RJ370 Diseases of children and adolescents > RJ499 Mental disorders. Child psychiatry
Divisions: Nursing Study Program
Depositing User: Yacobus Sudaryono
Date Deposited: 04 Jul 2019 03:54
Last Modified: 25 Aug 2023 02:24
URI: http://repository.itsk-soepraoen.ac.id/id/eprint/190

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