Allo, Yulianti Manik (2026) Pengaruh Bimbingan Kelompok Teknik Self Control terhadap Intensitas Bermain Game Online Siswa SMAN 2 Toraja Utara. Scholar thesis, Institut Agama Kristen Negeri Toraja.
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Abstract
Tingginya intensitas bermain game online pada siswa dapat berdampak pada penurunan konsentrasi belajar, pengelolaan waktu, dan interaksi sosial. Penelitian ini bertujuan untuk mengetahui layanan bimbingan kelompok teknik self control terhadap intensitas bermain game online siswa SMAN 2 Toraja Utara. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi experimen tipe nonequivalent control group design. Sampel penelitian berjumlah 16 siswa yang dipilih menggunakan teknik purposive sampling, terdiri atas 8 siswa kelompok eksperimen dan 8 siswa kelompok kontrol. Analisis data menggunakan uji Wilcoxon Signed Rank Test. Hasil penelitian menunjukkan bahwa kelompok eksperimen mengalami penurunan intensitas bermain game online, sedangkan kelompok kontrol tidak menunjukkan perubahan yang berarti. Nilai Asymp. Sig. (2-tailed) sebesar 0,012 (< 0,05) menunjukkan bahwa layanan bimbingan kelompok teknik self control berpengaruh signifikan terhadap penurunan intensitas bermain game online siswa. Kata kunci: Bimbingan Kelompok, Self Control, Game Online. ABSTRACT High levels of online gaming intensity among students can lead to reduced study concentration, poor time management, and diminished social interaction. This study aimed to examine the effect of group guidance services utilizing self-control techniques on the online gaming intensity of students at SMAN 2 North Toraja. A quantitative approach was employed using a quasi-experimental design—specifically, a non-equivalent control group design. The sample consisted of 16 students selected via purposive sampling, divided into an experimental group (8 students) and a con-trol group (8 students). Data analysis was conducted using the Wilcoxon Signed-Rank Test. The results revealed a decrease in online gaming intensity within the ex-perimental group, whereas the control group showed no significant change. The Asymp. Sig. (2-tailed) value of 0.012 (< 0.05) indicates that group guidance services using self-control techniques had a significant effect on reducing students' online gaming intensity. Keywords: Group Guidance, Self Control, Online Games.
| Item Type: | Thesis (Scholar) |
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| Subjects: | L Education > LB Theory and practice of education > LB2300 Higher Education |
| Depositing User: | am andarias m. |
| Date Deposited: | 27 Jul 2026 11:10 |
| Last Modified: | 01 Aug 2026 18:43 |
| URI: | http://digilib-iakntoraja.ac.id/id/eprint/5393 |
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