Penerapan Teknik Self control dalam Mengatasi Perilaku Game Online pada Siswa SMAN 5 Luwu
DOI:
https://doi.org/10.36312/jar.v5i3.6240Keywords:
Teknik Self-control; Perilaku Game OnlineAbstract
Game online telah menjadi aktivitas yang banyak digemari oleh remaja, termasuk siswa SMAN 5 Luwu. Penggunaan yang berlebihan dapat berkaitan dengan berbagai permasalahan dalam aspek akademik, sosial, dan psikologis. Salah satu faktor yang berkaitan dengan perilaku tersebut adalah kontrol diri (self-control). Penelitian terdahulu telah banyak mengkaji hubungan antara self-control dan perilaku bermain game online, sedangkan bukti empiris mengenai penerapan teknik self-control sebagai intervensi pada siswa SMA dalam konteks sekolah di wilayah nonperkotaan masih perlu diperkuat. Penelitian ini bertujuan untuk mengetahui perubahan perilaku bermain game online setelah penerapan teknik self-control pada siswa SMAN 5 Luwu. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen melalui Pre-Experimental Design dengan model One-Group Pretest–Posttest. Sampel penelitian berjumlah 9 siswa yang ditentukan menggunakan teknik purposive sampling berdasarkan hasil observasi, informasi dari guru bimbingan dan konseling, serta karakteristik perilaku bermain game online. Data dikumpulkan menggunakan skala perilaku bermain game online sebelum dan setelah intervensi. Analisis data meliputi statistik deskriptif, uji normalitas Shapiro–Wilk terhadap skor selisih (difference scores), serta uji perbedaan berpasangan yang disesuaikan dengan terpenuhinya asumsi statistik. Ukuran efek dan interval kepercayaan juga digunakan untuk melengkapi interpretasi hasil. Hasil penelitian menunjukkan adanya perubahan skor perilaku bermain game online antara kondisi sebelum dan setelah penerapan teknik self-control. Berdasarkan data deskriptif yang tersedia, rata-rata skor pretest sebesar 51,78 dan posttest sebesar 73,67. Namun, arah perubahan tersebut perlu diinterpretasikan berdasarkan arah scoring instrumen dan hasil analisis statistik yang telah diverifikasi dari data mentah. Karena penelitian menggunakan desain tanpa kelompok kontrol dan melibatkan jumlah sampel yang terbatas, perubahan yang ditemukan tidak dapat sepenuhnya diatribusikan kepada teknik self-control. Penelitian ini memberikan gambaran empiris mengenai penerapan teknik self-control dalam layanan bimbingan dan konseling serta dapat menjadi dasar bagi penelitian selanjutnya dengan desain eksperimen yang lebih kuat.
Online gaming has become a popular activity among adolescents, including students at SMAN 5 Luwu. Excessive use of online games may be associated with various academic, social, and psychological problems. One factor related to this behavior is self-control. Previous studies have extensively examined the relationship between self-control and online gaming behavior, whereas empirical evidence regarding the implementation of self-control techniques as an intervention for senior high school students, particularly in non-urban school contexts, remains limited. This study aimed to examine changes in online gaming behavior following the implementation of a self-control technique among students at SMAN 5 Luwu. The study employed a quantitative approach using an experimental method through a Pre-Experimental Design with a One-Group Pretest–Posttest model. The sample consisted of 9 students selected using purposive sampling based on observations, information from the guidance and counseling teacher, and characteristics of online gaming behavior. Data were collected using an online gaming behavior scale administered before and after the intervention. Data analysis included descriptive statistics, the Shapiro–Wilk normality test for difference scores, and a paired comparison test selected according to the fulfillment of statistical assumptions. Effect size and confidence intervals were also reported to complement the interpretation of the findings. The results indicated a change in online gaming behavior scores between the conditions before and after the implementation of the self-control technique. Based on the available descriptive data, the mean pretest score was 51.78, while the mean posttest score was 73.67. However, the direction of this change needs to be interpreted according to the scoring direction of the instrument and the statistical analysis verified from the raw data. Because the study employed a design without a control group and involved a limited sample size, the observed changes cannot be fully attributed to the self-control technique. This study provides empirical evidence regarding the application of self-control techniques in guidance and counseling services and may serve as a basis for future research employing stronger experimental designs.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Nurhani, Ainul Fahmi, Irham Zainuri

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Journal of Authentic Research agree to the following terms:
- For all articles published in Journal of Authentic Research, copyright is retained by the authors. Authors give permission to the publisher to announce the work with conditions. When the manuscript is accepted for publication, the authors agrees to implement a non-exclusive transfer of publishing rights to the journals.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.