Penerapan Teknik Self control dalam Mengatasi Perilaku Game Online pada Siswa SMAN 5 Luwu

Authors

  • Nurhani ID Universitas Muhammadiyah Palopo
  • Ainul Fahmi ID Universitas Muhammadiyah Palopo
  • Irham Zainuri ID Universitas Muhammadiyah Palopo

DOI:

https://doi.org/10.36312/jar.v5i3.6240

Keywords:

Teknik Self-control; Perilaku Game Online

Abstract

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.

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Published

2026-09-05

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Articles

How to Cite

Nurhani, Fahmi, A. ., & Zainuri, I. . (2026). Penerapan Teknik Self control dalam Mengatasi Perilaku Game Online pada Siswa SMAN 5 Luwu. Journal of Authentic Research, 5(3), 6640-6662. https://doi.org/10.36312/jar.v5i3.6240