在马卡萨21国高中,在线评估和自助游戏成瘾

Azniah Syam, Jamila Kasim, Yusnaeni Yusnaeni, A. Syam
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摘要

沉迷于电子游戏会损害青少年的心理和情感健康,以及他们的个性。在三年的离线到在线学习过渡期,新冠肺炎时代增加了智能手机的使用,也增加了几乎不间断玩游戏的可能性。为了防止这种攻击性行为,必须提高对校园心理问题的认识。这个社区服务项目旨在评估青少年网络游戏成瘾的潜在程度,并以自我调节指导的形式为斯曼21望加锡的青少年提供补救措施。2022年7月在望加锡市,该活动分为三个阶段:评估、教育和评价。学生在完成教育过程后,只能在成瘾的七个维度之一,特别是冲突维度中建立成瘾管理的自我调节。这方面的争议涉及家长控制和积极解决在家使用智能手机的问题。我们建议在学校建立成瘾的其他六个特征,作为一种青少年友好的咨询模式,使学生更容易获得优质资源,以减少网络游戏成瘾作为认知和精神疾病的长期途径。
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Pendampingan Kegiatan Self-Assessment dan Self-Regulation Adiksi Game Online Berbasis Sekolah di SMA Negeri 21 Makassar
Addiction to video games will harm adolescents' mental and emotional health, as well as their personality. During the three-year offline-to-online learning transition period, the Covid-19 era boosted exposure to smartphone use and the possibility to play games nearly nonstop. Awareness of school-based mental problems must be increased in order to prevent this aggressive conduct. This community service project intends to assess the extent of the potential for internet gaming addiction among adolescents and to provide a remedy in the form of self-regulation instruction for adolescents at SMAN 21 Makassar. In Makassar City in July 2022, the three phases of this activity were assessment, education, and evaluation. Students were only able to establish self-regulation of addiction management in one of the seven dimensions of addiction, specifically the conflict dimension, after completing the educational process. This aspect of the dispute involves parental control and active resolution of smartphone use at home. We propose that the other six characteristics of addiction be established in schools as a youth-friendly counselling model, making it easier for students to gain access to excellent resources in order to reduce the long-term route of online game addiction as cognitive and mental diseases.
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