通过在线游戏培养自尊心

R. Heni
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引用次数: 0

摘要

沉迷于网络游戏是一种会伤害自己的有害行为。这种沉迷受多种因素的影响,其中两个因素是自尊。本研究旨在描述:(1)巴东第一中学(SMA Pertiwi 1 Padang)学生的自尊;(2)巴东第一中学(SMA Pertiwi 1 Padang)学生沉迷网络游戏的情况;(4)自尊对学生沉迷网络游戏的影响;(5)自尊对学生沉迷网络游戏的影响。研究对象为2016/2017学年第二学期所有注册学生。通过使用目的性抽样技术,选取了243名学生作为样本。研究工具为自尊量表(CFSE-2)、网络游戏成瘾量表(KGO)和利克特模式的自我控制量表(SC)。所得数据采用简单和多元回归技术进行分析。研究结果表明:(1) 学生的自尊可归类为 "中等",(2) 学生的自我控制和网络游戏成瘾可归类为 "适当",(3) 学生的自尊做出了重大贡献(11%)。研究结果的意义可作为指导与咨询教师在为学生设计指导与咨询计划时的参考。
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KONTRIBUSI SELF ESTEEM TERHADAP KECANDUAN GAME ONLINE
Being addicted to online game is a kind detrimental behavior that could harm oneself. Such addiction is influenced by various factros, two of which are self esteem. This research aims to describe: (1) self esteem of the students of SMA Pertiwi 1 Padang, (2) students’ addiction to online games at SMA  Pertiwi 1 Padang, (4) the contribution of self esteem toward the students’ addiction to online games, (5) the contribution of self esteem toward the students’ addiction to online games, This research applied quantitative approach and correlational technique. The population of the research was all of students registered in the second semester of Academic Year 2016/2017. By using purposive sampling technique, 243 students were chosen as the samples. The instrument of the research were inventory Self esteem (CFSE-2), the scale of addiction online games (KGO), and the scale self control (SC) by of Likert model. The data obtained were analyzed by using simple and multiple regression technique. The results of the research reveal that,: (1) the students’ self esteem could be categorized as “midle”, (2) the students’ self control and addiction to online games could be classified as “adequate”, (3) the students’ self esteem gives significant contribution (11 %). The implication of the research findings could be regarded as an input for the Guidance and Counseling  teachers  in designing  guidance and counseling program for the the students.
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