Profil Penggunaan Game Online pada Siswa Kelas VIII SMP Katolik Adisucipto Kupang Tahun Pelajaran 2025/2026 dan Implikasinya bagi Bimbingan Pribadi

BEKA, Yasinta Gonda (2025) Profil Penggunaan Game Online pada Siswa Kelas VIII SMP Katolik Adisucipto Kupang Tahun Pelajaran 2025/2026 dan Implikasinya bagi Bimbingan Pribadi. Undergraduate thesis, Universitas Katolik Widya Mandira.

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Abstract

This thesis is entitled “The Profile of Online Game Usage among Eighth Grade Students of SMP Katolik Adisucipto Kupang in the Academic Year 2025/2026 and Its Implications for Personal Guidance Services.” The research problems in this study are: (1) What is the profile of online game usage among eighth grade students of SMP Katolik Adisucipto Kupang in the Academic Year 2024/2025? (2) What are the implications of the online game usage profile of eighth grade students of SMP Katolik Adisucipto Kupang in the Academic Year 2025/2026 for personal guidance services? The objective of this study is to determine the profile of online game usage among eighth grade students of SMP Katolik Adisucipto Kupang in the Academic Year 2025/2026 and its implications for personal guidance services. This study employs a quantitative approach with a descriptive kuantitatif method. The sample consisted of 45 randomly selected students from a population of 182 eighth-grade students. The instrument used was a closed questionnaire containing 42 statements, which had been tested for validity and reliability. Data analysis was conducted using central tendency analysis. The results of the data analysis showed an average score of 109.06, which falls within the range of 106–137, categorized as high. Thus, the profile of online game usage among eighth grade students of SMP Katolik Adisucipto Kupang is classified as high. This indicates that students actively and regularly play online games as part of their daily activities. The implications of these findings for personal guidance services include the need to strengthen self-control, time management, self-reflection, the development of social and emotional skills, as well as preventive efforts against potential addiction. Personal guidance is expected to assist students in using technology wisely, balancing entertainment with academic responsibilities, and instilling values such as discipline, responsibility, and self-control. Based on the research findings, the researcher provides the following suggestions: a) The school principal, as the leader of the school, is encouraged to motivate parents and teachers to implement supervision and time restrictions on students’ use of mobile phones both at home and at school. b) Guidance and Counseling (BK) teachers are expected to enhance their creativity in helping students use gadgets or mobile phones for positive and wise purposes. c) Students are expected to be wise in managing their time between playing and studying so that the positive impacts of online gaming can be maximized.

Item Type: Thesis (Undergraduate)
Subjects: B Philosophy. Psychology. Religion > BF Psychology
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Program Studi Bimbingan dan Konseling
Depositing User: YASINTA GONDA BEKA
Date Deposited: 18 May 2026 00:36
Last Modified: 18 May 2026 00:36
URI: http://repositori.unwira.ac.id/id/eprint/24603

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