The development of internet technology is very rapid throughout the world today, including in Indonesia. One of the fastest growing internet technologies is online gaming. Ideally a student is more concerned with school rather than playing online games, but in reality, there are still many students who are more concerned with playing online games rather than schools, resulted that these students have low learning motivation. Knowing the relationship between addictions to playing online games with learning motivation in junior high school students in Bandar Lampung City. This study is an analytical study with cross sectional approach, the sampling method used in this study is the random sampling of all junior high school students in Bandar Lampung City. The data used in this study was a primary data with an addiction questionnaire of playing online games & learning motivation questionnaires. Bivariate analysis used the Spearman Rank test. The number of respondents was 546 students. Univariate test showed for the level of addiction to playing online games with a median (minimum-maximum) value of 56 (21-105) and for learning motivation level with a median value (minimum-maximum) of 129 (57-177). The bivariate test results of the correlation analysis obtained p = 0.000 and the value r = -0.999. There is a significant relationship that is not in a same direction with the strength of a very strong correlation between addiction to playing online games with motivation to study in junior high school students in the city of Bandar Lampung in 2019. ABSTRAKPerkembangan teknologi internet termasuk di Indonesia sangat pesat. Salah satu dari teknologi internet yang berkembang sangat pesat adalah game online. Idealnya seorang siswa lebih mementingkan sekolah daripada bermain game online, tetapi pada kenyataannya masih banyak siswa yang lebih mementingkan bermain game online daripada sekolah, sehingga siswa tersebut memiliki motivasi belajar yang rendah. Mengetahui hubungan antara kecanduan bermain game online dengan motivasi belajar pada siswa SMP di Kota Bandar lampung. Jenis penelitian ini adalah analitik pendekatan cross sectional, pengolahan metode sampel dengan random sampling seluruh siswa SMP se-Kota Bandar Lampung. Pengambilan data menggunakan kuesioner kecanduan bermain game online& kuesioner motivasi belajar. Analisis bivariat dengan uji Rank Spearman's. Jumlah responden 546 siswa diketahui hasil uji univariat tingkat kecanduan bermain game online dengan nilai median (minimum-maksimum) yaitu 56 (21-105), tingkat motivasi belajar dengan nilai median (minimummaksimum) yaitu 129 (57-177). Hasil uji bivariat analisis korelasi didapatkan nilai p = 0.000 dan nilai r = -0.999. Terdapat hubungan bermakna yang tidak searah dengan kekuatan korelasi sangat kuat antara kecanduan bermain game online dengan motivasi belajar pada siswa SMP di kota Bandar Lampung tahun 2019.Kata Kunci:Kecanduan bermain game online, Motivasi belajar PSYCHE: JURNAL PSIKOLOGI UNIVERSITAS MUHAMMADIYAH LAMPUNG
Pendahuluan; pandemi Covid-19 saat ini merupakan salah satu krisis kesehatan utama bagi setiap individu di semua negara, benua, RAS, dan kelompok sosial ekonomi. Tujuan; mengetahui pengaruh stres terhadap perilaku olahraga selama pandemi Covid-19. Metode; penelitian kuantitatif dengan desain analitik dan pendekatan cross sectional. Alat ukur yang digunakan adalah angket DASS42 (Depression Anxiety Stress Scales 42) dan angket intensitas latihan. Hasil; Dari 60 sampel yang diteliti, didapatkan distribusi frekuensi usia terbanyak dalam penelitian ini adalah 30 orang (50%), frekuensi jenis kelamin tertinggi adalah 32 perempuan (53,3%), tingkat stres yang paling sering ditemukan. yaitu stres sedang sebanyak 21 orang (35%), frekuensi perilaku olahraga yang paling banyak dijumpai dengan intensitas rendah sebanyak 25 orang (41,7%). Kesimpulan: Tidak ada pengaruh stres dengan perilaku olahraga pada mahasiswa pada saat masuk fakultas kedokteran covid-19.
Breast cancer is the most common type of cancer experienced by women in the world and is also the type of cancer that is the leading cause of death in women. One type of treatment that can be used in the treatment of breast cancer is chemotherapy. Chemotherapy is a type of treatment to kill or slow down the growth of cancer cells which requires a long period of time, where in this treatment required compliance. Adherence in chemotherapy can be influenced by several factors, one of which is family support. To find out the relationship between family support and breast cancer patient's compliance undergoing chemotherapy at RSUD Dr. H. Abdul Moeloek Lampung Province. Analytical observational research with a retrospective approach. The sampling technique is done by accidental sampling. Obtained data from 120 samples that filled out family support questionnaires and medical records of patients undergoing chemotherapy at RSUD Dr. H. Abdul Moeloek, Lampung Province, which has good family support of 101 people (84.2%) and 108 patients (90.0%) are obedient to chemotherapy. Kendall-tau test results obtained a significance value of 0.000 which indicates that there is a significant relationship between family support and breast cancer patients adherence undergoing chemotherapy. There is a significant relationship between family support and breast cancer patient compliance undergoing chemotherapy with a correlation coefficient of 0.607 and a significance value of 0.000.
Introduction:Playing online games has become part of the lifestyle. Increased in online games player is supported by the development of very fast internet, in Indonesia internet user has reached 63 million people from the total population. One of the negative impact of online games is emersion of aggressive behavior by the player, like speaking harshly, slamming or throwing a game device, even hitting players who are next to them. Purpose: The aim of this study is to describe the aggressive behavior in junior high school students who play online games in Bandar Lampung Year 2019. Methods: This study was analytic cross sectional with a total sample of 539 students. Results: This study has found 98 students (18.2%) with a low level of aggressive behavior, 403 students (74.8%) with a moderate level of aggressive behavior, and 38 students (7.1%) with a high level of aggressive behavior. Conclusion: Based on the results of the study, the average aggressive behavior in junior high school students who play online games in Bandar Lampung has a moderate level of aggressive behavior.
Hepatitis B merupakan salah satu penyakit menular berbahaya yang menyebabkan Kejadian Luar Biasa (KLB) dan kematian. Pemberian Kelengkapan imunisasi dasar pada anak seperti hepatitis B dipengaruhi oleh banyak faktor seperti tingkat pengetahuan dan dukungan keluarga. Penelitian ini merupakan penelitian bersifat deskriptif analitik dengan pendekatan cross-sectional yang dilakukan terhadap 52 responden. Analisis data menggunakan uji Chi-Square dengan program SPSS 16.0. diperoleh ada hubungan yang bermakna antara tingkat pengetahuan dengan kejadian hepatitis B dengan nilai p-value = 0,021. Ada hubungan yang bermakna antara tingkat pengetahuan dengan kejadian hepatitis B (p-value=0.021).
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