Professional Documents
Culture Documents
English C - Wraiting
English C - Wraiting
PRELIMINARY
1.1. Background
Based on the description above, the research problem can be formulated as follows:
"Is there a relationship between the duration and frequency of playing online games with
mental emotional problems in adolescents aged 15-19 years?"
Based on the description above, the research problem can be formulated as follows:
"Is there a relationship between the duration and frequency of playing online games with
mental emotional problems in adolescents aged 15-19 years."
1.3. Research purposes
1.3.1. General purpose
This study aims to determine the relationship of the duration and frequency of playing
online games with mental emotional problems in adolescents aged 15-19 years in my
residence
1. Research
- As a basis for further research on the effect of play patterns online game in teens.
2.1. Teenager
2.1.1. Teen Definition
Adolescent comes from Latin, the word adolescere which means to be an
adult (IKA UI, 2007). Adolescence is a period of human development. This period
is a period of change or transition from childhood to adulthood which includes
biological, psychological, and sociological changes (MOH RI, 2005).
Age categories based on chronology and various interests, there are some
definitions about adolescents, namely:
1. According to WHO, adolescents are individuals aged 10-19 years
(Soetjiningsih, 2004).
2. According to Law No. 4 of 1979, regarding the welfare of adolescents,
adolescents are those who have not reached the age of 21 years and are not married
(Soetjiningsih, 2004).
3. According to Marriage Law No. 1 of 1979, children are considered to be
teenagers if they are mature enough, namely the age of 16 years for women and 19
years for boys (Soetjiningsih, 2004).
Consists of elements:
- Intelligence, in general, children who have high intelligence, have a better
development
- hormones. There are three hormones that influence a child's growth, namely
somatotropin, thyroid, and gonadotropin
- Emotions, warm relationships with people around will too.
2.1.3.3. Environmental factor
1. Family environment
The family environment is the closest source to meet the basic needs of growth
and development and play a role in fostering adolescent intelligence and behavior.
This includes nurturing, non-formal education, policies, and norms of life.
Teenagers have not been able to determine their own norms, so parents should
teach knowledge about norms, standards, and morals (Selina, 2011).
A harmonious family situation also influences the optimal emotional life for the
development of adolescent personalities. Affection, cohesiveness, and closeness
between parents and siblings with adolescents will be able to influence their
development. (IDAI Youth Task Force, 2010).
2. Peer Environment
Peers is an important influential interaction on adolescent mental health. Teenagers
tend to form groups to establish more intense socialization. The positive attitude
received by adolescents from a group can bring adolescents into positive behavior
as well. Conversely, if the values developed in the group are negative, this can
endanger the mental development of adolescents (South Sulawesi Health
Office,2014).
3. Community Environment
Society is the widest environment for teenagers. The demand that adolescents
follow the rules of culture, anxiety will face punishment, threats, and the absence
of affection is an encouragement that causes adolescents are forced to follow the
demands of the cultural environment (socialized anxiety). If this anxiety is too
severe, the resulting effect is behavioral barriers (South Sulawesi Health Service,
2014).
2.2. Mental and Emotional Problems in Teenagers
DISCUSSION
This research was conducted on October 19, 2019 at my place of residence Rumahku dela
sale manado. The location of my boarding house dela salle manado.
5.2 Discussion.
This research was conducted on October 19, 2019 at my place of residence Rumahku
dela sale manado. The location of my boarding house dela salle manado.
5.2.1 Relationship Duration and Frequency Playing Online Games with Symptoms
Emotional
This research was conducted on October 19, 2019 at my place of residence Rumahku
dela sale manado. The location of my boarding house dela salle manado.
Based on the results of the analysis and discussion of the above research,
conclusions can be drawn regarding the correlation of the duration and frequency
of playing online games with mental emotional problems as follows.
1. In this study, the number of male respondents is higher, i.e. compared to
female respondents.
2. The average duration of playing online games for teens in my residence
± 1.63 hours in one week.
3. The average frequency of playing online games in teens in my residence
is ± 1.62 times in one week.
6. There is a strong correlation between the frequency of playing online
games on emotional symptoms (r = 0.565), the moderate correlation between the
frequency of playing online games on behavioral problems, hyperactivity,
relationship problems between people (r = 0.372; r = 0.359; r = 0.396) , and there
is no relationship between the frequency of playing online games on prosocial
behavior (r = 0.185 6.2 Suggestions.
1. For Parents
Researchers suggest that parents guide the child more in the process of
growth and development and increase supervision of patterns of playing children's
online games by limiting contact with online games and choosing the type of
online games that are cooperative and do not contain elements of violence. In
addition, parents can also do early detection by using the SDQ parent report to
find out whether the child is at risk of experiencing mental emotional problems or
not as a form of early detection.
3. For Research
Researchers suggest further research needs to be done with more research
respondents and share specific types of online games to determine their
relationship with mental emotional problems.
REFERENCES
http://repositori.usu.ac.id/handle/123456789/2801
Central Bureau of Statistics. Population by Age Group, Urban / Rural Area, Gender.
2010. Available: http://sp2010.bps.go.id/index.php/site?id=12&w
wilayah=Sumatera%20 North (Accessed: 21th April 2015)
Damayanti, M, 2011. Emotional Mental Problems in Adolescents: Detection and
Intervention. Jakarta: Sari Pediatrics.
South Sulawesi Health Service, 2014. Adolescent Mental Health Guidelines.
Available:
http://dinkessulsel.go.id/new/images/pdf/pedoman/pedoman%20kes%20jiw a%
20remaja.pdf (Accessed: 21th April 2015)
Findrianti, L., 2002. Relationship of Frequency of Playing Video Games with Levels
Social Maturity in Children. Malang: UNIKOM.
Fromme, J. 2003. Computer Games as a Part of Children's Culture. The International
Journal of Computer Game Reasearch. 3 (1): 17-25. Available:
http://www.gla.ac.uk/schools/education/research/publications/ (Accessed: 7th May
2015)
Indonesia Dictionary. 2015. Definition of Duration and Frequency.
Available from: www.kbbi.web.id
IDAI Teens Task Force. 2010. Emotional Mental Problems of Adolescents in
Adolescent Health Health Values. Jakarta: Indonesian Pediatricians Association
Publisher Board.
Soetjiningsih. 2004. Somatic Growth in Adolescents in Textbooks
Adolescent Growth and Its Problems. Jakarta: Sagung Seto