dc.contributor.advisor | Loebis, Bahagia | |
dc.contributor.advisor | Husada, M. Surya | |
dc.contributor.advisor | Nst, Nazli Mahdinasari | |
dc.contributor.author | Arthy, Cindy Chias | |
dc.date.accessioned | 2020-01-17T02:50:46Z | |
dc.date.available | 2020-01-17T02:50:46Z | |
dc.date.issued | 2019 | |
dc.identifier.uri | http://repositori.usu.ac.id/handle/123456789/22775 | |
dc.description.abstract | Objective: This study adopted the Game Addiction Scale (GAS) into Indonesian.
The aim of this study was to (1) to get a valid and reliable Indonesian version of
the GAS, (2) determine the charactersitic of respondents about gaming use.
Method: Data was obtained based on a survey directly using the Indonesian
version of the GAS questionnaire on 300 junior and high school students, with a
range of ages 12-17 years. In this study concurrent validity, internal consistensy
test for reliability and analysis of receiver operating charatersitic were carried out.
Result: This study got 7 valid Indonesian version of GAS questions with
Cronbach’s alpha value of 0.770. The GAS Indonesia version was correlated with
the IGOQ Indonesian version. The ROC analysis shows the value of area under
the curve (AUC) value 0.986 (0.974-0.998) a cut off value ≥ 17.5, sensitivity
value of 0.792 and specificity value of 0.792 for boys while AUC value 0.973
(0.951-0.995) a cut off value ≥ 16.5, sensitivity value of 0.787 and specificity
value 0.75 for girls.
Conclusion: The Indonesian version of GAS shows good result for validity and
reliability. The Indonesia version of GAS which was adopted and validated in this
study, expected to be used to evaluate game addiction in Indonesia. | en_US |
dc.description.abstract | Objektif: Penelitian ini mengadopsi Game Addiction Scale (GAS) ke Bahasa
Indonesia. Tujuan penelitian ini adalah (1) untuk mendapatkan GAS versi Bahasa
Indonesia yang valid dan sahih, (2) untuk mengetahui karakteristik demografik
partisipan dalam penggunaan game.
Metode: Data didapatkan dengan menggunakan kuesioner GAS versi Bahasa
Indonesia terhadap 300 murid SMP dan SMA, dengan rentang usia 12-17 tahun.
Pada penelitian ini dilakukan validitas concurrent, konsistensi internal untuk
reliabilitas dan analisis receiver operating characteristic (ROC).
Hasil: Pada penelitian ini didapatkan 7 pertanyaan valid dari GAS versi Bahasa
Indonesia dengan cronbach’s alpha 0.770. GAS versi Bahasa Indonesia memiliki
korelasi dengan IGOQ versi Bahasa Indonesia. Analisis ROC menunjukkan area
under the curve (AUC) 0.986 (0.974-0.998) nilai cut-off ≥ 17.5, sensitivitas 0.792
dan spesifisitas 0.792 untuk laki-laki, sedangkan nilai AUC 0.973 (0.951-0.995),
nilai cut-off ≥ 16.5, sensitivitas 0.787 dan spesifisitas 0.75 untuk perempuan.
Kesimpulan: GAS versi Bahasa Indonesia menunjukkan hasil yang baik untuk
validitas dan reliabilitas. GAS versi Bahasa Indonesia diadaptasi dan divalidasi
pada penelitian ini untuk diharapkan dapat digunakan untuk mengevaluasi adiksi
game di Indonesia. | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Sumatera Utara | en_US |
dc.subject | GAS | en_US |
dc.subject | Adiksi | en_US |
dc.subject | Game | en_US |
dc.title | Validitas Dan Reliabilitas Game Addiction Scale (GAS) Versi Bahasa Indonesia | en_US |
dc.type | Thesis | en_US |
dc.identifier.nim | NIM137106001 | |
dc.description.pages | 86 Halaman | en_US |
dc.description.type | Tesis Magister | en_US |