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1.
Minerva Psychiatry ; 64(1):63-71, 2023.
Article in English | EMBASE | ID: covidwho-2316801

ABSTRACT

BACKGROUND: Despite existing research on mental health problems during the COVID-19 pandemic, studies related to help-seeking intention for mental health, particularly in Indonesia, are limited. During this unprecedented crisis, it is important to determine help-seeking intention, to allow providers of mental health services to deliver the appropriate intervention and so as to avoid the worst scenario. The aim of this study was to determine factors predicting help-seeking intention during the COVID-19 pandemic. METHOD(S): A cross-sectional approach using questionnaires were employed. Items on sociodemographic factors were asked. Several instruments were also administered: the Fear of COVID-19 Scale, the Coronavirus Anxiety Scale, and the General Help-seeking Questionnaire. Online questionnaires were distributed via email, WhatsApp Messenger, and Facebook Messenger during the period August 11-21, 2020, yielding responses from 1340 participants (females = 971, males = 369). The data were analyzed using descriptive analysis and multiple linear regression analysis. RESULT(S): The results showed that age, education, occupation, living in an infected area, and fear were statistically significant predictors of help-seeking intention. CONCLUSION(S): Mental health services need to be equitably available for people of various sociodemographic backgrounds during the COVID-19 pandemic. To improve and strengthen help-seeking intention, providers of mental health services should consider providing appropriate services based on age, education, and occupation. They also need to take into consideration special emphasis for those who are living in infected areas, leading to them being in a state of heightened fear, which is also a predictor.Copyright © 2021 EDIZIONI MINERVA MEDICA.

2.
Addictive Disorders & Their Treatment ; 20(4):242-249, 2021.
Article in English | Web of Science | ID: covidwho-1532573

ABSTRACT

Video game addiction is one of the mental health problems due to the uncontrolled activities in accessing video game platforms. This study aimed to identify the tendencies of video game addiction among Senior High School students based on the aspects of Regulatory Focus Theory and interpersonal competence. It implemented a quantitative descriptive model with a 2 x 2 factorial design. A total of 1046 students participated in the survey. The findings revealed the increasing video game addiction cases among the students during the COVID-19 pandemic. The students with a high promotion focus and a high interpersonal competence as well as those with a low prevention focus and a low interpersonal competence tended to experience video game addiction.

3.
International Journal of Information and Education Technology ; 11(11):561-566, 2021.
Article in English | Scopus | ID: covidwho-1464131

ABSTRACT

Character education is also an important thing to be developed by school counsellors. The humility is one of necessary character that based others virtue. The student’s problems who have low humility tend to have difficulty accepting criticism/information from others, arrogance, sadism, selfishness, and bullying behavior. During the Covid-19 pandemic, the learning system used the internet, including counselling services. This study aims to test an effective approach in increasing the character of humility between mindfulness-based cognitive or solution-focused approach. The group counseling design used is the synchronous for the counselling process and asynchronous to complete the worksheet. This experimental study involved 24 students in each group of 8 students aged 14-17 years. This participant of research is limited. The scale used to measure humility is Elliot's theory of adaptation which is designed using a Likert-scale. There are four aspects, namely openness, self-forgetfulness, accurate self-assessment, and focus on other things with a total of 32 items. The reliability humility scale is 0.901, and CAMM α = 0.790. These results indicate no significant difference in MBCT-SFBT in increasing humility, whereas MBCT-control & SFBT-control have a significant difference. That is, the mindfulness group had an increase in the mean between pretest-posttest and follow-up. This study found that character enhancement can use mindfulness-based cognitive and solution-focused approach. Both of them have the characteristics of character strengths and applicable by school counsellors. This study has few subjects so that the research subjects in further research are to increase the number of studies and make online and non-online comparisons. © 2021 by the authors.

4.
Islamic Guidance and Counseling Journal ; 4(1):66-77, 2021.
Article in English | Scopus | ID: covidwho-1264755

ABSTRACT

Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors are required to reduce the tendencies of video game addiction. The study aims to identify the correlation between regulatory focus theory and interpersonal competence towards the tendencies of video game addiction. The study is a type of cross-sectional research with the adapted psychological scales. A total of 136 teenagers, consisting of 86 males and 50 females participated in the survey of self-reported video game addiction. The data were analyzed using multiple regression analysis. The findings revealed that regulatory focus and interpersonal competence simultaneously had a significant effect on the tendencies of video game addiction behavior. The findings of the study can provide the basis to provide proper assistance services, in an attempt to reduce the tendencies of video game addiction among teenagers. © Nugraha, Y., Awalya, A., & Mulawarman, M. (2021).

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