Judul: Gaya Pengasuhan, Kontrol Diri, Intensitas Bermain Game Online, dan Prokrastinasi Akademik pada Mahasiswa yang Pernah Bermain Game Online
Abstrak: Prokrastinasi akademik merupakan perilaku menunda untuk menyelesaikan tugas akademik. Penelitian ini bertujuan untuk menganalisis pengaruh karakteristik individu, karakteristik keluarga, gaya pengasuhan orang tua, kontrol diri, dan intensitas bermain game online terhadap prokrastinasi akademik mahasiswa. Penelitian ini menggunakan desain eksplanatori dengan melibatkan 220 mahasiswa S1 Institut Pertanian Bogor yang memiliki orang tua lengkap dan pernah atau sering bermain game online. Penelitian berlokasi di Institut Pertanian Bogor dan pengambilan contoh dilakukan secara purposive. Data diperoleh dengan pelaporan diri melalui kuesioner daring, selanjutnya diolah dengan analisis deskriptif, uji korelasi, dan uji regresi linear berganda. Sebagian besar ibu dan lebih dari separuh ayah menerapkan gaya pengasuhan otoritatif. Lebih dari separuh mahasiswa memiliki kontrol diri kategori rendah. Hampir separuh mahasiswa memiliki intensitas bermain game online kategori sangat tinggi dan sebagian besar mahasiswa memiliki prokrastinasi akademik kategori rendah. Hasil uji regresi (R2= .241) menunjukkan bahwa kontrol diri berpengaruh negatif signifikan terhadap prokrastinasi akademik dan intensitas bermain game online berpengaruh positif signifikan terhadap prokrastinasi akademik.
Keyword: gaya pengasuhan orang tua, intensitas bermain game online, kontrol diri, mahasiswa, prokrastinasi akademik

Judul: The Effect of Self Esteem, Academic Efficacy, Academic Motivation on the Game Online Addiction in Undergraduate Students During the Covid-19 Pandemic
Abstrak: Pandemi Covid-19 berdampak kepada berbagai segi kehidupan manusia di berbagai belahan dunia, termasuk mahasiswa Berbagai hasil penelitian menunjukkan terjadinya peningkatan konsumsi hiburan digital, khususnya game online pada mahasiwa di masa pandemi Covid-19. Penelitian ini bertujuan untuk menganalisis pengaruh karakteristik individu, karakteristik keluarga, harga diri, efikasi akademik, dan motivasi akademik terhadap kecanduan game online mahasiswa. Penelitian ini menggunakan desain eksplanatori dengan partisipan sebanyak 220 mahasiswa yang pernah atau sering bermain game online. Penelitian berlokasi di salah satu perguruan tinggi di Jawa Barat dan pengambilan contoh dilakukan secara purposive. Data diperoleh melalui self-report dengan menggunakan kuesioner, yang selanjutnya diolah dengan analisis deskriptif, uji korelasi, dan uji regresi linier berganda. Hasil penelitian menunjukkan gender dan efikasi akademik berpengaruh negatif terhadap kecanduan game online sedangkan usia mahasiswa dan tingkat pendidikan ibu berpengaruh signifikan positif terhadap kecanduan game online pada mahasiswa. Usia ayah, pendidikan ayah, usia ibu, besar keluarga, pendapatan per kapita, harga diri, dan motivasi akademik tidak terdapat pengaruh signifikan terhadap kecanduan game online., The Covid-19 pandemic has an impact on various aspects of human life in various parts of the world, including students various research results show an increase in the consumption of digital entertainment, especially online games. This study aims to analyze the effect of individual characteristics, family characteristics, self-esteem, academic efficacy, and academic motivation on the intensity of playing online student games. The design in this study is quantitative. The respondents in this study were 220 undergraduate students who had or often played online games. The research was located in a tertiary institution in West Java and the sampling was done purposively. Data obtained through self-report using online questionnaires, then processed with descriptive analysis, correlation tests, and multiple linear regression tests. The results showed that students self-esteem in the medium category, low academic efficacy, moderate academic motivation, and the game online addiction was very high. There was a significant relationship between self-esteem and academic efficacy with the game online addiction. Gender, student age, mother's education duration, and academic efficacy had a significant positive effect on game online addiction for undergraduate games. Father's age, father's education, mother's age, family size, per capita income, self-esteem, and academic motivation did not have a significant effect on online game addiction.
Keyword: Academic Efficacy, Academic Motivation, Game online Addiction, Self Esteem, Undergraduate Student

Judul: Pengukuran Jantung Kelinci New Zealand White (Oryctolagus cuniculus) dengan Radiografi Toraks
Abstrak: This research was conducted to evaluate radiographs heart size of anaesthetized New Zealand White rabbits (Oryctolagus cuniculus) under different combination of ketamine and xylazine. The rabbits were divided into three groups. Group A were anaesthetized using a 35 mg/kg and 5 mg/kg combination of ketamine and xylazine (n=5). Group B were anaesthetized using a 40 mg/kg and 5 mg/kg combination of ketamine and xylazine (n=3) while group C were anaesthetized using 45 mg/kg and 5 mg/kg combination of ketamine and xylazine (n=3). Parameter of observation from left laterolateral view were: 1) the apicobasilar length of the heart (AB), 2) the width of the heart (CD), 3) the distance between the cranial edge of the fifth rib and the caudal edge of the seventh rib perpendicular to the spine (R5-7), and 4) the vertical depth of the toraks (H). Parameter of observation from dorsoventral view were: 1) the length of the heart (L), 2) the width of the heart (W), and 3) the width of the thorax (T). The result from the heart parameters observation that were measured in left laterolateral view and dorsoventral view shows theres no significantly differ among the groups (P > 0.05). The vertebrae heart size (VHS) values obtained from the sum of the length of the long and the short axes on left laterolateral view. The long axes mean values (A) were 4.35±0.26 v and the short axes mean values (B) were 3.59±0.30 v, therefore VHS mean values were 7.94±0.49 v. On the dorsoventral view, the length of the heart mean values (L) were 4.32±0.29 cm, the width of the heart mean values (W) were 3.33±0.26 cm, and the width of the thorax mean values (T) were 5.85±0.30 cm. In normal conditions, the width of the heart should be less than two-thirds the width of the thorax and values obtained of 3.33<3.72 it shows that the heart is in the normal range. The best ratio to calculated the normal heart dimension in the left laterolateral view was compared the long axes with the vertical depth of the thorax, whereas in dorsoventral view, the length of the heart was compared with the width of the heart.
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