Judul: Influence of Parent Attachment, Self-Regulation, and Intensity of Playing Online Game toward Student Engagement
Abstrak: Keterlibatan mahasiswa dalam pembelajaran merupakan faktor keberhasilan akademik. Keterlibatan mahasiswa dalam pembelajaran mampu mengatasi kebosanan dalam belajar terlebih saat pembelajaran daring yang sedang diterapkan ataupun permasalahan lain seperti game online, permainan yang sangat disukai oleh mahasiswa. Penelitian ini bertujuan untuk menganalisis pengaruh karakteristik individu, karakteristik keluarga, kelekatan dengan orang tua, regulasi diri, dan intensitas bermain game online terhadap keterlibatan mahasiswa dalam pembelajaran. Penelitian ini menggunakan desain explanatory dengan melibatkan 220 mahasiswa sarjana. Penelitian berlokasi di Institut Pertanian Bogor dan pengambilan contoh dilakukan secara purposive. Hasil penelitian menunjukkan bahwa lebih dari separuh mahasiswa memiliki kelekatan yang sedang pada ibu dan rendah pada ayah, serta memiliki regulasi diri yang sedang. Hampir separuh mahasiswa memiliki intensitas bermain game online yang sangat tinggi dan lebih dari separuh mahasiswa memiliki keterlibatan dalam pembelajaran yang rendah. Hasil uji regresi menunjukkan besar keluarga, kelekatan dengan orang tua, dan regulasi diri berpengaruh pada keterlibatan mahasiswa dalam pembelajaran. Berdasarkan hasil penelitian keterlibatan mahasiswa dalam pembelajaran berkatagori rendah, maka peran kelekatan dengan orang tua dan regulasi disi sangat dibuutuhkan untuk meningkatkan keterlibatan mahasiswa dalam pembelajaran., Student engagement is an academic success factor. Student engagement overcome boredom at study especially at online classes or any other cases like game online, students like the most. This study aims to analyze the influence of individual characteristics, family characteristics, parent attachment, self-regulation, and the intensity of playing online game toward engagement on learning. This study used an explanatory design by involving 220 undergraduate students of IPB University. The research was located at the IPB University and the sampling was done purposively. The results showed that more than half of the students had moderate attachment to parents and had moderate self-regulation. Nearly half of students have a very high intensity of playing online games and have low student engagement on learning. The results of the influence test showed that family size, parent attachment and self-regulation had an effect on student engagement on learning. Based on the study result in the low category of student engagement, the role of parent attachment and self-regulation is needed to incrase student engagement.
Keyword: intensity of playing online games, parent attachment, self-regulation, students, student engagement

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: Hydrothermal Synthesis of Biphasic Calcium Posphate
Abstrak: Biphasio calsium phosphate (BCP), which was a mixture of hydroxypatite (HA) and tricalcium phosphate (TCP), was synthesized by hydrothermal method followed by sintering process. Hydroxyapatite was produced by using natural calcium source CaO from hen's eggshell and (NH4)2HPO4 as phosphate souce, other hydroxyapatite sample was produce by using synthetic calcium source Ca(OH) and H3PO4 as phosphate source.
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