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: The Effect of Parental Control, Fear of Missing Out (FOMO), and Self-Control towards Junior High School Student's Online Gaming Behavior
Abstrak: Salah satu konten di internet yang sering diakses remaja adalah game online. Penelitian ini bertujuan untuk menganalisis pengaruh kontrol orang tua, FOMO dan kontrol diri terhadap perilaku bermain game online siswa SMP. Desain penelitian adalah cross-sectional study dengan teknik purposive sampling di SMP N 1 Wangon, yaitu siswa kelas 7 yang berusia 12-14 tahun dan merupakan keluarga utuh dengan total responden 200 siswa. Data dikumpulkan dengan teknik self-report melalui pengisian kuesioner. Hasil menunjukan mayoritas siswa mendapatkan kontrol orang tua dalam kategori memadai, FOMO dalam kategori rendah, kontrol diri dalam kategori sedang dan perilaku bermain game online dalam kategori rendah. Terdapat perbedaan signifikan pada tingkat kontrol diri dan perilaku bermain game online antara siswa laki-laki dan perempuan. Kontrol diri dan perilaku bermain game online siswa laki-laki lebih tinggi daripada siswa perempuan. Perilaku bermain game online berhubungan signifikan dan negatif dengan jenis kelamin, kontrol orang tua dan kontrol diri. Perilaku bermain game online juga dipengaruhi secara signifikan dan negatif oleh jenis kelamin dan kontrol diri. Kontrol orang tua dan kontrol diri berpengaruh signifikan secara langsung terhadap perilaku bermain game online, sedangkan FOMO berpengaruh signifikan secara tidak langsung melalui kontrol diri., Game online is one of internet content that often accessed by adolescents. This study aims to analyze the effect of parental control, FOMO, and self-control towards junior high school student’s online gaming behavior. Cross-sectional study was used in this research with purposive sampling technique at SMP N 1 Wangon, that is, 7th grade student aged 12-14 years and came from intact families that consist of 200 students. Data was collected by self-report through filling out a questionnaire. The results showed that majority of students got parental control in medium level, had a low level of FOMO, medium level of self-control and low level of online gaming behavior. There was a significant difference in self-control and online gaming behavior between boys and girls. Boys discovered have higher level of self-control and online gaming behavior than girls. Online gaming behavior significantly correlated with gender, parental control, and self-control. Online gaming behavior significantly influenced by gender and self-control. Parental control and self-control have significant direct effect towards online gaming behavior, meanwhile FOMO has significant indirect effect through self-control.
Keyword: FOMO, junior high school's student, online gaming behavior, parental control, self-control

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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