Pengaruh Kebiasaan Bermain Game Online Terhadap Hasil Belajar Siswa di SDN Jatiguwi 3
Abstrak
The proliferation of online games, popularized among students, is due to the rapid development of globalization and increasingly sophisticated technology. This research aims to determine the influence of online gaming habits on students' learning outcomes at SDN Jatiguwi 3. This study uses a quantitative method with descriptive statistical analysis, data collection using a modified Likert scale questionnaire to collect online gaming addiction data, and student
learning outcomes data collection using documentation, namely obtaining the accumulation of learning outcome scores, which is the average report card grade in the last 2 semesters. The results of this study show that the average addiction to online gaming among students is classified as high, with an average final score of 93.3 and an average learning outcome of 83.3, and the significant negative influence of online games on student learning outcomes at SDN Jatiguwi 3 is 30%, while 70% is influenced by other factors. It can be concluded that online games have a significant impact on student learning outcomes. Teachers should provide enjoyable learning situations so that students are not solely focused on playing online games. Online games can have negative effects on students who play them.
Referensi
Amanda. (2016). Kecanduan Bermain Game Online Terhadap Hasil Belajar Siswa. Jakarta: Rineka Cipta.
Arikunto, S. (2018). Dasar-Dasar Evaluasi Pendidikan Edisi 3. Bumi Aksara. Fauziah. (2013). Pengaruh Game Online Terhadap Perubahan Perilaku Anak Smpn 1 Samboja. Ejournal ilmu komunikasi, (1).
Purwanto, R. (2012). Peningkatan Motivasi Dan Hasil Belajar Siswa Pada Kompetensi Sistem Koordinasi Melalui Metode Pembelajaran Teaching Game Team Terhadap Siswa Kelas Xi Ipa Sma Smart Ekselensia Indonesia Tahun Pelajaran 2010-2011. Jurnal Pendidikan Dompet Dhuafa, 2(01), 55-65.
Sahin, M., Gumus, Y. Y., & Dincel, S. (2016). Game addiction and academic achievement. Educational Psychology, 36(9), 1533-1543.
Sam’s, R. H. (2010). Model Penelitian Tindakan Kelas: teknik bermain konstruktif untuk peningkatan hasil belajar matematika. Yogyakarta: Teras.
Sugiyono, Metode Penelitian Pendidikan (Pendekatan Kuantitatif, Kualitatif dan R&D, (Alfabeta: Bandung, 2015), hal. 204.
Sugiyono, Statistik untuk Pendidikan, (Bandung: Alfabeta, 2010), hal. 15. Sugiyono, Metode Penelitian Kuantitatif, Kualitatif dan R&D, (Bandung: Alfabeta, 2018), hal. 317. 51 Sugiono, Metode…,hal. 142-14.