DOI of the published article https://ummaspul.e-journal.id/maspuljr/article/view/6047
The Influence of Online Games on the Social Behavior of High School Students
Pengaruh Game Online terhadap Perilaku Sosial Siswa SLTA
DOI:
https://doi.org/10.21070/ups.2078Keywords:
High School Students, Online Games, Social BehaviorAbstract
This study employed a quantitative method utilizing an analytical survey. The sampling technique employed was purposive sampling, conducted in several coffee shops within the Bangil District, with a sample size of 50 respondents. The findings of this study revealed a negative impact of online games on the social behavior of high school students, as indicated by the equation Y = 5.066 + 0.848X, demonstrating a significant influence. The correlation between X and Y is 0.774, indicating a negative relationship between the variables. Theremaining 0.226 falls outside the scope of this investigation. There existed a strong and significant negative relationship between online games and the social behavior of high school students. The impact of online games on students' social behavior manifested in several negative aspects, including the usage of harsh language, disruption of daily productivity leading tohealth deterioration, failure to keep promises to others, neglecting religious worship, abandoning tasks.
Downloads
References
B. Haryanto and A. Kurniawan, “Implementasi Aplikasi Android Menggunakan App Inventor,” Insa. Pembang. Sist. Inf. dan Komput., vol. 9, no. 1, pp. 1–9, 2021, doi: 10.58217/ipsikom.v9i1.189.
C. Z. Aji, Berburu rupiah lewat game online. Yogyakarta: Bounabooks., 2012.
Samuel Henry, “Cerdas dengan Game: Panduan Praktis bagi Orangtua dalam Mendampingi Anak Bermain Game,” pp. 5–6, 2010.
Nunu Nurfirdaus dan Risnawati, “"Studi Tentang Pembentukan Kebiasaan dan Perilaku Sosial Siswa”,” Lensa Pendas, vol. 4 no 1, p. 39, 2019.
R. Senapartha, I Kadek Dendy; Ferdiana, Ridi; Hartanto, “Pengaruh Game Bergenre Multiplayer Online Battle Arena (MOBA) terhadap Kemampuan Kognitif Pemain,” Semin. Nas. Teknol. Inf. dan Komun. Terap., pp. 105-110., 2015.
A. Kristanti, “Pengaruh Game Online Dan Tingkat Ekonomi Terhadap Perilaku Dan Hasil Belajar Siswa,” J. Pendidik. Komput., pp. 1–15, 2019.
E. P. R. J. C. J. Kho, “Pengaruh Game Online Terhadap Kemampuan Berbahasa Inggris,” Comput. Based Inf. Syst. J., vol. 02, pp. 29–36, 2020.
I. Dhamayanthie, “Dampak Game Online Terhadap Perilaku Mahasiswa Akamigas Balongan,” Communications, vol. 4, pp. 13–15, 2020.
Sugiyono, Metode Penelitian Kombinasi (Mixed Methods). Bandung: CV Alfabeta. 2018.
Andri Arif Kurniawan dan Andy Widhiya Bayu Utomo, “‘Jangan Suka Game Online, Pengaruh Game Online dan Tindakan Pencegahan,’” in Magetan: CV. AE MEDIA GRAFIKA, 2019, p. cetakan 1.
J. Firdaus, “Pelaksanaan kewajiban orang tua terhadap anak pecandu game online di jalan raya kota bengkulu dalam perspektif hukum islam,” QIYAS J. Huk. Islam dan Peradil., vol. 3, no. 1, pp. 206–219, 2018.
S. L. Chen, C. Y. & Chang, “Eksplorasi Kecenderungan Kecanduan Game Online Karena Fitur Desain Aneh yang Disukai Pengguna.,” Ilmu Kesehat. dan Inf. Asia, pp. 1–4, 2008.
Rikarahim dan Muh. Yusuf Hidayat, “‘Perbandingan Perilaku Sosial Melalui Model Pembelajaran Group Investigation dan Think Pair Share Siswa Mata Pelajaran Fisika Kelas X SMA Negeri 1 Soromandi Kab. Bima’,” Pendidik. Fis., vol. 3 no 2, p. 164, 2015.
A. W. Kustiawan, A. A., & Utomo, Jangan Suka Game Online Pengaruh Game Online dan Tindakan Pencegahan. Magetan: CV. AE Media Grafika., 2019.
E. Prastius, “Pengaruh Game Online terhadap Kemampuan Berbahasa Inggris,” Comput. Based Inf. Syst. J., vol. 8, no. 2, pp. 29–36, 2020, doi: 10.33884/cbis.v8i2.1959.
A. S. M. Angga Ardiansyah, Dany Pratmanto, “Issn : 2461-0690 Issn : 2461-0690,” IJSE – Indones. J. Softw. Eng. Implementasi, vol. 4, no. 2, pp. 6–13, 2018.
S. Khoiriyah, “Dampak Game Online Terhadap Perilaku Remaja Dalam Pelakanaan Ibadah Sholat Lima Waktu Di Desa Rangai Kecamatan Katibung Kabupaten Lampung Selatan,”Pakistan Res. J. Manag. Sci., vol. 7, no. 5, pp. 1–2, 2018.
D. K. Irmawati, “What Makes High-Achiever Students Hard to Improve Their Speaking Skill?,” JEES (Journal English Educ. Soc., vol. 1, no. 2, pp. 71–82, 2016, doi: 10.21070/jees.v1i2.442.10
L. Hartanto, “Implementasi Media Pembelajaran Berbasis Board Game Kanban dalam Prestasi Pembelajaran Siklus Produksi,” surabaya, 2016.
A. Lestari, S. M. P., & Mantasa, “Hubungan Intensitas Bermain Game Online Dengan Tingkat Konsentrasi Belajar Mahasiswa,” Acta Mater., vol. 33, no. 10, pp. 348–352, 2008.
Y. Fahrizal and B. Y. Pratama, “Intensity Of Violent Behavior In Adolescents Addicted To Violent Online Games In Yogyakarta Indonesia,” Dunia Keperawatan J. Keperawatan dan Kesehat., vol. 9, no. 1, p. 64, 2021, doi: 10.20527/dk.v9i1.9448
Downloads
Additional Files
Posted
License
Copyright (c) 2023 UMSIDA Preprints Server
This work is licensed under a Creative Commons Attribution 4.0 International License.