Jurnal Ilmiah Mahasiswa Universitasmuhaamadiyah Ponorogo Health Sciences Journal
Jurnal Ilmiah Mahasiswa Universitasmuhaamadiyah Ponorogo Health Sciences Journal
Jurnal Ilmiah Mahasiswa Universitasmuhaamadiyah Ponorogo Health Sciences Journal
UNIVERSITASMUHAAMADIYAH PONOROGO
HEALTH SCIENCES JOURNAL
http://studentjournal.umpo.ac.id/index.php/HSJ
Abstract
The development of online games in the world is growing rapidly, is no exception in
Indonesia and has become a culture in some people. School children are a group that is easily
influenced by online games, especially elementary school children and middle school children.
Teenagers who are addicted to online games usually become abandoned school, often leave the
lesson and rarely do the assignments given by the teacher, so the report card grades are also
unsatisfactory. This study aims to determine the relationship of addiction to play online games
with student learning achievement.
The design of this study is correlation with the cross sectional approach. Population All
male students in SMPN 1 Mlarak Ponorogo were 276 respondents with a sample size of 55
respondents. Sampling uses Purposive Sampling. Technical data collection using a
questionnaire and analyzed using the Chi Square Test with 0.05 Significance.
The results of research Addiction to Play Online Games 32 respondents (58.2%)
respondents were not addicted. In the learning achievement variable it is interpreted that most
of the 35 respondents (63.6%) respondents had good learning achievement. Based on the
analysis of Chi-Square statistical test data obtained value = 0.001 which means smaller than α
= 0.05 means that Ho is rejected means there is a relationship of Addiction to Playing Online
Games with Student Learning Achievement with a Contingency Coefficient value = 0.426
enough categories.
Based on the results of the study concluded that there is a relationship between addiction
to play online games with student learning achievement, so the more teenagers addicted to
online games, the poorer performance of adolescents and vice versa, the researchers suggest
that the teacher should carry out routine routine activities of student luggage and make the rules
of students prohibited from carrying cellphones and reduce the quantity of student absences
Abstrak
Perkembangan game online didunia semakin pesat, tidak terkecuali di Indonesia dan telah
menjadi budaya pada sebagian orang. Anak sekolah merupakan kelompok yang mudah
terpengaruh oleh game online terutama anak sekolah dasar dan anak sekolah menengah. Remaja
yang kecanduan game online biasanya sekolahnya menjadi terbengkalai, sering meninggalkan
pelajaran dan jarang mengerjakan tugas yang diberikan guru, sehingga nilai raport juga tidak
memuaskan. Penelitian ini bertujuan untuk mengetahui Hubungan Kecanduan Bermain Game
Online Dengan Prestasi Belajar Siswa.
Desain penelitian ini adalah korelasi dengan pendekatan cross sectional. Populasi Seluruh
siswa Laki-laki Di SMPN 1 Mlarak Ponorogo sebanyak 276 responden dengan besar sampel
sejumlah 55 responden. Sampling menggunakan Purposive Sampling. Teknis pengumpulan data
menggunakan kuesioner dan dianalisis menggunakan Uji Chi Square dengan Signifikasi 0,05.
Hasil penelitian Kecanduan Bermain Game Online besar 32 responden (58,2%) responden
tidak kecanduan. Pada variabel prestasi belajar diinterpretasikan bahwa sebagian besar 35
responden (63,6%) responden prestasi belajar baik. Berdasarkan hasil analisa data uji statistik
Chi-Square diperoleh value = 0,001 yang berarti lebih kecil dari α=0,05 artinya Ho ditolak
berarti ada Hubungan Kecanduan Bermain Game Online Dengan Prestasi Belajar Siswa dengan
nilai Contingency Coefficient =0,426 kategori cukup.
Berdasarkan hasil penelitian disimpulkan ada Hubungan Kecanduan Bermain Game Online
Dengan Prestasi Belajar Siswa, jadi semakin remaja kecanduan game online maka prestasi
remaja semakin buruk dan sebaliknya maka peneliti menyarankan pada Pihak guru sebaiknya
melakukan kegiatan rutin rahasia terhadap barang bawaan siswa serta membuat aturan siswa
dilarang membawa hp dan mengurangi kuantitas absesi kehadiran siswa
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http://www.thejavahub.net/index.php Agung seto. Jakarta
topic=1683.msg11436;topicseen#
msg11436 diakses pada tanggal 15 Weinstein, A.M. 2010. Computer and Video
september 2018 pukul 08.00(GMT Game Addiction a Comparison
+7) Between Game Users and Non
Game Users. The American
Journal of Drugand Alcohol
Abuse, 36, 268–276. Doi:
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