HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DENGAN TINGKAT PRESTASI SISWA SMPN 01 PAKISAJI

Pangestu, Dwi Anang (2019) HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DENGAN TINGKAT PRESTASI SISWA SMPN 01 PAKISAJI. Diploma (D3) thesis, Poltekkes RS dr. Soepraoen.

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Abstract

ABSTRAK Game online sudah menjadi alternative hiburan bagi tua semua orang. Anak sekolah merupakan kelompok yang mudah terpengaruh oleh game online. Perilaku remaja yang memainkan game online menyebabkan keprihatinan para orang tua dan guru, karena berpengaruh buruk pada prestasi akademis dan perilaku sosial mereka. Tujuan penelitian ini adalah untuk mengetahui hubungan intensitas bermain game online dengan tingkat prestasi pada siswa SMPN 01 Pakisaji. Desain penelitian mengunakan deskriptif korelasi dengan metode cross sectional. Variabel bebas adalah Intensitas bermain game online dan variabel terikat adalah tingkat prestasi belajar siswa. Uji statistik Contingency coefficent. Hasil penelitian di dapatkan nilai diperoleh nilai p value= 0,504 (>0,05) yang artinya tidak terdapat hubungan intensitas bermain game online dengan tingkat prestasi pada siswa SMPN 01 Pakisaji. Beberapa penyebab tidak terdapat hubungan adalah dari faktor jenis kelamin, keikutsertaan ekstrakulikuler dan bimbingan belajar. Diharapkan siswa dapat mempertahankan dan meningkatkan prestasi belajar. Kata Kunci : Intensitas Game Online, Prestasi Belajar ABSTRACT Online gaming has becom an alternative entertainment for all elderly people. School children are easily influenced by their group games online. The behavior of teenagers who play online games lead to concerns of parents and teacher, due to a bad influence on academic achievenment and their social behavior. The purpose of this study was to determine the relationship of the intensity of playing online games with the level of achievement in student of junior high school 01 Pakisaji. The study design using descriptive correlation with cross sectional method. The independent variable is the intensity of playing online games and the dependent variable is the level of student achievement. Contingency statistical tests coefficient. Results of research in getting the values obtained p value = 0.504 (> 0,05), which means there is no relationship with the intensity of playing online games on the achievement level of the students of junior high school O1 Pakisaji. Some of the causes there is no relationship is factors gender, participation in extracurricular and a tutoring. Student are expented to maintain and improve learning achievement. Keyword : Intensity Online Games, Achievement.

Item Type: Thesis (Diploma (D3))
Contributors:
ContributionNameNIDN / NIDKEmail
UNSPECIFIEDJamil, MokhtarUNSPECIFIEDUNSPECIFIED
UNSPECIFIEDKurniawan, Ardhiles WahyuUNSPECIFIEDUNSPECIFIED
Uncontrolled Keywords: Intensitas Game Online, Prestasi Belajar; Intensity Online Games, Achievement
Divisions: Nursing Study Program
Depositing User: Yacobus Sudaryono
Date Deposited: 08 Aug 2019 06:37
Last Modified: 25 Aug 2023 03:29
URI: http://repository.itsk-soepraoen.ac.id/id/eprint/270

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