HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DENGAN PRESTASI BELAJAR SISWA DI SD NEGERI 2 BANDA ACEH
Keywords:
Intensity to Play Online Games, Learning AchievementAbstract
Online games, of course, have an opium effect on students, so they forget their main task, which is learning. As a result, in terms of academics, they will experience a decline in learning achievement. Students often talk about playing online games, students are more excited to talk about games than subject matter. Even some students play games more often at home than studying or doing assignments. The purpose of this study is to describe the relationship between the intensity of students playing online games with student achievement in the State Elementary School 2 Banda Aceh. The approach in this study uses quantitative research with the type of correlation. The population in this study is class I to class VI students which amount to 287, while the sample in this study is class IV, V, VI students which amount to 30 students. Data collection techniques in this study used questionnaires and documentation. Data were analyzed using the correlation formula. The results showed that the rxy value was 0.70. The results of the t test show that t count> t table or 5.03> 2.052, then the alternative hypothesis is accepted. This shows that the variable X (intensity of playing online games) with variable Y (student learning outcomes) has a strong or high correlation.
Abstrak
Game online tentu saja memberikan dampak candu pada siswa, sehingga mereka melupakan tugas mereka yang utama yaitu belajar. Akibatnya dari segi akademik mereka akan mengalami penurunan prestasi belajar.siswa sering berbicara mengenai permainan game online, siswa lebih bersemangat bercerita tentang game dibandingkan materi pelajaran. Bahkan beberapa siswa lebih sering bermain game di rumah dibandingkan belajar atau mengerjakan tugas. Adapun tujuan dalam penelitian ini untuk mendeskripsikan hubungan antara intensitas siswa bermain game online dengan prestasi belajar siswa di SD Negeri Negeri 2 Banda Aceh. Pendekatan dalam penelitian ini menggunakan penelitian kuantitatif dengan jenis korelasi.Populasi dalam penelitian ini siswa kelas I sampai dengan kelas VI yang berjumlah 287, sedangkan sampel dalam penelitian ini siswa kelas IV, V, VI yang berjumlah 30 orang siswa. Teknik pengumpulan data dalam penelitian ini menggunakan angket dan dokumentasi. Data dianalisis dengan menggunakan rumus korelasi. Hasil penelitian menunjukkan bahwa nilai rxy sebesar 0,70. Hasil uji t menunjukkan bahwa t hitung > t tabel atau 5,03> 2,052, maka hipotesis alternative diterima. Hal ini menunjukkan bahwa atara variabel X (intensitas bermain game online) dengan variabel Y (hasil belajar siswa) memiliki korelasi yang kuat atau tinggi.
Kata Kunci: Intensitas Bermain Game Online, Prestasi Belajar
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