Kontribusi perilaku game online terhadap motivasi belajar siswa SMA
DOI:
https://doi.org/10.22219/cognicia.v7i4.9263Abstract
The online gaming behaviour referred to in this study is an individual response or reaction to the stimulation of online games or games connected via the Internet network. One factor that can influence the motivation to learn is the external factor or environmental factors that are parents, with the social support of parents then students should students have a high motivation to learn. The purpose of this research is to know the contributions of the behavior of online gaming to the learning motivation of high school students. This research is quantitative research with correlational design. The subject of this research was Shalahuddin high school student 94 students. The techniques used in sampling are total sampling techniques or saturated samples. The measuring instrument used in this study uses two scales of the scale of online gaming behaviour and learning motivation. The results showed that there was a link between the behavior of online gaming with the motivation of learning students (P = 0.000 > 0.05, r =-0.432) that is, there is a negative relationship between online gaming behaviour and the students ' learning motivation so that more students Spend time playing games online then the motivation of learning is getting lower.Downloads
References
Adhim, M. F. (2004). Membuat anak gila membaca. Bandung: Mizan Pustaka.
Aji, C.Z. (2012). Berburu rupiah lewat game online. PT. Bounabooks.
Angela. (2013). Pengaruh game online terhadap motivasi belajar siswa SDN 015 Kelurahan Sidomulyo Kecamatan Samarinda Ilir. E-Jounal Ilmu Komunikasi, 1(2) : 532-544.
Anggraini, Y. (2014). Dampak penggunaan game online terhadap perilaku remaja (Studi deskriptif kuantitatif pada remaja di Kelurahan Asam Kumbang Medan). Universitas Sumatera Utara.
Azwar, S. (2000). Sikap manusia teori dan pengukurannya. Edisi ke 2. Cetakan IV. Yogyakarta (ID). Pustaka Pelajar.
Chaplin, J. P. (2001). Kamus lengkap psikologi. Jakarta: Raja Grafindo Persada.
Cowie. (1994). Advanced Learner’s Dicitionary. (4th ED). Britain: Oxford University Press.
Desmita. (2009). Psikologi perkembangan peserta didik. Batusangkar: PT Remaja Rosdakarya.
Dewandari, S. (2013). Hubungan antara intensitas bermain game online dengan motivasi belajar siswa kelas X SMK Negeri 1 Sarupan Kabupaten Wonosobo. Skripsi, Fakultas keguruan dan ilmu pendidikan, Universitas kristen satya wacana.
Febrian, J. (2007). Kamus komputer & teknologi informasi. Bandung : PT. Informatika.
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K. . . . Sakamoto, A (2009). The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies. Personality and Social Psychology Bulletin, 35, 752–763.
Hamalik, O. (2008). Kurikulum & pembelajaran. Jakarta: Sinar Grafika.
Hurlock, E. B. (1990). Developmental Psychology: A Lifespan Approach. (terjemahan oleh Istiwidayanti). Jakarta: Erlangga Gunarsa.
Khasanah, A. Z. (2013). Meningkatkan motivasi belajar siswa underachiever melalui layanan bimbingan kelompok pada siswa SD Negeri Pekunden Semarang. Skripsi. Semarang: Universitas Negeri Semarang.
Krori, Smita Deb. (2011). Developmental psychology, dalam hemopathic journal :: Volume 4, issue: 3, Jan, 2011. Tersedia: http://www.homerizon.com/homeoathic-articles/psychology/developmental-psychology. (14 Februari 2012)
Notoatmodjo, S. (2010). Ilmu perilaku kesehatan. Jakarta: Rineka Cipta.
Novita, F. R. P., (2018). Hubungan antara self control dengan intensitas bermain game online pada anak usia sekolah. Skripsi, Fakultas Psikologi, Universitas Muhammadiyah Malang.
Pradita, D. (2014). Analisis perilaku belajar dan gaya belajar anak berbakat kelas 5 Di SDN Kauman 1 kota Malang. Disertasi tidak diterbitkan. Malang: FKIP UMM.
Purwanto, H. (1998). Pengantar perilaku manusia. Jakarta: Buku Kedokteran EGC.
Purwanto. (2008). Unsur motivasi. Jakarta : Balai Pustaka.
Purwanto, M. Ngalim. (2010). Psikologi pendidikan. Bandung: PT . Remaja Rosdakarya.
Santrock, J. W. (2011). Life-Span Development (13th Edition). New York: McGraw Hill
Sardiman, A. M. (2010). Interaksi dan motivasi belajar mengajar. Rajawali Pers. Jakarta.
Sardiman, A. M. (2012). Interaksi dan motivasi belajar mengajar. Jakarta: Raja Garfindo Persada.
Saptono, Y. J. (2016). Motivas dan keberhasilan belajar siswa. Jurnal pendidikan agama Kristen, 1(1), 189-212.
Sary, Y. (2015). Psikologi pendidikan. Yogyakarta: Parama Publishing.
Schunk, Dale, H. (2012). Motivasi dalam pendidikan: teori, penelitian, dan aplikasi. Jakarta: PT Indeks.
Siti, Y. N. (2016). Pengaruh game online terhadap motivasi belajar siswa (Studi Deskriptif Kuantitatif di SMAN 22 Bandung). Skripsi (S1) thesis, FKIP UNPAS.
Skinner, B. F. (1953). Science and Human Behavior. New York: MacMillan.
Skinner, B. F. (1983). A matter of consequences: Part three of an autobiography. New York. University Press.
Soleman, M. (2012). “Dampak negatif dari game online”. http://smahangtua2.org/magazine/kesehatan/61-dampak-negatif-dari-game-online.html (diunduh Kamis, 4 April 2013)
Sugiyono. (2007). Metode penelitian kuantitatif, kualitatif dan R&D. Penerbit Alfabeta Bandung.
Sugiyono (2014). Metode penelitian kuantitatif kualitatif dan R&D. Bandung: Alfabeta.
Suprihatin, S. (2015). Upaya guru dalam meningkatkan motivasi belajar siswa. Jurnal Pendidikan Ekonomi, 3(1), 73-82.
Syarif, N. (2015). Pengaruh perilaku pengguna smartphone terhadap komunikasi interpersonal siswa SMK TI airlangga Samarinda. Jurnal Ilmu Komunikasi. (online), (http://ejournal.ilkom.fisip-unmul.ac.id), diakses pada 23 Desember 2015.
Yusuf, S. (2009). Program bimbingan dan konseling di sekolah. Bandung: Rizqi Perss.
Taylor, G., Jungert, T., Mageau, G.A., Schattke, K., Dedic, H., Rosenfield, S., & Koestner, R. (2014). A self-determination theory approach to predicting scholl achievement over time: The unique role of intrinsic motivation. Contemporery educational psychology, 39(4), 342-358.
Terry, G. R. (2003). Manajemen sumber daya manusia, Jilid 1. Jakarta: PT Indeks.
Uno, Hamzah, B. (2009). Teori motivasi dan pengukurannya. Jakarta: PT. Bumi Aksara.
Yamin, M. (2007). Kiat pembelajarkan siswa. Jakarta: Gaung Persada Press.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2019 Denis Wengku Triatmojo
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Jurnal Cognicia agree to the following terms:
- For all articles published in Jurnal Cognicia, copyright is retained by the authors. Authors give permission to the publisher to announce the work with conditions. When the manuscript is accepted for publication, the authors agree to automatic transfer of the publishing right to the publisher.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published wor (See The Effect of Open Access).
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License