HUBUNGAN INTENSITAS PERILAKU BERMAIN GAME ONLINE ARENA OF VALOR (AOV) DENGAN AKTIVITAS BELAJAR SISWA-SISWI SMP INSAN KAMIL BOGOR
Abstract
The presence of Arena of Valor (AOV) online games with interesting game features is popular entertainment in the community, especially among students. However, online gaming has both positive and negative impacts. The higher the intensity of a person's behavior playing online games can affect learning activities at school. Quantitative with a correlational approach will be used to determine the relationship between the behavior intensity of playing AOV online games with the learning activities of SMP Insan Kamil Bogor students. Both the cultivation theory and learning achievement theory will also be used in this research. Respondents in this study were the students of SMP Insan Kamil Bogor with the total of 780 people, this research is using a non- probability sampling technique, along the Slovin formula and finally distributed to 90 respondents. The results of this study indicate that the relationship between the intensity of AOV online game behavior and student learning activities is 0.486, which is indicating quite strong result. The implication of the research is expected to helping the maintenance of learning activities, by controlling the intensity of behavior playing online games through the help of educators, namely teachers and parents. Then, the next research is expected to use the topic of the problem from a different point of view and method.
Bahasa Abstract
Kehadiran game online Arena of Valor (AOV) dengan fitur permainan menarik merupakan hiburan yang populer di kalangan masyarakat khususnya pelajar. Namun, game online memiliki dampak positif dan negatif. Semakin tinggi intensitas perilaku bermain game online seseorang bisa mempengaruhi aktivitas belajar di sekolah. Metode penelitian ini adalah kuantitatif dengan pendekatan korelasional untuk mengetahui hubungan intensitas perilaku bermain game online AOV dengan aktivitas belajar siswa/i SMP Insan Kamil Bogor. Teori yang digunakan dalam penelitian ini yakni teori kultivasi dan teori prestasi belajar. Responden dalam penelitian ini adalah siswa/i SMP Insan Kamil Bogor berjumlah 780 orang dengan teknik pengambilan sampel nonprobability sampling menggunakan rumus slovin untuk disebar kepada 90 responden. Hasil penelitian ini, menunjukkan hubungan intensitas perilaku game online AOV dengan aktivitas belajar siswa sebesar 0.486 yakni tergolong cukup kuat. Penelitian ini berimplikasi untuk membantu menjaga aktivitas belajar dengan mengontrol intensitas perilaku bermain game online melalui bantuan tenaga pendidik yakni guru dan orang tua. Kemudian, penelitian berikutnya diharapkan menggunakan topik permasalahan dengan sudut pandang dan metode yang berbeda.
Recommended Citation
Saliha, Nabila Wahyu; Kusumawardhani, Sarita; and Magfira, Shailla Gafdi
(2021)
"HUBUNGAN INTENSITAS PERILAKU BERMAIN GAME ONLINE ARENA OF VALOR (AOV) DENGAN AKTIVITAS BELAJAR SISWA-SISWI SMP INSAN KAMIL BOGOR,"
Jurnal Vokasi Indonesia: Vol. 9:
No.
2, Article 1.
DOI: 10.7454/jvi.v9i2.1158
Available at:
https://scholarhub.ui.ac.id/jvi/vol9/iss2/1