Gabrila Nirma
Universitas Jenderal Achmad Yani Yogyakarta

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HUBUNGAN DURASI BERMAIN GAME ONLINE DENGAN TINGKAT KEMAMPUAN PEMECAHAN MASALAH SISWA DI SMP N 2 GIRIMULYO: HUBUNGAN DURASI BERMAIN GAME ONLINE DENGAN TINGKAT KEMAMPUAN PEMECAHAN MASALAH SISWA DI SMP N 2 GIRIMULYO Gabrila Nirma; Rizqi Wahyu Hidayati
HEALTHY BEHAVIOR JOURNAL Vol. 4 No. 1 (2026): Healthy Behavior Journal
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/hbj.v4i1.1774

Abstract

Background :  According to the World Health Organization (WHO), a healthy amount of time for online gaming is one to two hours per day with parental supervision. Within this time frame, online gaming can have positive effects, such as enhancing logical thinking, creativity, and problem-solving skills. However, many teenagers tend to exceed the recommended duration, which can lead to negative consequences, including decreased focus and impaired problem-solving abilities. Objective :  To determine the correlation between playing online games duration and the level of problem-solving abilities of the students at SMP N 2 Girimulyo. Methods :  The research was conducted on May 28, 2025. The research design employed in this study is quantitative, utilizing a cross-sectional approach. The sampling technique was Simple Random Sampling, with a total of 84 student respondents selected according to the inclusion and exclusion criteria. Data collection involved the Problem Solving Inventory (PSI) questionnaire and a questionnaire measuring the duration of online game play, both of which had been tested for validity and reliability. Statistical analysis was conducted using Somers' D, with a significance level of α = 0.05. Result :  The results of Somers' D statistical test indicated that there was no significant correlation between the duration of playing online games and the problem-solving abilities of students at SMP N 2 Girimulyo (p = 0.559). Conclusion :  It is recommended that future researchers use game types that focus more on strategy, logic, and systematic thinking processes, as well as ensure a balanced distribution of respondents so that the results obtained are more accurate and representative.