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Strategi Guru dalam Menangani Dampak Negatif Game Online pada Siswa Sekolah Dasar MI NW Kumbung Lijayanti; Feby Arief Nugroho; Yoga Pratama
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 2 No. 10 (2026): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66914/ad2e6680

Abstract

The rapid development of digital technology has increased the use of online games among elementary school students. Excessive online gaming may cause various negative effects, including decreased learning concentration and motivation, reduced rest time, behavioral changes, and declining student discipline. This study aimed to identify the negative impacts of online games on students, describe teachers' strategies in overcoming these negative impacts, and identify the supporting and inhibiting factors in implementing those strategies at MI NW Kumbung. This study employed a qualitative approach using field research. The research subjects consisted of the principal, classroom teachers, and students. Data were collected through observation, interviews, and documentation. The data were analyzed using the Miles, Huberman, and Saldana interactive model, including data collection, data condensation, data display, and conclusion drawing. The findings revealed that the negative impacts of online games included decreased learning concentration and motivation, lower academic achievement, emotional instability, reduced direct social interaction, and poor discipline in completing school assignments. Teachers addressed these problems through preventive, curative, and collaborative strategies. Preventive strategies included providing advice, character education, and encouraging students to participate in positive activities. Curative strategies involved personal guidance, learning assistance, and educational reprimands. Collaborative strategies were implemented through cooperation among teachers, the principal, and parents in supervising students' gadget use and providing continuous guidance. Supporting factors included the principal's support, good cooperation with parents, a religious school environment, and teachers' commitment. Meanwhile, the inhibiting factors included students' ownership of personal smartphones, limited parental supervision, peer influence, easy internet access, and students' low awareness of the negative impacts of excessive online gaming. Keywords: Teacher Strategies, Online Games, Negative Impacts, Elementary School Students.   Abstrak Perkembangan teknologi digital menyebabkan meningkatnya penggunaan game online di kalangan siswa sekolah dasar. Penggunaan game online secara berlebihan dapat menimbulkan berbagai dampak negatif, seperti menurunnya konsentrasi dan minat belajar, berkurangnya waktu istirahat, perubahan perilaku, serta menurunnya kedisiplinan siswa. Penelitian ini bertujuan untuk mengetahui dampak negatif game online terhadap siswa, mendeskripsikan strategi guru dalam menangani dampak negatif game online, serta mengetahui faktor pendukung dan penghambat dalam penerapan strategi tersebut di MI NW Kumbung. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian lapangan (field research). Subjek penelitian terdiri atas kepala madrasah, guru kelas, dan siswa. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Analisis data menggunakan model Miles, Huberman, dan Saldana yang meliputi pengumpulan data, kondensasi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa dampak negatif game online terhadap siswa meliputi menurunnya konsentrasi dan minat belajar, berkurangnya prestasi akademik, munculnya perilaku mudah marah dan mudah tersinggung, berkurangnya interaksi sosial secara langsung, serta rendahnya kedisiplinan dalam mengerjakan tugas sekolah. Strategi guru dalam menangani dampak tersebut dilakukan melalui strategi preventif, kuratif, dan kolaboratif. Strategi preventif dilakukan dengan memberikan nasihat, pendidikan karakter, dan mengarahkan siswa pada kegiatan positif. Strategi kuratif dilakukan melalui pendekatan personal, bimbingan belajar, dan teguran yang bersifat mendidik. Strategi kolaboratif dilakukan melalui kerja sama antara guru, kepala madrasah, dan orang tua dalam mengawasi penggunaan gawai serta membimbing siswa secara berkelanjutan. Faktor pendukung penelitian meliputi dukungan kepala madrasah, kerja sama orang tua, lingkungan sekolah yang religius, dan komitmen guru, sedangkan faktor penghambat meliputi kepemilikan gawai pribadi, kurangnya pengawasan orang tua, pengaruh teman sebaya, kemudahan akses internet, serta rendahnya kesadaran siswa terhadap dampak negatif game online. Kata Kunci: Strategi Guru, Game Online, Dampak Negatif, Siswa Sekolah Dasar.