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Pengaruh Game Online Mobile Legend Terhadap Prestasi Belajar Siswa Kelas VII Pada Mata Pelajaran IPS SMP Al-Falah Kota Bekasi Sinta Fitriani; Rita Aryani; Uza Sukmana
Ekopedia: Jurnal Ilmiah Ekonomi Vol. 1 No. 3 (2025): JULI-SEPTEMBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/56askv37

Abstract

This study aims to determine the extent of the influence of the online game Mobile Legends on student achievement in social studies at Al-Falah Junior High School in Bekasi City. It also aims to provide an overview of the negative impact of online games on student achievement.This study used an associative quantitative research method. The population was 242 seventh-grade junior high school students, with a sample of 151 students using total sampling. Data collection techniques and instruments used were a questionnaire with a Likert scale, observation, and documentation. Descriptive analysis was used to analyze the data. Furthermore, to determine the extent of the influence of online games, a regression analysis was conducted on the two data sets. The results showed that, on average, students' addiction to playing the online game Mobile Legends affected their academic achievement, with the average academic achievement score being 81.75. The magnitude of the negative impact of online games, after being tested using a linear regression test, revealed that 2.7% of the influence on student academic achievement was due to online game addiction, with the remaining 97.3% being influenced by other factors.
EFEKTIVITAS MODEL GROUP INVESTIGATION PADA HASIL BELAJAR BISNIS RITEL SISWA KELAS XI SMK KARYA MANDIRI Rita Aryani; Agustiyani, Agustiyani
Jurnal Sosial Humaniora dan Pendidikan Vol. 2 No. 2 (2023): Agustus : Jurnal Sosial Humaniora dan Pendidikan
Publisher : Asosiasi Dosen Muda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56127/jushpen.v2i2.2565

Abstract

The objectives of this research are to identify the different types of taboo words and to describe the functions of taboo words as they are used by characters in the Euphoria Season 2 TV show. The descriptive qualitative method was used in this research because the data is in words rather than numbers. This study's primary theory is that of Michael Swan (2005) and Timothy Jay (1992). The researcher discovered four types of taboo words after classifying 50 data of taboo words in Euphoria Season 2 TV Series, namely lavatory 4 data (8%), private parts of body 17 data (34%), religion 12 data (24%), and sexual activity 17 data (34%). Meanwhile, from those 85 data of taboo words, the researcher found some functions of taboo words anger and/or frustration 14 data (16%), descriptive-evaluative 40 data (47%), joking 9 out data (11%), surprise 6 data (7%), and sarcastic irony or insult 16 data (19%).