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The Impact Of Online Game Addiction On Elementary School Students' Learning Motivation: A Qualitative Study Of Grade 5 Students At SDN Karangmakmur III Chandra Sagul Haratua; Abdul Aziz; Rudiawan Prawira; Jejen Tabriji; Henny Ambarwati; Ahmad Nurhadi
Bhinneka: Jurnal Bintang Pendidikan dan Bahasa Vol. 2 No. 3 (2024): Bhinneka
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/bhinneka.v2i3.841

Abstract

This study aims to examine the impact of online game addiction on the learning motivation of fifth-grade students at SDN Karangmakmur III. A qualitative approach was used to gain in-depth understanding through in-depth interviews, observations, and document analysis. The results show that the majority of students addicted to online games experience a significant decline in learning motivation. This is reflected in their low academic performance, lack of concentration in class, and minimal participation in school activities. Parental support and teacher involvement are crucial in maintaining students' learning motivation. Recommended intervention strategies include healthy technology education, limiting game playing time, and promoting alternative activities. Collaboration between teachers, parents, and school authorities is essential to mitigate the negative impact of online game addiction and enhance students' learning motivation.
PENERAPAN TEKNOLOGI AUGMENTED REALITY DALAM PEMBELAJARAN INFORMATIKA DI SMA NEGERI 97 JAKARTA: PENGARUHNYA TERHADAP MOTIVASI BELAJAR SISWA Henny Ambarwati
Madrasah: Journal on Education and Teacher Professionalism Vol. 2 No. 1 (2024): November
Publisher : Al-Shobar Publisher, Yayasan Islam Al-Shobar Rawaurip

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan teknologi Augmented Reality (AR) dalam pembelajaran informatika di SMA Negeri 97 Jakarta dan pengaruhnya terhadap motivasi belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode kuantitatif dengan desain eksperimen. Data dikumpulkan melalui kuesioner yang diisi oleh siswa sebelum dan setelah penerapan AR dalam pembelajaran. Hasil penelitian menunjukkan bahwa penerapan AR secara signifikan meningkatkan motivasi belajar siswa, yang tercermin dari peningkatan skor motivasi sebelum dan sesudah penggunaan AR. Penelitian ini menyimpulkan bahwa AR merupakan alat yang efektif untuk meningkatkan motivasi belajar siswa dalam pembelajaran informatika.