Sosialisasi Dampak Kecanduan Bermain Game Online Terhadap Motivasi Belajar Pada Siswa di SDN Subangjaya 2 Kota Sukabumi - Ria Andriani; Burhanuddin Basri (Sasambo: Jurnal Abdimas (Journal of Community Service), 2022)
Tujuan sosialisasi pada siswa ini merupakan untuk memberikan pemahaman kepada siswa agar bisa membatasi diri dalam bermain game online di karnakan akan menggagu proses belajar dan pasti akan menurunkan prestasi belajar pada siswa. Hingga aktivitas ini dilaksanakan di SDN Subangjaya 2 Kota Sukabumi dengan jumlah partisipan 35 orang. Kegiatan Pkm yang di lakukan dengan ceramah serta dialog dengan memberiakan modul tentang dampak kecanduan bermain game online terhadap motivasi belajar pada siswa. Hasil capaian kegiatan ini antara laingar siswa dapat mengetahui akan dampak kecanduan bermain game online terhadap motivasi belajar dan memberikan solusi apa yang bisa dilakukan untuk mengatisipasi kecanduan bermain game online pada siswa SD. Dari angket didapatkan hasil ada perbe dan pengetahuan saat sebelum serta setelah di bagikan sosialisasi dampak kecanduan bermain game online terhadap motivasi belajar pada siswa SDN Subangjaya 2 Kota Sukabumi dengan nilai P- Value: 0, 000. Direkomendasikan Para guru-guru agar dapat memberikan pelayanan Bimbingan dan Konseling dalam mengurangi kecanduan game dan meningkatkan motivasi belajar siswa dengan memberikan layanan informasi tentang memanfaatkan waktu senggang dengan hal yang positif, serta informasi tentang dampak negatif dari kecanduan game. Socializing the Impact of Online Game Addiction on Learning Motivation in Students at SDN Subangjaya 2 Sukabumi City  Nowadays online games are booming in the community, and the fans are not half-hearted, from children to adults. The negative impacts of playing games include decreasing concentration in learning at home and at school. The purpose of socialization to students is to provide understanding to students so that they can limit themselves in playing online games because it will interfere with the learning process and will definitely reduce student achievement. Until this activity was carried out at SDN Subangjaya 2 Sukabumi City with 35 participants. Pkm activities are carried out with lectures and dialogues by providing modules on the impact of addiction to playing online games on students' learning motivation. The results of this activity include other students being able to find out the impact of online game addiction on motivation and what solutions can be done to anticipate online game addiction in elementary school students. From the questionnaire, the results showed that there were differences and knowledge before and after the socialization of the impact of addiction to playing online games on learning motivation in SDN Subangjaya 2 Sukabumi students with a P-Value: 0.000. It is recommended that teachers be able to provide Guidance and Counseling services in reducing game addiction and increasing student learning motivation by providing information services about using free time for positive things, as well as information about the negative effects of game addiction