Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika
Vol 4, No 2 (2020): Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika

PENGARUH BERMAIN GAME ONLINE TERHADAP PRESTASI BELAJAR MATEMATIKA SISWA

Ramadhan, Iqbal (Unknown)



Article Info

Publish Date
31 Dec 2020

Abstract

AbstrakPerkembangan dunia game online saat ini sudah sangat pesat. Fenomena kecanduan bermain game online diperkirakan sangat mempengaruhi prestasi belajar siswa. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh bermain game online terhadap prestasi belajar siswa. Penelitian menggunakan metode deskriptif kuantitatif yang menggunakan teknik puppossive sampling kriteria inklusi. Penelitian ini dilakukan di SMPN 3 Plered Cirebon dengan jumlah sampel 32 responden. Hasil penelitian menunjukkan bahwa tingkat kecanduan siswa terhadap bermain game online adalah kategori sedang, nilai prestasi belajar matematika siswa paling dominan dengan interval nilai 81-85 adalah kategori baik atau predikat B. Selain itu, mayoritas pemain adalah laki-laki, penggunaan bermain game online dalam seminggu adalah 3 sampai 4 kali, alasan bermain adalah menghilangkan stress dan jenis game online yang dominan dimainkan adalah mobile legends. Berdasarkan data empirik yang digunakan dalam penelitian ini menunjukkan bahwa bermain game online berpengaruh negatif terhadap prestasi belajar matematika siswa, namun tidak signifikan, pada taraf signifikansi 5%. Kata kunci: Kecanduan Bermain, Game Online, Prestasi Belajar. AbstractNowdays the proliferation of the online gaming was phenomenal. The phenomenon of addiction to playing online games is estimated to greatly affect student achievement. This study aims to determine how much influence playing game online has on student achievement. This research was conducted using quantitative descriptive methode with puppossive sampling inclusion criteria. This research was conducted at SMPN 3 Plered Cirebon with 32 respondents. The results showed that the level of student addiction in a middle category, the most dominant value of students' mathematical feat with intervals of 81-85 was a good category or predicate B. In addition, the majority of players were male, playing game online in a week is 3 to 4 times, caused by stress relief and the game is mobile legends in general. Based on empirical data used in this study shows that playing game online has a negative effect on students' mathematical feat, but not significantly, at a significance level of 5%. Keywords:  Addiction to Play, Game Online, Learning Achievement.

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Journal Info

Abbrev

alkhawarizmi

Publisher

Subject

Computer Science & IT Mathematics

Description

The Journal in Mathematics Educationand Mathematics Instructionwel comes any papers on mathematics education and mathematics instruction that report relevant classroom research in mathematics, evaluate and report on practices in teacher education in mathematics, review topical problems and report ...