Jurnal Ilmu Kesehatan Indonesia (JIKSI)
Vol. 5 No. 2 (2024): Juni 2024

Perbedaan Prestasi belajar Pada Siswa dengan Adiksi, Adiksi Ringan, dan Non-Adiksi Game online di SMAN 15 Padang

Astuti, Bunga (Unknown)
Liza, Rini Gusya (Unknown)
Kadri, Husnil (Unknown)



Article Info

Publish Date
23 Jun 2024

Abstract

Abstrak Latar Belakang: Adiksi game online adalah kecanduan dalam memainkan game online dan paling banyak terjadi pada usia remaja, serta dapat mempengaruhi prestasi belajar. Objektif: Penelitian ini bertujuan untuk mengetahui adanya perbedaan prestasi belajar pada siswa dengan adiksi, adiksi ringan, dan non-adiksi game online di SMAN 15 Padang. Metode: Penelitian ini merupakan penelitian analitik komparatif kategorik tidak berpasangan dengan pendekatan cross sectional. Teknik yang digunakan dalam pengambilan sampel adalah total sampling. Hasil: Hasil penelitian menunjukkan 28,1% siswa mengalami adiksi game online dengan rerata prestasi belajar siswa pada kategori cukup. Hasil uji Kruskal-Wallis menunjukkan terdapat perbedaan yang bermakna pada prestasi belajar antara siswa adiksi, adiksi ringan, dan non-adiksi game online. Hasil Mann-Whitney U Test menunjukkan terdapat perbedaan bermakna pada prestasi belajar antara siswa adiksi ringan dengan non-adiksi game online, serta tidak terdapat perbedaan bermakna pada prestasi belajar antara siswa adiksi dengan adiksi ringan game online dan adiksi dengan non-adiksi game online. Kesimpulan: Kesimpulan penelitian ini adalah terdapat perbedaan yang bermakna pada prestasi belajar antara siswa adiksi, adiksi ringan, dan non-adiksi game online, terutama pada prestasi belajar antara siswa adiksi ringan dengan non-adiksi game online. Kata kunci: Adiksi, game online, prestasi belajar Abstract Background: Online game addiction is an addiction to playing online games and most often occurs at the age of teenagers, and can affect learning achievement. Objective: This study aims to determined the differences in learning achievement in students with addiction, mild addiction, and non-addiction to online games at SMAN 15 Padang. Methods: This research is an unpaired categorical comparative analytic with cross sectional approach. The technique used in sampling was total sampling. Results: The results showed that 28.1% of students were addicted to online games with an average student achievement in the moderate category. The results of the Kruskal-Wallis test showed a significant difference in learning achievement between students with addiction, mild addiction, and non-addiction to online games. The results of the Mann-Whitney U test showed a significant difference in learning achievement between students with mild addiction to online games and non-addicted to online games, and there was no significant difference in learning achievement between students with mild addiction to online games and addiction to non-addiction to online games. Conclusion: The conclusion of this study is that there are significant differences in learning achievement between students with addiction, mild addiction, and non-addiction to online games, especially on learning achievement between students with mild addiction to online games and non- addicted to online games. Keyword: Addiction, online games, learning achievement

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Journal Info

Abbrev

jikesi

Publisher

Subject

Immunology & microbiology Medicine & Pharmacology Public Health

Description

Jurnal Ilmu Kesehatan Indonesia is a peer-reviewed and open-access journal that focuses on promoting health sciences to integrate research in all aspects of human health. This journal publishes original articles, reviews, and case reports. Subjects suitable for publication include but are not ...