Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order

FENOMENA GAME ONLINE DI KALANGAN MAHASISWA TEKNOLOGI PENDIDIKAN: KEBIASAAN, DAMPAK AKADEMIK, DAN POTENSI EDUKATIF

Pertiwi, Anna (Unknown)
Gasong, Dina (Unknown)



Article Info

Publish Date
29 Oct 2025

Abstract

This study aims to describe the phenomenon of online games among Educational Technology students, focusing on playing habits, impacts on academic activities, and students' perceptions of the educational potential of online games. The research method uses a descriptive quantitative approach with a sample of 97 students (23 males and 74 females). The results showed that the majority of students play games every day (33%) with a duration of 1–2 hours/day. The type of MOBA game (Mobile Legends) is the most popular (39.2%). As many as 57.7% of students admitted that games affect study time, but 71.1% said games help reduce stress. In addition, 65% of students believe that online games have educational potential. These findings provide important implications for the development of game-based learning media and student time management.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...