PAEDAGOGY : Jurnal Ilmu Pendidikan dan Psikologi
Vol. 6 No. 2 (2026)

PENGARUH INTENSITAS BERMAIN GAME ONLINE TERHADAP PROKRASTINASI AKADEMIK MAHASISWA UNIVERSITAS NASIONAL KARANGTURI

Zuhdy, Naufal (Unknown)
Tetha Agustina, Menik (Unknown)



Article Info

Publish Date
19 May 2026

Abstract

The development of digital technology has increased the use of online games among university students. This activity has the potential to affect students’ ability to manage time, control themselves, and complete academic responsibilities. However, studies examining the contribution of online gaming intensity to academic procrastination among students at private universities, particularly at Universitas Nasional Karangturi Semarang, remain limited. Therefore, this study is important to provide empirical evidence regarding the relationship between digital activities and students’ academic behavior. This study aimed to analyze the effect of online gaming intensity on academic procrastination among students at Universitas Nasional Karangturi Semarang. The study employed a quantitative approach with a correlational design. The sample consisted of 68 active students selected through purposive sampling. Data were collected using an Online Gaming Intensity Scale and an Academic Procrastination Scale based on a Likert format and were analyzed using simple linear regression. The results showed that online gaming intensity had a positive and significant effect on academic procrastination. These findings indicate that the higher the intensity of students in playing online games, the higher their tendency to delay completing academic tasks. Thus, online gaming intensity can be understood as one of the factors contributing to academic procrastination, although such behavior may also be influenced by other factors. This study emphasizes the importance of strengthening self-regulation, time management, and digital literacy so that students are able to balance digital entertainment activities with academic responsibilities. ABSTRAK Perkembangan teknologi digital telah mendorong meningkatnya penggunaan game online di kalangan mahasiswa. Aktivitas ini berpotensi memengaruhi kemampuan mahasiswa dalam mengatur waktu, mengendalikan diri, dan menyelesaikan tanggung jawab akademik. Namun, kajian mengenai kontribusi intensitas bermain game online terhadap prokrastinasi akademik pada mahasiswa perguruan tinggi swasta, khususnya di Universitas Nasional Karangturi Semarang, masih terbatas. Oleh karena itu, penelitian ini penting dilakukan untuk memberikan gambaran empiris mengenai hubungan antara aktivitas digital dan perilaku akademik mahasiswa. Penelitian ini bertujuan untuk menganalisis pengaruh intensitas bermain game online terhadap prokrastinasi akademik mahasiswa Universitas Nasional Karangturi Semarang. Penelitian menggunakan pendekatan kuantitatif dengan desain korelasional. Sampel penelitian terdiri atas 68 mahasiswa aktif yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan skala intensitas bermain game online dan skala prokrastinasi akademik berbasis Likert, kemudian dianalisis menggunakan regresi linear sederhana. Hasil penelitian menunjukkan bahwa intensitas bermain game online berpengaruh positif dan signifikan terhadap prokrastinasi akademik. Temuan ini menunjukkan bahwa semakin tinggi intensitas mahasiswa dalam bermain game online, semakin tinggi pula kecenderungan mereka untuk menunda penyelesaian tugas akademik. Dengan demikian, intensitas bermain game online dapat dipahami sebagai salah satu faktor yang berkontribusi terhadap munculnya prokrastinasi akademik, meskipun perilaku tersebut juga dapat dipengaruhi oleh faktor lain. Penelitian ini menegaskan pentingnya penguatan regulasi diri, manajemen waktu, dan literasi digital agar mahasiswa mampu menyeimbangkan aktivitas hiburan digital dengan tanggung jawab akademik.

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Journal Info

Abbrev

paedagogy

Publisher

Subject

Languange, Linguistic, Communication & Media Social Sciences Other

Description

PAEDAGOGY : Jurnal Ilmu Pendidikan dan Psikologi contains writings/articles on the results of thoughts and research results written by teachers, lecturers, experts, scientists, practitioners, and reviewers in all disciplines related to Educational Science and ...