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