THE INFLUENCE OF EDUCATIONAL ONLINE GAMES ON STUDENT LEARNING MOTIVATION

Authors

  • Nadia Wulandari Program Studi Pendidikan Guru MI, Universitas Muhammadiyah Sidoarjo
  • Moch. Bahak Udin By Arifin Program Studi Pendidikan Guru MI, Universitas Muhammadiyah Sidoarjo

Keywords:

online games education, learning motivation, students

Abstract

Online games use multimedia that is made as attractive as possible so that players get batik satisfaction and use internet access. So online games can have an impact on student learning motivation. This study aims to determine and analyze online games' influence on student learning motivation at SD Muhammadiyah 1 Waru, Sidoarjo Regency. The type of research used is quantitative. Data collection techniques use questionnaires and documentation of students. The results of research that has been conducted show 1) Online games affect learning motivation in students; 2) The application of a comprehensive technology learning process is one alternative strategy to deal with students who have online game addiction; 3) Based on the results of research on children, it can be seen that a) children spend 15% of the time playing the Internet for 30 minutes, then increase by 25% for 2 to 3 hours in one day; b) 60% of children play the Internet for 5 hours per day or more than 5 hours during school holidays. Based on the findings of a simple linear regression test, it was found that the r-count has a significance level of 5%, which is 0.703 > 0.444, and the r-count > the r-table. Thus, Ha believes that online games influence grade students' motivation to learn at SD Muhammadiyah 1 Waru Kabupateln Sidolarjol is acceptable. Hypothesis tests show a significant effect of educational online games on learning motivation in grade 3, 4, and 5 students of SD Muhammadiyah 1 Waru.

References

Amri, Y., & Rusman, A. A. (2023). Upaya Mengatasi Penyalahgunaan Gadget Dalam Proses Belajar Mengajar. Munaddhomah: Jurnal Manajemen Pendidikan Islam. https://doi.org/10.31538/munaddhomah.v4i1.368

Anderson, J. (2022). The Negative Effects of Remote Learning on Children’s Wellbeing. https://www.gse.harvard.edu/ideas/edcast/22/02/negative-effects-remote-learning-childrens-wellbeing

Arianti. (2019). PERANAN GURU DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA. DIDAKTIKA : Jurnal Kependidikan. https://doi.org/10.30863/didaktika.v12i2.181

Aripin, I. F. (2021). Problem dan Tantangan Pembelajaran Agama di Era Pandemi Covid-19. Bestari| Jurnal Studi Pendidikan Islam.

Arsini, Y., Yani, R., & Nazwa, S. (2023). Pengaruh Game Online Terhadap Perilaku Sosial Pada Siswa. Dewantara : Jurnal Pendidikan Sosial Humaniora, 2(3), 190–199. https://doi.org/doi.org/10.30640/dewantara.v2i3.1370

Basar, Z. M., Mansor, A. N., Jamaludin, K. A., & Alias, B. S. (2021). The Effectiveness and Challenges of Online Learning for Secondary School Students - A Case Study. Asian Journal of University Education. https://doi.org/10.24191/ajue.v17i3.14514

Betz, J., & Hein, W. (2023). Globalization and Technological Development: Production, Transport and Communication. In Globalization. https://doi.org/10.1007/978-3-658-41717-8_2

Camilleri, M. A., & Camilleri, A. C. (2022). Remote learning via video conferencing technologies: Implications for research and practice. Technology in Society. https://doi.org/10.1016/j.techsoc.2022.101881

Darmayanti, N. L., Diliyanti, N. N., & Putri, A. K. (2022). Analisis Pandangan Masyarakat terhadap Metode Daring dalam Pembelajaran pada Masa Pandemi Covid-19. Jurnal Keperawatan Jiwa, 10(3), 587–596. https://jurnal.unimus.ac.id/index.php/JKJ/article/view/10322

Dewi, P. R. (2021). The implementation of online learning in efl classroom: its opportunities and drawbacks perceived by teachers and students. JPGI (Jurnal Penelitian Guru Indonesia). https://doi.org/10.29210/021120jpgi0005

Dewita, N. M., Yustina, L. S., & Azmi, H. Al. (2022). THE IMPLEMENTATION ONLINE TEACHING AND LEARNING OF EFL AT GRADE XI SENIOR HIGH SCHOOL 1 SUNGAI GERINGGING. RiELT Journel, 8(2), 73–84.

Dhawan, S. (2020). Online Learning: A Panacea in the Time of COVID-19 Crisis. Journal of Educational Technology Systems. https://doi.org/10.1177/0047239520934018

Ependi, D., Putra, R. A., & Ninawati, D. (2022). Intensitas Penggunaan Game Online terhadap Interaksi Sosial Remaja. 1(03), 173–181.

Fahmalatif, F., Purwanto, A., Siswanto, E., & Ardiyanto, J. (2021). Exploring barriers and solutions of online learning during the COVID-19 pandemic by vocational school teachers. Journal of Industrial Engineering & Management Research.

Firmansyah, M., Masrun, M., & Yudha S, I. D. K. (2021). ESENSI PERBEDAAN METODE KUALITATIF DAN KUANTITATIF. Elastisitas - Jurnal Ekonomi Pembangunan, 3(2). https://doi.org/10.29303/e-jep.v3i2.46

Gbollie, C., & Keamu, H. P. (2017). Student Academic Performance: The Role of Motivation, Strategies, and Perceived Factors Hindering Liberian Junior and Senior High School Students Learning. Education Research International. https://doi.org/10.1155/2017/1789084

Gusman, D. A., Fitria, H., & Rohana, R. (2021). The influence of student motivation on student achievement in junior high school. JPGI (Jurnal Penelitian Guru Indonesia). https://doi.org/10.29210/021113jpgi0005

Hadisaputra. (2022). STRATEGI PEMANFAATAN GAME ONLINE DALAM MENDIDIK ANAK USIA DINI. NANAEKE: Indonesian Journal of Early Childhood Education. https://doi.org/10.24252/nananeke.v5i1.26721

Hakiman. (2020). Pembelajaran daring pada mahasiswa. Dampak Positif Dan Negative Pada Daring.

Haryati, L. F., & Nursaptini, N. (2021). Konferensi Video sebagai Alternatif Media Pembelajaran pada Masa Pandemi Covid-19. AL MA’ARIEF : Jurnal Pendidikan Sosial Dan Budaya.

Hasanah, M., Shunhaji, A., & Zuhri, S. (2022). Pengaruh Pembelajaran Daring Dan Kesehatan Mental Terhadap Minat Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam Di Sma Negeri 6 Kota Tangerang Selatan. Jurnal Penelitian Tarbawi: Pendidikan Islam Dan Isu-Isu Sosial. https://doi.org/10.37216/tarbawi.v7i1.573

Irawan, S., & Siska W., Di. (2021). Faktor-Faktor yang Mempengaruhi Kecanduan Game Online Peserta Didik. Jurnal Konseling Gusjigang.

Jamila, Ahdar, & Natsir, E. (2021). Problematika guru dan siswa dalam proses pembelajaran daring pada masa pandemi Covid-19 di UPTD SMP Negeri 1 Parepare. L Ma’ Arief: Jurnal Pendidikan Sosial Dan Budaya, 3(2), 101–110. https://ejurnal.iainpare.ac.id/index.php/ALMAARIEF/article/view/2346

Levani, Y., Hakam, M. T., & Utama, M. R. (2020). Potensi Adiksi Penggunaan Internet pada Remaja Indonesia di Periode Awal Pandemi Covid 19. Hang Tuah Medical Journal. https://doi.org/10.30649/htmj.v17i2.437

Lubis, A. H., & Dasopang, M. D. (2021). Online learning during the covid-19 pandemic: How is it implemented in elementary schools? Premiere Educandum : Jurnal Pendidikan Dasar Dan Pembelajaran. https://doi.org/10.25273/pe.v11i1.8618

Maryance, Guntur, M., Andrias, Hayati, Z., & Alfiyanto, A. (2022). Penerapan Metode Demonstrasi Dalam Meningkatkan Motivasi Belajar Anak Terhadap Pelajaran PAI Di Kelurahan 12 Ulu Palembang. Jurnal Pendidikan Dan Konseling, 4(3), 26–29.

Masyani, E. P., & Nusuary, F. M. (2021). Dampak Kecanduan Game Terhadap Perilaku Sosial. Jurnal Ilmiah Mahasiswa FISIP.

Meldawati, M. (2021). Pengaruh Frekuensi Bermain Game Online Terhadap Motivasi Dan Kebiasaan Belajar Biologi Pada Siswa Sma. repository.radenintan.ac.id

Mukarromah, U., & Wijayanti, W. (2021). Implementation of the online learning at vocational high school during Covid-19: Between obligations and barriers. Jurnal Pendidikan Vokasi. https://doi.org/10.21831/jpv.v11i1.37110

Novrialdy, E. (2019). Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi. https://doi.org/10.22146/buletinpsikologi.47402

Nuriadin, A., & Harumike, Y. D. N. (2021). Sejarah Perkembangan Dan Implikasi Internet Pada Media Massa Dan Kehidupan Masyarakat. SELASAR KPI : Referensi Media Komunikasi Dan Dakwah.

Oktofiansa, E. (2021). PENGARUH GAME ONLINE TERHADAP MOTIVASI BELAJAR ANAK SDN 38 BORA KELURAHAN MUNGKAJANG KOTA PALOPO. UNIVERSITAS MUHAMMADIYAH MAKASSAR FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN PROGRAM STUDI PENDIDIKAN SOSIOLOGI.

Pahlevi, R. (2022). Pengguna Internet di Dunia Capai 4,95 Miliar Orang Per Januari 2022. https://databoks.katadata.co.id/datapublish/2022/02/07/pengguna-internet-di-dunia-capai-495-miliar-orang-per-januari-2022

Pratomo, W., Nadziroh, N., & Chairiyah, C. (2021). The Role of Teachers in the Implementation of Online Learning for Third Grade Students in Learning Citizenship Education at Tamansari 2 Yogyakarta Elementary School. JED (Jurnal Etika Demokrasi). https://doi.org/10.26618/jed.v6i2.4828

Rahman, S. (2021). Pentingnya Motivasi Belajar Dalam Meningkatkan Hasil Belajar. Merdeka Belajar Dalam Menyambut Era Masyarakat 5.0, November, 289–302.

Royan, A. N. (2023). Pengaruh Bermain Game Online Terhadap Mental Emosional Pada Remaja Di Desa Buluh Rampai Kecamatan Seberidakabupaten …. http://repository.uin-suska.ac.id/65865/%0Ahttp://repository.uin-suska.ac.id/65865/2/SKRIPSI A’LA NUR ROYAN.pdf

Saha, S. M., Pranty, S. A., Rana, M. J., Islam, M. J., & Hossain, M. E. (2022). Teaching during a pandemic: do university teachers prefer online teaching? Heliyon. https://doi.org/10.1016/j.heliyon.2021.e08663

Singh, J., Steele, K., & Singh, L. (2021). Combining the Best of Online and Face-to-Face Learning: Hybrid and Blended Learning Approach for COVID-19, Post Vaccine, & Post-Pandemic World. Journal of Educational Technology Systems. https://doi.org/10.1177/00472395211047865

Soukotta, T. A. (2016). Pengaruh Bermain Game Online terhadap Motivasi Belajar Siswa Kelas X dan XI SMK T & I Kristen Salatiga. https://repository.uksw.edu//handle/123456789/12675

Statistik, B. P. (2020a). BPS: 270,20 juta Penduduk Indonesia Hasil SP2020. https://www.bps.go.id/news/2021/01/21/405/bps--270-20-juta-penduduk-indonesia-hasil-sp2020.html

Statistik, B. P. (2020b). Hasil Sensus Penduduk (SP2020) pada September 2020 mencatat jumlah penduduk sebesar 270,20 juta jiwa. https://www.bps.go.id/pressrelease/2021/01/21/1854/hasil-sensus-penduduk-2020.html

Sugiyono. (2013). Metode penelitian pendidikan:(pendekatan kuantitatif, kualitatif dan R & D). In Bandung: Alfabeta.

Tang, Y., & Hew, K. F. (2022). Effects of using mobile instant messaging on student behavioral, emotional, and cognitive engagement: a quasi-experimental study. International Journal of Educational Technology in Higher Education. https://doi.org/10.1186/s41239-021-00306-6

Wardah, R., & Farisia, H. (2021). Pembelajaran Daring pada Masa Pandemi Covid-19: Implementasinya pada Sekolah Menengah Pertama. EDUKATIF : JURNAL ILMU PENDIDIKAN. https://doi.org/10.31004/edukatif.v3i4.908

Wulanningtyas, N. D., & Fauzan, F. (2022). the Influence of Creativity and Learning Motivation on Students’Learning Independence With Friend Support As Moderating Variables. International Journal of Social and Management Studies.

Downloads

Published

2023-08-21

Issue

Section

Articles