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Hubungan bermain game online action dengan prestasi belajar anak laki-laki kelas 4-6 SD


Oleh : Nia Apriyanti

Info Katalog

Nomor Panggil : 373.18-APR-h

Penerbit : FK - Usakti

Kota Terbit : Jakarta

Tahun Terbit : 2015

Pembimbing 1 : Tjam Diana Samara

Subyek : Students - Achievement;Games

Kata Kunci : boys, grade 4-6, intensity of playing game, type of the game, academic achievement


File Repositori
No. Nama File Ukuran (KB) Status
1. 2015_TA_SKD_03011213_Halaman-judul.pdf 1016.82
2. 2015_TA_SKD_03011213_Pengesahan.pdf 785.19
3. 2015_TA_SKD_03011213_bab-1_Pendahuluan.pdf 621.13
4. 2015_TA_SKD_03011213_bab-2_Tinjauan-literatur.pdf 967.02
5. 2015_TA_SKD_03011213_Bab-3_Kerangka-konsep.pdf 546.95
6. 2015_TA_SKD_03011213_Bab-4_Metode.pdf 754.19
7. 2015_TA_SKD_03011213_Bab-5_Hasil.pdf 901.79
8. 2015_TA_SKD_03011213_Bab-6_Pembahasab.pdf 624.3
9. 2015_TA_SKD_03011213_Bab-7_Kesimpulan...pdf 688.09
10. 2015_TA_SKD_03011213_Daftar-pustaka.pdf 625.91
11. 2015_TA_SKD_03011213_Lampiran.pdf 1082.88

G Game online merupakan sarana hiburan dan permainan yang digemari oleh semua umur.Game online mempunyai dampak negatif dan positif. Untuk dapat mengetahuimengenai dampak game online pada anak maka dilakukan penelitian untukmengetahui Hubungan Bermain Game Online Action dengan Prestasi Belajar AnakLaki–laki Kelas 4-6 SD. Penelitian menggunakan metode cross-sectional yang mengikutsertakan 143 muridlaki-laki pada 2 Sekolah Dasar dengan sampel 122 anak. Data dikumpulkan denganmenggunakan kuesioner yang meliputi usia, intensitas bermain game, dan jenis gameserta nilai rapor semester ganjil. Analisis data menggunakan SPSS for Windows versi16.0 dan tingkat kemaknaan kurang dari 0,05. Intensitas bermain game terbanyak adalah ≤2 jam (80.3%), nilai terbanyak adalahnilai baik (80.3%). Jenis game terbanyak adalah game action (58.2%). Tidak terdapathubungan antara intensitas bermain game dengan prestasi belajar (p=0.464), dan tidakterdapat hubungan antara jenis game dengan prestasi belajar (p=0.655). Tidak terdapat hubungan antara intensitas bermain game, jenis game, dengan prestasibelajar.

O Online game is a consolation and the favorite game of all ages. It has a negative and positive impact. This study was made to understand about the impact of playing online game on children and to explore the relationship between playing action online game and academic achievement in primary male student grade 4-6. A cross-sectional study was conducted that participating 143 male students of 2 primary school with 122 sample. Data collection was by questionnaire-based interviews, covering age, intensity of playing game, type of the game, and odd semester mark from report cards. Data analysis was performed using SPSS for Windows release 16.0 and level of signification was less than 0,05. The dominant intensity of playing game was ≤2 hours (80.3%), the mark was dominant by good mark (80.3%), the dominant type of game was action game(58.2%). There is no relationship between intensity of playing game and academic achievement (p=0.464), and there is also no relationship between type of the game and academic achievement (p=0.655). There is no relationship between intensity of playing, type of the game, with academic achievement.

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