Rahyuni Rahyuni, M. Yunus, Sundari Hamid
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引用次数: 10

摘要

这项研究的背景是,随着全球化时代的发展和对学生产生影响的先进技术的发展,家长们对技术的发展尤其担心在线游戏的发展。作者对沉迷于网络游戏的学生进行了研究,调查的目的是了解在线游戏对学生学习动机和学习成绩的影响。使用的研究类型是前事实。这项研究的人口是帕霍县39所学校的所有小学学生。该样本使用多阶段抽样方法进行鉴定,以便获得SDN 101 Tadangpalie、SDN 104 abbanunge、SDN 99照明和SDN 244 Pammana作为样本。通过使用分析线程和推论的统计数据获得的数据。研究结果表明,在线游戏可能会影响小学学生的学习动机。根据研究的结果可以得出结论(1)根据平均成绩即91.21 menunjkkan强度V年级学生使用在线游戏中处于高或非常影响miotivasi类别学习siswaSD街道Pammana Wajo县,(2)基于分数平均83.44展示学生学习成绩处于高级类别或影响学习成绩的小学生街道Pammana Wajo县,(3)网络游戏对小学学生学习动机和学习成绩没有积极的影响。这项研究是由日益增长的快速发展技术推动的,因为在全球化和技术时代的发展是越来越复杂的,可以对学生产生影响,让父母对技术开发感到越来越紧张,尤其是在网络游戏游戏中。author感兴趣的是研究倾向于在线游戏的学生。这项研究的目的是确定在帕拉马纳小学(Wajo Regency)学习激励与学生成绩方面的在线游戏的效果。研究的类型是事后的。这项研究的学生都是帕霍区(Wajo Regency)小学的学生,他被认为有39所学校。样本被确定使用的是多数种方法,即SDN 101 Tadangpalie、SDN 104、sbanuangnge、SDN 244照明和修剪。用问题分析数据是分析数据。推荐人士指出,在线游戏可能会影响帕拉马纳小学(Wajo Regency)的学生灵感。改编自the results of the study,它可以成为结论这就是平均价值》(1)改编自91。21露出那班之强度V用在线游戏是《学生在高中学习motivation》类别或它强烈influences小学学生在各区Pammana Wajo丽晶,(2)平均价值》改编自83。44 indicating那个学生成就奖是《高中类别或它的效应在小学的学生成就奖Pammana Wajo丽晶,区(3)在帕霍纳区(Wajo District)学习激励与学生成绩方面的在线游戏没有积极效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengaruh Game Online Terhadap Motivasi Belajar dan Prestasi Belajar Siswa SD Kecamatan Pammana Kabupaten Wajo
Penelitian ini dilatarbelakangi oleh perkembangan teknologi yang semakin pesat, dikarenakan perkembangan era globalisasi dan perkembangan teknologi yang semakin canggih dan bisa berdampak pada siswa,membuat orang tua semakin resah atas perkembangan teknologi terutama pada permainan game online. Penulis tertarik untuk meneliti siswa yang kecanduan bermain game online, tujuan peniltian ini untuk mengetahui pengaruh game online terhadap motivasi belajar dan prestasi belajar siswa SD Kecamatan Pammana Kabupaten Wajo.Jenis penelitian yang digunakan adalah ex post facto. Populasi dalam penelitian ini adalah seluruh siswa SD Kecamatan Pammana Kabupaten Wajo yang terdiri dari 39 sekolah. Penentuan sampel menggunakan metode multistage random sampling sehingga diperoleh SDN 101 Tadangpalie, SDN 104 Abbanuangnge, SDN 99 Lampulung, dan SDN 244 Pammana yang menjadi sampel. Data yang diperoleh dengan menggunakan angket yang dianalisis secara statistik deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa game onlinedapat mempengaruhi motivasi belajar siswa SD Kecamatan Pammana Kabupaten Wajo. Berdasarkan hasil penelitian dapat disimpulkan bahwa (1) berdasarkan nilai rata-rata yaitu 91,21 menunjkkan intensitas siswa kelas V dalam menggunakan game online berada dalam kategori tinggi atau sangat berpengaruh terhadap miotivasi belajar siswaSD Kecamatan Pammana Kabupaten Wajo, (2) berdasarkan nilai rata-rata 83,44 menunjukkan prestasi belajar siswa berada dalam kategori tinggi atau berpengaruh pada prestasi belajar siswa SD Kecamatan Pammana Kabupaten Wajo, (3) tidak ada pengaruh positif game online terhadap motivasi belajar dan prestasi belajar siswa SD Kecamatan Pammana Kabupaten Wajo. This research is motivated by the increasingly rapid development of technology, due to the development in the era of globalization and technologicy that are increasingly sophisticated and can have an impact on students, making parents increasingly restless about technological developments, especially in online game play. The author is interested in researching students who are addicted to play online games. The purpose of this study is to determine the effect of online games on learning motivation and student achievement in SD Pammana District, Wajo Regency. The type of research used is ex post facto. The population in this study were all students of SD Pammana District, Wajo Regency, which consisted of 39 schools. The samples were determined using the multistage random sampling method so that SDN 101 Tadangpalie, SDN 104 Abbanuangnge, SDN 99 Lampulung, and SDN 244 Pammana were sampled. The data obtained by using a questionnaire were analyzed using descriptive and inferential statistics. The results showed that online games can affect student motivation in SD Pammana District, Wajo Regency. Based on the results of the study, it can be concluded that (1) based on the average value of 91.21 showing that the intensity of class V students in using online games is in the high category or it highly influences the learning motivation of SD students in Pammana District, Wajo Regency, (2) based on the average value of 83.44 indicating that student achievement is in the high category or it has an effect on student achievement of SD Pammana District, Wajo Regency, (3) there is no positive effect of online games on learning motivation and student achievement of SD Pammana District, Wajo District.
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