{"title":"PATOLOGI DIGITAL GAME ONLINE MELALUI PENDIDIKAN ISLAM","authors":"Yunus Salik","doi":"10.33853/jiebar.v3i2.252","DOIUrl":null,"url":null,"abstract":"The purpose of the study was to determine the impact of online game digital pathology and how to overcome it through Islamic religious education. This research uses qualitative research with pedagogical and normative approaches. The digital pathology that developed at UPT SD Negeri 177 Tokke, Malangke District, is an online game pathology that is around 4 hours a day used by students. Students who are excessive in playing games tend to have emotional feelings that are difficult to control, children admit to being quick to anger, sad, and annoyed when their parents suddenly stop their online game playing activities. The negative impact of online games causes students to be more active in thinking about how to advance to the next stage or how to beat their playing opponents without caring about the lessons at school. It is hoped that parents will pay more attention to their children when children spend their learning time playing online games that are less useful for academic achievement. In the prevention function, understanding function and alleviation function, only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games.","PeriodicalId":111053,"journal":{"name":"JIEBAR : Journal of Islamic Education: Basic and Applied Research","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JIEBAR : Journal of Islamic Education: Basic and Applied Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33853/jiebar.v3i2.252","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
这项研究的目的是确定网络游戏数字病态的影响,以及如何通过伊斯兰宗教教育来克服它。本研究采用定性研究与教学和规范的方法。在UPT SD Negeri 177 Tokke, Malangke区开发的数字病理是一种在线游戏病理,每天约有4小时供学生使用。过度玩游戏的学生往往有难以控制的情绪,孩子们承认,当父母突然停止他们的网络游戏活动时,他们很快就会生气、悲伤和烦恼。网络游戏的负面影响使学生更积极地思考如何进入下一阶段或如何击败他们的对手,而不关心学校的课程。当孩子们把学习时间花在玩对学习成绩没有多大帮助的网络游戏上时,希望家长们能多关注一下他们的孩子。在预防功能、理解功能和缓解功能上,只有PAI老师和学校人员来处理这些学生。如果PAI老师遇到了困难,特别是现在的学习流行病仍然在网上,在处理这些学生时,就会应用监督功能,即学校由学生家庭协助处理和监督沉迷于网络游戏的学生。
PATOLOGI DIGITAL GAME ONLINE MELALUI PENDIDIKAN ISLAM
The purpose of the study was to determine the impact of online game digital pathology and how to overcome it through Islamic religious education. This research uses qualitative research with pedagogical and normative approaches. The digital pathology that developed at UPT SD Negeri 177 Tokke, Malangke District, is an online game pathology that is around 4 hours a day used by students. Students who are excessive in playing games tend to have emotional feelings that are difficult to control, children admit to being quick to anger, sad, and annoyed when their parents suddenly stop their online game playing activities. The negative impact of online games causes students to be more active in thinking about how to advance to the next stage or how to beat their playing opponents without caring about the lessons at school. It is hoped that parents will pay more attention to their children when children spend their learning time playing online games that are less useful for academic achievement. In the prevention function, understanding function and alleviation function, only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games.