普拉迪塔·迪甘塔拉高中学生对电子竞技课外活动的接受程度

Mikhael Bagus Pradana, Agus Kristiyanto, S. Siswandari
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引用次数: 0

摘要

电子竞技代表电子竞技,电子竞技具有一般意义,即个人或团体之间的敏捷性竞赛,不仅限于体力活动,而且使用电子工具执行其功能。在发展过程中,电子竞技作为一项体育运动开始渗透到教育领域。一些学校已经开始通过课外活动引入电子竞技,这当然是学生,尤其是男女学生的利弊。本研究旨在了解Pradita Dirgantara高中学生对电子竞技作为课外选择的接受程度。这种类型的研究是使用定量方法的描述性研究。2018和2019批。本研究的样本采用随机抽样的方法,两代共75名学生。数据收集采用李克特量表计分法进行问卷调查。数据分析使用百分比形式的频率分布公式。结果表明,学生对电子竞技作为课外选择的接受程度以男生组最高,分别为45.00%和63.16%,女生组最低,分别为42.86%和46.67%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Acceptability Level of Students in Pradita Dirgantara Senior High School against E-Sport as an Extracurricular Alternative
E-Sportstands for Electronic Sport, E-Sport has a general meaning, namely an agility contest between individuals or groups that is not limited to physical activities only and is carried out using tools that carry out their functions electronically. During its development, E-Sport began to penetrate the world of education as a sport. Some schools have begun to introduce E-Sport through extracurricular activities, this is of course the pros and cons of students, especially male and female students. This study aims to map the level of acceptance of students at Pradita Dirgantara High School to E-Sport as an extracurricular alternative. This type of research is a descriptive study using a quantitative approach.batch 2018 and 2019. The sample in this study was taken using a random sampling technique, with a total of 75 students from two generations. Data collection used a questionnaire with the Likert scale scoring method. The data analysis used the frequency distribution formula in the form of a percentage. The results showed that the level of acceptability of students towards E-Sport as an extracurricular alternative was the highest in the group of male students of class XI followed by class XII with a percentage of 45.00% and 63.16%, while the lowest was in the group of female students of class XII and class XI with a percentage of 42.86% and 46.67%.
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