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Image of Pengaruh Game Online Terhadap Minat Belajar Siswa Di SMA N 1 Kubu Rokan Hilir
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Pengaruh Game Online Terhadap Minat Belajar Siswa Di SMA N 1 Kubu Rokan Hilir

Wan Suci Annisya / 2005111059 - Nama Orang;

This research was motivated by the habit of playing online games among the community, especially students, based on pre-research interviews conducted by researchers at SMA N 1 KUBU Rokan Hilir that at this school the students spent their break hours playing with their smartphones. Students do many things with their smartphones, one of which is spending their break hours playing online games. Students who play online games will usually feel short of time considering the limited rest time and continue playing games during class time. If this happens continuously it will certainly have an impact on the student learning process at school. Students who play online games experience a decrease in interest in learning, for example there are students who do not complete the assignments given by the teacher, do not pay attention to the teacher when explaining the subject matter, and students do not want to express opinions and ask questions when experiencing difficulties in learning. This is because students play online games more often.
Based on this, researchers are interested in conducting research on the influence of online games on students' interest in learning. The aim of this research is to find out whether there is an influence of online games on students' interest in learning at SMA N 1 KUBU Rokan Hilir.
The method used in this research uses quantitative methods with a statistical approach. The data collection instrument used was a questionnaire consisting of 18 statements. The population in this study was 49 students and the sample was determined by the entire population or what is called total sampling, namely students who played online games. Based on the results of research regarding the influence of online games on students' interest in learning, it can be concluded that there is an influence of online games on students' interest in learning.
This can be proven by carrying out a hypothesis test using the F test, namely obtaining an Fcount result of 20.442 and compared with an Ftable of 4.047 with a significance level of 5% and a confidence level of 95%. The results obtained were Fcount ≥ Ftable = 20.442 ≥ 4.047, which means that online games (Variable
Furthermore, the value of the coefficient of determination and correlation (r) was obtained, there was a strong influence of online games on students' learning interest, namely 0.651 and the coefficient of determination (r-square) was 0.503 or a percentage of 50.3%, which means the influence of online games on Student Learning Interest is 50.3%.


Ketersediaan
#
Perpustakaan Universitas Riau 2005111059
2005111059
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2005111059
Penerbit
Pekanbaru : Universitas Riau FKIP Pendidikan Pancasila Dan Kewarganegaraan., 2024
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2005111059
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN PANCASILA DAN KEWARGANEGARAAN
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Jaka
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • COVER
  • DAFTAR ISI
  • RINGKASAN
  • BAB I PENDAHULUAN
  • BAB II KAJIAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL PENELITIAN DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
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