Analisis Game Online PUBG terhadap Problem Hasil Belajar Siswa
Abstract
PUBG is a game that can be played together/alone by inviting friends or randomly through the friend list feature to survive in the playing arena. The team that survives until the end is considered the winner in this game and gets points called chicken dinner. This study aims to analyze the PUBG online game on the problem of learning outcomes of class XII MIPA I students at SMA Negeri 1 Busungbiu School. This study uses a qualitative research method, with the determination of informants using purposive sampling techniques. The data analysis used is data presentation, data reduction & drawing conclusions. The results of the study showed that the use of PUBG online games in most students did not combine time well, students tend to play PUBG online games rather than studying and doing homework first. This has an impact on the student learning process, where seen from the frequency of students who tend to be addicted to PUBG online games, it greatly affects the student learning process. In learning, students are less focused and engrossed in their own world rather than listening to the material presented by the teacher. Disruption of student concentration in learning affects the absorption of learning materials. This results in a lack of maximum student understanding of a material.
Downloads
References
Adiningtyas, S. W. (2017). Peran Guru Dalam Mengatasi Kecanduan Game Online. KOPASTA: Journal of the Counseling Guidance Study Program, 4(1). https://doi.org/10.33373/kop.v4i1.1121
Andriyani, Y. F. Y. P. T. (2018). Pengaruh Kecanduan Game Online Terhadap Perilaku Konsumtif Siswa Pengguna Game Online. Jurnal Riset Terapan Akuntansi, 2(2), 169-180. https://doi.org/10.5281/zenodo.3840736
Arikunto, S. (2021). Dasar-Dasar Evaluasi Pendidikan Edisi 3. Bumi Aksara.
Candra, H. M. (2016). Faktor-Faktor yang Mempengaruhi Perilaku Gangguan. KONSELI J. Bimbing. dan Konseling, 3(2) 103-118. http://dx.doi.org/10.24042/kons.v3i2.575
Chang, C. Y. C. L. (2008). An Exploration of the Tendency to Online Game Addiction Due. Asian journal of health and information sciences, 3(4) 38–51. https://asiair.asia.edu.tw/bitstream/310904400/2071/1/03.pdf
Dewashanty, L. S., Winarni, R., & Daryanto, J. (2023). Analisis Faktor-Faktor Penghambat Dalam Pembelajaran Membaca Permulaan Pada Peserta Didik Kelas II Sekolah Dasar. Didaktika Dwija Indria, 11(1). https://doi.org/10.20961/ddi.v11i1.72347
Dien, S., & Rantepadang, A. (2023). Kebiasaan Bermain Game Online dengan Keluhan Kelelahan Mata Pada Remaja. Nutrix Journal, 7(1), 19-24. https://doi.org/10.37771/nj.v7i1.916
Efendi, A. A. (2017). Analisis Pengaruh Penggunaan Media Baru terhadap Pola Interaksi Sosial Anak di Kabupaten Sukoharjo. Jurnal Penelitian Humaniora , 18(2), 12–24. https://doi.org/10.23917/humaniora.v18i2.5188
Fauzi, A. (2019). Pengaruh Game Online PUBG (Player Unknown’s Battle Ground) Terhadap Prestasi Belajar Peserta Didik. ScienceEdu, 2(1), 61-66. https://doi.org/10.19184/se.v2i1.11793
Fitriani, Y. (2021). Pemanfaatan Media Sosial Sebagai Media Penyajian Konten Edukasi Atau Pembelajaran Digital. JISAMAR (Journal of Information System, Applied, Management, Accounting and Research), 5(4), 1006-1013. https://doi.org/10.52362/jisamar.v5i4.609
Hadiana, D. (2015). Penilaian Hasil Belajar Untuk Siswa Sekolah Dasar. Jurnal Pendidikan dan Kebudayaan, 21(1), 15-25. https://doi.org/10.24832/jpnk.v21i1.173
Hakiki, A. N. (2021). Efek Negatif Bermain Game Online Free Fire Battlegrounds Terhadap Akhak Remaja Di Desa Ambulu Kabupaten Jember. SOLIDARITY: Journal of Social Studies , 1(2), 60–72. https://doi.org/10.35719/solidarity.v1i2.6
Hanafi, M. I., Kurniawan, S. B., & Budiharto, T. (2023). Analisis Permainan Game Online Terhadap Hasil Belajar Siswa Kelas V Sekolah Dasar. JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan, 9(2). https://doi.org/10.20961/jpiuns.v9i2.74727
Herawan, M. H., & Rachman, M. Y. (2021). Pengaruh Nilai Virtual Item Terhadap Intensi Pembelian Virtual Item dalam Game Online PUBG Mobile. Inobis: Jurnal Inovasi Bisnis Dan Manajemen Indonesia, 5(1), 1-12. https://doi.org/10.31842/jurnalinobis.v5i1.207
Irmawati, D. K. (2016). What Makes High-Achiever Students Hard to Improve Their Speaking Skill?. JEES (Journal of English Educators Society), 1(2), 71-82. https://doi.org/10.21070/jees.v1i2.442
Janttaka, N. (2020). Analisis Dampak Game Online Mobile Legend Pada Anak Usia. Inventa, 4(2) 132–141. https://doi.org/10.36456/inventa.4.2.a2683
Kautsar. (2019). Pengaruh Game Online Terhadap Prestasi Akademik Peserta. Banda Aceh: Universitas Islam Negeri ArRaniry Banda Aceh. https://repository.ar-raniry.ac.id/9928/1/SKRIPSI%20KAUSAR.pdf
Khoiriyati, N. (2020). Pengaruh Game Online Terhadap Prestasi Belajar. Palembang: Unsri Press.
Krista, S. (2017). Pengaruh Game Online Terhadap Remaja, Universitas Quality. Jurnal Currera, 5(2), 16-29. http://dx.doi.org/10.36764/jc.v1i1.20
Kustiawan, A. A. (2019). Jangan Suka Game Online: Pengaruh Game Online dan Tindakan Pencegahan. Magetan: CV. Ae Media Grafika.
Lestari, I. (2015). Pengaruh Waktu Belajar Dan Minat Belajar Terhadap Hasil Belajar Matematika. Formatif: Jurnal Ilmiah Pendidikan MIPA, 3(2). https://dx.doi.org/10.30998/formatif.v3i2.118
Mashadi, M. (2019). Peningkatan Aktivitas dan Hasil Belajar IPA Materi Tubuh Sehat melalui Metode Pembelajaran Jigsaw (Penelitian Tindakan Kelas Peserta Didik Kelas I Semester 1 SDN Ngiyono Tahun Pelajaran 2016/2017). JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan, 5(1). https://doi.org/10.20961/jpiuns.v5i3.46468
Masya, H., & Candra, D. A. (2016). Faktor-faktor yang Mempengaruhi Perilaku Gangguan Kecanduan Game Online Pada Peserta Didik Kelas X di Madrasah Aliyah Al Furqon Prabumulih Tahun Pelajaran 2015/2016. Konseli: Jurnal Bimbingan Dan Konseling, 3(2), 103-118. http://dx.doi.org/10.24042/kons.v3i2.575
Mustamiin, M. Z. (2019). Konseling Individu Dengan Sikap Kecanduan Game Online Mobile Legend Pada Siswa. Jurnal Visionary: Penelitian Dan Pengembangan Dibidang Administrasi Pendidikan, 7(1). https://doi.org/10.33394/vis.v4i1.1980
Nurrita, T. (2018). Pengembangan Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa. Jurnal Misykat, 3(1), 171-187. https://dx.doi.org/10.33511/misykat.v3i1.52
Purnamasari, V., & Wakhyudin, H. (2020). Dampak Game Online PUBG Terhadap Perilaku Prokrastinasi Siswa. International Journal of Natural Science and Engineering, 4(1), 30-38. https://doi.org/10.23887/ijnse.v4i1.29079
Putri, R. C. S., Budiyono, B., & Kokotiasa, W. (2021). Dampak Game Online Mobile Legends terhadap Perilaku Remaja. Antropocene: Jurnal Penelitian Ilmu Humaniora, 1(1), 1-7. https://doi.org/10.56393/antropocene.v1i1.16
Rahyuni, R., Yunus, M., & Hamid, S. (2021). Pengaruh Game Online Terhadap Motivasi Belajar Dan Prestasi Belajar Siswa SD Kecamatan Pammana Kabupaten Wajo. https://doi.org/10.35965/bje.v1i2.657
Saputra, A. (2018). Pengaruh Motivasi, Penempatan Kerja Dan Kemampuan Kerja Terhadap Prestasi Kerja Anggota Polda Riau. Jurnal Psikologi, 14(1), 12-29. http://dx.doi.org/10.24014/jp.v14i1.4457
Subagia, I. W., & Wiratma, I. G. (2016). Profil Penilaian Hasil Belajar Siswa Berdasarkan Kurikulum 2013. JPI (Jurnal Pendidikan Indonesia), 5(1), 39-55. https://doi.org/10.23887/jpi-undiksha.v5i1.8293
Suprapti, S., Asbari, M., Cahyono, Y., Mufid, A., & Khasanah, N. E. (2020). Leadership Style, Organizational Culture and Innovative Behavior on Public Health Center Performance During Pandemic Covid-19. Journal of Industrial Engineering & Management Research, 1(2), 76-88. https://doi.org/10.7777/jiemar.v1i2.42
Suryaningsih, S., Mumu, R., & Purwanto, A. (2022). Integrasi Sosial Mahasiswa Suku Batak Di Fakultas Ilmu Sosial Dan Politik Universitas Sam Ratulangi Manado Sulawesi Utara. Jurnal Ilmiah Society, 2(1). https://ejournal.unsrat.ac.id/v3/index.php/jurnalilmiahsociety/article/view/38783
Ulfa, M., & Risdayati, R. (2017). Pengaruh Kecanduan Game Online Terhadap Perilaku Remaja di Mabes Game Center Jalan Hr. Subrantas Kecamatan Tampan Pekanbaru (Doctoral Dissertation, Riau University). https://jom.unri.ac.id/index.php/JOMFSIP/article/view/13841
Copyright (c) 2024 Gede Jutawan, I Ketut Sudarsana
This work is licensed under a Creative Commons Attribution 4.0 International License.
Jurnal Simki Postgraduate : https://jiped.org/index.php/JSPG/index is licensed under a Creative Commons Attribution 4.0 International License.