Please use this identifier to cite or link to this item: https://repositori.uma.ac.id/handle/123456789/21040
Title: Pengaruh Game Online terhadap Prestasi Belajar Siswa pada Masa Pandemi Covid-19 di SMP Negeri 2 Mardingding
Other Titles: The Influence of Online Games on Student Learning Achievement during the Covid-19 Pandemic at SMP Negeri 2 Mardingding
Authors: Tarigan, Surni Maya Wahanani Br
metadata.dc.contributor.advisor: Haris, Abdul
Yolanda, Aginta
Keywords: game online;kecanduan;prestasi belajar siswa;online game;addiction;student achievement
Issue Date: 10-Oct-2022
Publisher: Universitas Medan Area
Series/Report no.: NPM;188530101
Abstract: Semenjak masa pandemi Covid-19 pembelajaran sekolah hanya dilakukan 50% dari biasanya sesuai dengan anjuran pemerintah. Menurunnya prestasi belajar akibat kecanduan bermain game online sehingga prestasi belajar siswa mengalami perubahan drastis, siswa lebih bersemangat bercerita tentang game dibandingkan meteri pembelajaran yang diberikan oleh guru. Penelitian bertujuan untuk mengetahui apakah game online mempengaruhi prestasi belajar siswa dimasa pandemi Covid-19 di SMP Negeri 2 Mardingding. Metodologi penelitian yang digunakan pada penelitian ini merupakan kuantitatif Ex-Post Facto. Sumber data yang digunakan dalam penelitian ini data primer dan sekunder. Tenik analis data yang digunakan dalam penilitan ini adalah analisis regresi linear sederhana bertujuan untuk melihat pengaruh variabel X dan variabel Y. Hasil dari uji linear sederhana mendapatkan nilai korelasi (R) sebesar 0,706 yang berada di skala kuat berpenagruh negatif dan (R2) atau koefisien determinasi sebesar 49,9% berada diskala sedang berpengaruh terhadap prestasi belajar. F hitung mendapatkan nilai 62.693 yang nilai signiffikasi 0,000 berarti bisa dilanjutkan untuk uji linear. Uji linear sederhana mendapatkan uji t sebesar 7,918 dan uji linear sebesar 0,000 berarti hipotesis diterima dengan Ho ditolak dan Ha diterima. Since the Covid-19 pandemic, school learning has only been carried out 50% of the time according to government recommendations. The decline in learning achievement due to addiction to playing online games so that student achievement has changed drastically, students are more enthusiastic about telling stories about games than the learning materials provided by the teacher. This study aims to determine whether online games affect student achievement during the Covid-19 pandemic at SMP Negeri 2 Mardingding. The research methodology used in this study is Ex-Post Facto quantitative. Sources of data used in this study primary and secondary data. The data analysis technique used in this research is simple linear regression analysis that aims to see the effect of the X and Y variables. The results of a simple linear test get a correlation value (R) of 0.706 which is on a strong scale with a negative influence and (R2) or a coefficient of determination of 0.706. 49.9% is on a moderate scale that affects learning achievement. The calculated F gets a value of 62,693 which has a significant value of 0.000 which means that it can be continued for the linear test. A simple linear test gets a t-test of 7.918 and a linear test of 0.000 means that the hypothesis is accepted with Ho rejected and Ha accepted.
Description: 88 Halaman
URI: https://repositori.uma.ac.id/handle/123456789/21040
Appears in Collections:SP - Communication Science

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188530101 - Surni Maya Wahanani Br Tarigan - Fulltext.pdfCover, Abstract, Chapter I, II, III, V, Bibliography1.1 MBAdobe PDFView/Open
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