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Title: | Perilaku Bermain Game Siswa SMA Negeri Salatiga |
Other Titles: | Game Playing Behavior of Salatiga State High School Students |
Authors: | Sembiring Pelawi, Jonathan Pengarapen |
Keywords: | bermain game;perilaku;orang tua |
Issue Date: | 10-Mar-2023 |
Abstract: | Perkembangan teknologi yang semakin modern memiliki dampak yang cukup besar bagi kehidupan manusia. Salah satu dampaknya adalah peralihan permainan tradisional ke pemainan berbasis teknologi. Permainan berbasis teknologi yang dimaksud adalah Video Game. Tujuan penelitian ini untuk mengetahui perilaku siswa SMA dalam bermain game. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan menyebarkan kuisioner pada sejumlah siswa SMA. Responden dalam penelitian ini adalah siswa SMA yang berjumlah 325 siswa, yang didapatkan dengan menarik jumlah sample menggunakan rumus slovin dengan batas kesalahan data sebesar 5%. Cara memilih sample pada penelitian ini menggunakan metode simple random sampling. Berdasarkan data tersebut dapat disimpulkan bahwa siswa SMA memiliki perilaku yang aktif dalam bermain game. Dari data yang didapatkan, siswa dapat bermain setiap hari, dengan maksimal 24 jam/hari, menghabiskan maksimal 10 sesi game/hari dengan rata-rata 360 menit/sesi. Berdasarkan kesimpulan data tersebut diharapkan agar orang tua lebih mengontrol dan membatasi siswa dalam bermain game agar siswa terhindar dari dampak buruk bermain game yang berlebihan. he development of increasingly modern technology has a considerable impact on human life. One of the impacts is the transition from traditional games to technology- based games. The technology-based game in question is a video game. The purpose of this study was to determine the behavior of high school students in playing games. The method used in this research is quantitative by distributing questionnaires to a numberof high school students. Respondents in this study were high school students totaling 325 students, which were obtained by taking the number of samples using the slovin formula with a data error limit of 5%. How to choose the sample in this study using asimple random sampling method. Based on these data it can be concluded that high school students have active behavior in playing games. From the data obtained, students can play every day, with a maximum of 24 hours/day, spend a maximum of 10 game sessions/day with an average of 360 minutes/session. Based on the conclusions of the data, it is hoped that parents will control and limit students in playing games sothat students avoid the negative effects of excessive playing games. |
URI: | https://repository.uksw.edu//handle/123456789/29222 |
Appears in Collections: | T1 - Physical, Health, and Recreation Education |
Files in This Item:
File | Description | Size | Format | |
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T1_482018003_Judul.pdf | 1.85 MB | Adobe PDF | View/Open | |
T1_482018003_Isi.pdf Until 9999-01-01 | 870 kB | Adobe PDF | View/Open | |
T1_482018003_Daftar Pustaka.pdf | 489.66 kB | Adobe PDF | View/Open | |
T1_482018003_Lampiran.pdf Until 9999-01-01 | 1.55 MB | Adobe PDF | View/Open | |
T1_482018003_Lisensi dan Embargo.pdf Restricted Access | 1.37 MB | Adobe PDF | View/Open |
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