Dampak Game Online Terhadap Perilaku Sosial Siswa di SMP Negeri 11 Magelang.
dc.contributor.author | SYAFA ANNISA JANAH, 20.04.161. | |
dc.contributor.author | Marjuki | |
dc.contributor.author | Nenden Rainy Sundary. | |
dc.date.accessioned | 2024-08-19T07:14:36Z | |
dc.date.available | 2024-08-19T07:14:36Z | |
dc.date.issued | 2024-08-19 | |
dc.description.abstract | SYAFA ANNISA JANAH, 20.04.161. Dampak Game Online Terhadap Perilaku Sosial Siswa di SMP Negeri 11 Magelang. Dosen Pembimbing: Marjuki dan Nenden Rainy Sundary. Penelitian ini bertujuan untuk mengetahui gambaran secara empiris tentang : 1) karakteristik responden, 2) dampak positif game online terhadap perilaku sosial siswa, dan 3) dampak negatif game online terhadap perilaku sosial siswa. Penelitian ini menggunakan satu variabel. Metode yang digunakan adalah metode penelitian kuantitatif deskriptif. Teknik penarikan sampel minimal menggunakan Rumus Slovin hingga diperoleh sampel sebanyak 82 responden. Pembagian ukuran sampel berstrata menggunakan Proportionate Stratified Random Sampling diperoleh hasil sebanyak 47 responden kelas 7 dan sebanyak 35 responden kelas 8. Teknik pengumpulan data yang digunakan adalah : 1) kuesioner dan 2) studi dokumentasi. Alat ukur yang digunakan adalah skala likert. Pengujian validitas menggunakan Validitas Muka (Face Validity) dan Validitas Bivariate. Pengujian reliabilitas dengan Alpha Cronbach’s. Hasil penelitian dianalisis dengan menggunakan analisis data statistik deskriptif. Hasil penelitian terhadap 82 responden menunjukan bahwa dampak positif game online terhadap perilaku sosial siswa termasuk dalam kategori interval tinggi di semua aspek yaitu perilaku relasi, kemampuan kerjasama dan keterampilan komunikasi. Skor aktual dampak positif game online terhadap perilaku sosial siswa sebanyak 5.356 dengan skor ideal sebanyak 6.888. Dampak negatif game online terhadap perilaku sosial siswa berada pada kategori interval sedang di semua aspek yaitu lupa waktu, bersikap apatis dan berbicara kasar (trashtalk). Skor aktual dampak negatif game online terhadap perilaku sosial siswa sebanyak 4.508 dengan skor ideal sebanyak 6.888. Berdasarkan hasil penelitian tersebut, peneliti mengusulkan program yaitu Program “Student Conselling Corner” atau “Pojok Konseling Siswa”. Program ini menggunakan metode Group Work dengan teknik Diskusi dan Task Centered (Berpusat pada Tugas). Tipe kelompok yang digunakan adalah Socialization Group (Kelompok Sosialisasi). Program ini bertujuan untuk mengurangi dampak negatif game online terhadap perilaku sosial siswa di SMP Negeri 11 Magelang yang memerlukan penanganan lebih dulu yaitu bersikap apatis melalui layanan konseling kelompok. Kata Kunci : Dampak Game Online, Perilaku Sosial, Siswa. ABSTRACT SYAFA ANNISA JANAH, 20.04.161. The Impact of Online Games on Student Social Behavior at SMP Negeri 11 Magelang, Supervised by Marjuki and Nenden Rainy Sundary. This research aims to obtain an empirical picture of: 1) the characteristics of respondents, 2) the positive impact of online games on students' social behavior, and 3) the negative impact of online games on students' social behavior. This research uses one variable. The method used is a descriptive quantitative research method. The minimum sampling technique uses the Slovin Formula to obtain a sample of 82 respondents. The distribution of the stratified sample size using Proportionate Stratified Random Sampling resulted in 47 grade 7 respondents and 35 grade 8 respondents. The data collection techniques used were: 1) questionnaire and 2) documentation study. The measuring instrument used is the Likert scale. Validity testing uses Face Validity and Bivariate Validity. Reliability testing with Cronbach's Alpha. The research results were analyzed using descriptive statistical data analysis. The results of research on 82 respondents show that the positive impact of online games on students' social behavior is included in the high interval category in all aspects, namely relationship behavior, cooperation abilities and communication skills. The actual score for the positive impact of online games on students' social behavior is 5,356 with an ideal score of 6,888. The negative impact of online games on students' social behavior is in the moderate interval category in all aspects, namely forgetting time, being apathetic and speaking rudely (trashtalk). The actual score for the negative impact of online games on students' social behavior is 4,508 with an ideal score of 6,888. Based on the results of this research, the researcher proposed a program, namely the "Student Counseling Corner" program. This program uses the Group Work method with Discussion and Task Centered techniques. The type of group used is the Socialization Group. This program aims to reduce the negative impact of online games on the social behavior of students at SMP Negeri 11 Magelang who require prior treatment, namely apathy through group counseling services. Keywords : Impact of Online Games, Social Behavior, Students | |
dc.identifier.uri | https://repository.poltekesos.ac.id/handle/123456789/807 | |
dc.publisher | Perpustakaan | |
dc.subject | Dampak Game Online | |
dc.subject | Perilaku Sosial | |
dc.subject | Siswa. | |
dc.title | Dampak Game Online Terhadap Perilaku Sosial Siswa di SMP Negeri 11 Magelang. | |
dc.title.alternative | -peksos- | |
dc.type | Technical Report |
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