HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DI SMARTPHONE DENGAN MOTIVASI BELAJAR SISWA KELAS XI SMA NEGERI 1 KAYAN HULU TAHUN AJARAN 2024/2025

KARTONO JANSIN, KARTONO (2025) HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DI SMARTPHONE DENGAN MOTIVASI BELAJAR SISWA KELAS XI SMA NEGERI 1 KAYAN HULU TAHUN AJARAN 2024/2025. Skripsi thesis, STKIP Persada Khatulistiwa.

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Abstract

ABSTRAK

Kartono Jansin. 2025, Hubungan Intensitas Bermain Game Online di Smartphone Dengan Motivasi Belajar Siswa Kelas XI SMA Negeri 1 Kayan Hulu Tahun Ajaran 2024/2025. Skripsi. Program Studi Pendidikan Bahasa dan Sastra Indonesia STKIP Persada Khatulistiwa Sintang. Pembimbing I: Evi Fitrianingrum, M.Pd., Pembimbing II: Tedi Suryadi, M.Pd.

Kata Kunci: Game Online, Smartphone, Intensitas Bermain, Motivasi Belajar, Siswa SMA.

Kemajuan teknologi digital, khususnya dalam bentuk game online di smartphone, telah memberikan dampak signifikan terhadap kehidupan remaja, terutama pelajar. Fenomena meningkatnya intensitas bermain game online memunculkan kekhawatiran terhadap motivasi belajar siswa yang cenderung menurun. Penelitian ini bertujuan untuk mengetahui intensitas bermain game online di smartphone, tingkat motivasi belajar siswa, serta hubungan antara keduanya pada siswa kelas XI SMA Negeri 1 Kayan Hulu. Penelitian ini menggunakan pendekatan kuantitatif dengan metode korelasional. Sampel berjumlah 99 siswa dipilih menggunakan teknik proportional random sampling. Data dikumpulkan melalui angket yang telah diuji validitas dan reliabilitasnya dengan nilai Cronbach’s Alpha 0,754 untuk intensitas bermain dan 0,662 untuk motivasi belajar. Analisis data dilakukan menggunakan korelasi Pearson Product Moment. Hasil penelitian menunjukkan bahwa mayoritas siswa 69,70% memiliki intensitas bermain game dalam kategori sedang dengan skor rata-rata 110,34. Motivasi belajar siswa juga tergolong sedang, dengan persentase 67,68% dan skor rata-rata 117,62. Uji korelasi menunjukkan nilai koefisien (r) sebesar 0,161 dengan signifikansi (p) 0,111 (> 0,05), sehingga tidak terdapat hubungan yang signifikan antara intensitas bermain game online dan motivasi belajar siswa. Simpulan dari penelitian ini adalah bahwa frekuensi atau durasi bermain game online tidak terbukti secara statistik memengaruhi motivasi belajar siswa. Meski demikian, siswa yang mampu mengelola waktu tetap menunjukkan motivasi akademik yang baik. Implikasi dari penelitian ini menekankan pentingnya pengawasan dan bimbingan dari orang tua serta guru dalam penggunaan game online agar tidak mengganggu aktivitas belajar. Diharapkan hasil ini dapat menjadi dasar bagi sekolah untuk mengembangkan strategi pembelajaran yang seimbang antara hiburan digital dan pencapaian akademik.

ABSTRACT

Kartono Jansin. 2025. The Relationship Between the Intensity of Playing Online Games on Smartphones and the Learning Motivation of Grade XI Students at SMA Negeri 1 Kayan Hulu in the 2024/2025 Academic Year. Undergraduate Thesis. Study Program of Indonesian Language and Literature Education, STKIP Persada Khatulistiwa Sintang. Supervisor I: Evi Fitrianingrum, M.Pd., Supervisor II: Tedi Suryadi, M.Pd.

Keywords: Online Games, Smartphone, Playing Intensity, Learning Motivation, High School Students.

The advancement of digital technology, particularly in the form of online games on smartphones, has had a significant impact on the lives of adolescents, especially students. The increasing intensity of online gaming raises concerns about the decline in students' learning motivation. This study aims to examine the intensity of playing online games on smartphones, the level of students' learning motivation, and the relationship between the two among Grade XI students at SMA Negeri 1 Kayan Hulu. This research used a quantitative approach with a correlational method. The sample consisted of 99 students selected using proportional random sampling. Data were collected through questionnaires tested for validity and reliability, with Cronbach’s Alpha scores of 0.754 for gaming intensity and 0.662 for learning motivation. Data analysis was conducted using Pearson Product Moment correlation. The results showed that the majority of students (69.70%) had a moderate level of gaming intensity, with an average score of
110.34. Learning motivation was also in the moderate category, with 67.68% and an average score of 117.62. The correlation test indicated a coefficient (r) of 0.161 with a significance level (p) of 0.111 (> 0.05), suggesting that there is no significant relationship between online gaming intensity and students' learning motivation. The study concludes that the frequency or duration of playing online games does not statistically affect students' learning motivation. However, students who are able to manage their time still demonstrate good academic motivation. The implication of this research highlights the importance of parental and teacher guidance in supervising online game use to avoid disrupting learning activities. The findings are expected to serve as a basis for schools in designing learning strategies that balance digital entertainment and academic achievement.

Item Type: Thesis (Skripsi)
Subjects: L Education > L Education (General)
Depositing User: Kartono Jansin
Date Deposited: 11 Sep 2025 00:40
Last Modified: 11 Sep 2025 00:40
URI: http://repository.persadakhatulistiwa.ac.id/id/eprint/1604

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