Universitas Syiah Kuala | ELECTRONIC THESES AND DISSERTATION

Electronic Theses and Dissertation

Universitas Syiah Kuala

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FEBBY INDRIAN, STUDI ANALITIK PENGGUNAAN GAME ONLINE DAN MOTIVASIRNBELAJAR SISWA SMA NEGERI DI LABUHANHAJI. Banda Aceh Fakultas KIP,2026

Febby indrian. (2025). studi analitik penggunaan game online dan motivasi belajar siswa sma negeri di labuhanhaji. [skripsi. universitas syiah kuala]. dibawah bimbingan drs. syaiful bahri, m.pd dan jamilah aini nasution, s.pd., m.pd. perkembangan teknologi digital pada era modern mendorong meningkatnya penggunaan game online di kalangan remaja, termasuk siswa sma. aktivitas bermain game online menjadi fenomena yang perlu mendapat perhatian karena berpotensi berkaitan dengan prestasi belajar siswa, motivasi belajar merupakan faktor penting dalam keberhasilan proses pembelajaran. penelitian ini bertujuan untuk mengetahui gambaran penggunaan game online dan motivasi belajar siswa sma negeri di labuhanhaji. penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian deskriptif. populasi penelitian adalah seluruh siswa sma negeri di labuhanhaji dengan jumlah sampel sebanyak 214 siswa yang dipilih menggunakan teknik probability sampling dengan metode simple random sampling. instrumen penelitian berupa skala psikologis penggunaan game online dan motivasi belajar. instrumen penggunaan game online diadopsi dari mahyani putri (2022) berdasarkan aspek chen dan chang, yaitu compulsion, withdrawal, tolerance, dan interpersonal and health problem. instrumen motivasi belajar diadopsi dari banowati (2023) berdasarkan teori sardiman yang meliputi indikator tekun menghadapi tugas, ulet menghadapi kesulitan, lebih senang bekerja secara mandiri, dan mampu mempertahankan pendapat. hasil penelitian menunjukkan bahwa tingkat penggunaan game online siswa berada pada kategori rendah sebesar 64%, kategori sangat rendah sebesar 29%, dan kategori sedang sebesar 7%, serta tidak ditemukan siswa pada kategori tinggi dan sangat tinggi. sementara itu, motivasi belajar siswa berada pada kategori rendah sebesar 75%, kategori sangat rendah sebesar 21%, dan kategori sedang sebesar 3%, serta hampir tidak ditemukan siswa dengan motivasi belajar tinggi. hasil analisis menunjukkan bahwa hanya sedikit siswa yang menggunakan game online secara intensif, namun motivasi belajar siswa secara umum masih tergolong rendah. kata kunci: game online, motivasi belajar, siswa sma



Abstract

Febby Indrian. (2025). Analytical Study of Online Game Use and Learning Motivation of High School Students in Labuhanhaji. [Thesis. Syiah Kuala University]. Under the supervision of Drs. Syaiful Bahri, M.Pd and Jamilah Aini Nasution, S.Pd., M.Pd. The development of digital technology in the modern era has encouraged an increase in online game usage among adolescents, including senior high school students. Playing online games has become a phenomenon that requires attention, as it may be associated with students’ academic achievement. Learning motivation is an important factor in the success of the learning process. This study aims to describe the use of online games and the learning motivation of students at public senior high schools in Labuhanhaji. This study employed a quantitative approach with a descriptive research design. The research population consisted of all students of public senior high schools in Labuhanhaji, with a sample of 214 students selected using probability sampling through a simple random sampling technique. The research instruments were psychological scales measuring online game usage and learning motivation. The online game usage instrument was adapted from Mahyani Putri (2022) based on the aspects proposed by Chen and Chang, namely compulsion, withdrawal, tolerance, and interpersonal and health problems. The learning motivation instrument was adapted from Banowati (2023) based on Sardiman’s theory, which includes indicators such as persistence in completing tasks, resilience in facing difficulties, preference for independent work, and the ability to maintain opinions. The results showed that students’ online game usage was categorized as low (64%), very low (29%), and moderate (7%), with no students classified in the high or very high categories. Meanwhile, students’ learning motivation was categorized as low (75%), very low (21%), and moderate (3%), with almost no students demonstrating high learning motivation. The analysis indicates that only a small proportion of students engage intensively in online gaming; however, overall students’ learning motivation remains relatively low. Keywords: Online Games, Learning Motivation, Senior High School Students



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