PENGARUH INTENSITAS BERMAIN GAME ONLINE DAN GENRE GAME ONLINE TERHADAP KEMAMPUAN PROBLEM SOLVING

DANTA ARKANA, . (2022) PENGARUH INTENSITAS BERMAIN GAME ONLINE DAN GENRE GAME ONLINE TERHADAP KEMAMPUAN PROBLEM SOLVING. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh intensitas bermain game online dan genre game online terhadap kemampuan pemecahan masalah remaja. Penelitian ini menggunakan metode penelitian kuantitatif. Subjek penelitian ini berjumlah 158 responden dengan menggunakan teknik purposive sampling, pada populasi yaitu remaja berdomisili Jakarta yang bermain game online dengan genre RPG, menembak, balapan, dan strategi mulai dari awal pandemi. Data variabel penelitian didapatkan melalui kuesioner. Uji hipotesis pada penelitian ini menggunakan analisis regresi berganda dengan variabel dummy. Hasil penelitian menunjukkan bahwa nilai signifikansi intensitas bermain game online dan genre game online terhadap kemampuan pemecahan masalah dibawah nilai alpha yaitu 0,037 < 0,05. Kesimpulan penelitian ini adalah intensitas bermain game online dan genre game online memiliki pengaruh terhadap kemampuan pemecahan masalah pada remaja. Kemudian implikasi penelitian ini terhadap remaja yang bermain game online yaitu game online dapat dijadikan wadah untuk mengembangkan kemampuan pemecahan masalah dengan intensitas bermain game online yang rendah. Kemudian genre game online balapan dapat dijadikan sebagai sarana untuk melatih kemampuan pemecahan masalah, karena genre balapan memiliki pengaruh yang paling besar terhadap kemampuan pemecahan masalah dibandingkan genre lain yaitu RPG, menembak dan strategi. Purpose of this study was to determine the effect of the intensity of playing online games and online games genres on adolescent problem solving abilities. Methods of this study is quantitative research. The subjects of this study amounted to 158 respondents using a purposive sampling technique, in the population of teenagers who live in Jakarta who play online games with RPG, shooting, racing, and strategy genres starting from the beginning of the pandemic. The research variable data was obtained through a questionnaire. Hypothesis testing in this study using multiple regression analysis with dummy variables. Results showed that the significance value of the intensity of playing online games and online games genres on problem-solving abilities was below the alpha value, which was 0.037 <0.05. The conclusion of this study is that the intensity of playing online games and online game genres have an influence on problem solving abilities in adolescents. Then the implications of this research for adolescents who play online games, namely online games can be used as a way to develop problem solving skills with low intensity of playing online games. Then the online racing game genre can be used as a way to practice problem solving skills, because the racing genre has the greatest influence on problem solving abilities compared to other genres, namely RPG, shooting and strategy.

Item Type: Thesis (Sarjana)
Additional Information: 1) Dr. Lussy Dwiutami Wahyuni, M.Pd. 2) Santi Yudhistira, S.Psi., M.Psi
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Pendidikan > Psikologi Pendidikan
Divisions: FPP > S1 Psikologi
Depositing User: Users 16362 not found.
Date Deposited: 13 Sep 2022 05:08
Last Modified: 13 Sep 2022 05:08
URI: http://repository.unj.ac.id/id/eprint/35741

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