DAMPAK E-SPORT GAMES TERHADAP KONTROL EMOSIONAL SISWA BUDI CENDIKIA ISLAMIC AL-AZHAR.

MUHAMMAD FAQIH ADDIN, . (2023) DAMPAK E-SPORT GAMES TERHADAP KONTROL EMOSIONAL SISWA BUDI CENDIKIA ISLAMIC AL-AZHAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

*ABSTRAK* Penelitian ini bertujuan untuk mengetahui tingkat Kontrol Emosional Siswa yang bermain E-Sport Games dengan yang tidak bermain E-Sport Games di Sekolah BCI Al-Azhar dan juga untuk mengetahui Kontrol Emosional Siswa Terhadap E-Sport Games pada siswa berjenis kelamin laki-laki dan perempuan. Penelitian ini dilakukan dengan metode deskriptif kuantitatif untuk memecahkan atau menjawab permasalahan yang sedang dihadapi pada penelitian ini. Sampel dalam penelitian ini sebayak 100 responden yang bermain E-Sport Games dan 58 responden yang tidak bermain E-Sport Games diambil dengan cara purposiv sampling. Pengumpulan data menggunakan kuesioner dan analisis data menggunakan analisis deskriptif persentase. Hasil penelitian menunjukkan tingkat Kontrol Emosional Siswa yang memainkan E-Sport Games secara keseluruhan dominan berada pada tingkat emosional kategori sedang sebanyak 74 siswa (74%), tingkat kategori tinggi sebanyak 14 siswa (14%) dan tingkat emosional kategori rendah sebanyak 12 siswa (12%). Sedangkan hasil penelitian bagi siswa yang tidak memainkan E-Sport Games berada pada tingkat Kontrol Emosional dominan di kategori sedang sebanyak 44 siswa (76%), tingkat kategori tinggi sebanyak 4 siswa (7%) dan tingkat kategori rendah sebanyak 10 responde (17%). Berdasarkan hasil data yang telah dihitung menggunakan software SPSS Versi 22 dapat diartikan bahwa siswa yang bermain maupun yang tidak memainkan E-Sport Games memiliki tingkat emosional rendah. *ABSTRACT* This study aims to determine the level of Emotional Control of Students who play E-Sport Games and those who do not play E-Sport Games at BCI Al-Azhar School and also to determine Students' Emotional Control of E-Sport Games in male and female students . This research was conducted using a quantitative descriptive method to solve or answer the problems being faced in this study. The sample in this study was 100 respondents who played E-Sport Games and 58 respondents who did not play E-Sport Games were taken by purposive sampling. Data collection used a questionnaire and data analysis used descriptive analysis of percentages. The results showed that the level of Emotional Control of students who played E-Sport Games as a whole was dominant in the medium emotional level category of 74 students (74%), the high category level of 14 students (14%) and the low category emotional level of 12 students (12 %). While the results of the study for students who did not play E-Sport Games were at the dominant Emotional Control level in the medium category as many as 44 students (76%), the high category level was 4 students (7%) and the low category level was 10 respondents (17%) . Based on the results of data that have been calculated using SPSS Version 22 software, it can be interpreted that students who play or do not play E-Sport Games have a low emotional level.

Item Type: Thesis (Sarjana)
Additional Information: 1) Dr. Kurnia Tahki, M.Pd. 2) Dr. Albert Wolter Aridan Tangkudung, M.Pd.
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Divisions: FIO > Ilmu Keolahragaan
Depositing User: Users 18701 not found.
Date Deposited: 24 Aug 2023 03:54
Last Modified: 24 Aug 2023 03:54
URI: http://repository.unj.ac.id/id/eprint/39463

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