HUBUNGAN KETERLIBATAN BERMAIN GAME ROBLOX DENGAN MOTIVASI BELAJAR MAHASISWA JABODETABEK

KHALDA NAIFAH NAJMA, . (2026) HUBUNGAN KETERLIBATAN BERMAIN GAME ROBLOX DENGAN MOTIVASI BELAJAR MAHASISWA JABODETABEK. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara keterlibatan bermain game Roblox dengan motivasi belajar pada mahasiswa di wilayah Jabodetabek. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional cross-sectional. Partisipan penelitian berjumlah 153 mahasiswa aktif yang berdomisili di wilayah Jabodetabek dan bermain game Roblox, yang diperoleh menggunakan teknik convenience sampling. Pengumpulan data dilakukan menggunakan Game Engagement Questionnaire (GEQ) yang dikembangkan oleh Brockmyer et al. (2009) untuk mengukur keterlibatan bermain game Roblox serta Motivated Strategies for Learning Questionnaire (MSLQ) yang dikembangkan oleh Pintrich et al. (1991) dan diadaptasi oleh Kuncoro et al. (2024) untuk mengukur motivasi belajar. Data dianalisis menggunakan uji korelasi Pearson Product-Moment setelah memenuhi asumsi normalitas dan linearitas. Hasil penelitian menunjukkan terdapat hubungan negatif yang signifikan antara keterlibatan bermain game Roblox dengan motivasi belajar mahasiswa (r = -0,507; p < 0,001). Nilai koefisien korelasi menunjukkan hubungan dengan kekuatan sedang dan arah negatif, yang berarti semakin tinggi keterlibatan mahasiswa dalam bermain game Roblox, maka semakin rendah motivasi belajarnya. Sebaliknya, semakin rendah keterlibatan bermain game Roblox, maka semakin tinggi motivasi belajar mahasiswa. Dengan demikian, hipotesis penelitian diterima, sehingga terdapat hubungan yang signifikan antara keterlibatan bermain game Roblox dengan motivasi belajar mahasiswa di wilayah Jabodetabek. ***** This study aimed to examine the relationship between Roblox game engagement and learning motivation among university students in the Greater Jakarta area (Jabodetabek). This study employed a quantitative approach with a cross-sectional correlational research design. The participants consisted of 153 active undergraduate students residing in the Greater Jakarta area who played Roblox, selected using a convenience sampling technique. Data were collected using the Game Engagement Questionnaire (GEQ) developed by Brockmyer et al. (2009) to measure Roblox game engagement and the Motivated Strategies for Learning Questionnaire (MSLQ) developed by Pintrich et al. (1991) and adapted by Kuncoro et al. (2024) to measure learning motivation. The data were analyzed using the Pearson Product-Moment correlation after meeting the assumptions of normality and linearity. The results indicated a significant negative relationship between Roblox game engagement and students' learning motivation (r = -0.507, p < .001). The correlation coefficient indicated a moderate negative relationship, suggesting that higher levels of Roblox game engagement were associated with lower levels of learning motivation among university students. Conversely, lower levels of Roblox game engagement were associated with higher levels of learning motivation. Therefore, the research hypothesis was accepted, indicating a significant relationship between Roblox game engagement and learning motivation among university students in the Greater Jakarta area.

Item Type: Thesis (Sarjana)
Additional Information: 1). Reny Rustyawati, S.Pd., M.A., ; 2). Hermeilia Megawati S.Psi., M.A.
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Ilmu Sosial > Kondisi Sosial,Masalah Sosial,Reformasi Sosial
Ilmu Sosial > Komunitas Sosial, Ras dan Kelompok
Divisions: FPPsi > S1 Psikologi
Depositing User: Khalda Naifah Najma .
Date Deposited: 19 Aug 2026 03:49
Last Modified: 19 Aug 2026 03:49
URI: http://repository.unj.ac.id/id/eprint/71944

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