FENOMENA GAME CLASH OF CLANS (Studi Kasus: Minat Belajar Siswa Kelas 8 SMPN 20 Jakarta Timur)

SHABRINA HUSNA, . (2017) FENOMENA GAME CLASH OF CLANS (Studi Kasus: Minat Belajar Siswa Kelas 8 SMPN 20 Jakarta Timur). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
LEMBAR PENGEASAHAN.pdf

Download (1MB)
[img] Text
orisinalitas.pdf

Download (1MB)
[img] Text
PENDAHULUAN.pdf

Download (265kB)
[img] Text
BAB 1-4.pdf

Download (1MB)
[img] Text
LAMPIRAN.pdf

Download (2MB)
[img] Text
persetujuan publikasi.pdf

Download (1MB)

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana peran game Clash Of Clans terhadap minat belajar siswa kelas 8 di Sekolah Menengah Pertama 20 Jakarta Timur. Metode yang digunakan dalam penelitian ini adalah metode kualitatif, dengan teknik pengumpulan data melalui observasi, wawancara, dokumentasi, serta validasi dengan Focus Group Discussion (FGD). Penelitian ini menemukan mayoritas siswa berada tingkat mood modification dan tolerance. Hanya sebagian kecil ditemukan pada tingkatan salience,dan conflict Namun penelitian ini tidak sampai menemukan tingkatan problems. Daya minat belajar pada mood modification dan tolerance, masih tergolong rendah. Hal ini juga dialami sampai tingkat conflict, tahap ini sama sekali tidak memiliki minat belajar, orientasi mereka hanya kepada bermain. Orang tua pada tingkat salience memberikan pengarahan kepada siswa cukup banyak, sehingga siswa masih bisa mengkontrol bermainnya, namun tidak pada tingkatan conflict. Minimnya pengarahan orang tua membuat orientasi siswa hanya pada bermain game. Sementara aktifitas lainnya, baik aktifitas dalam rumah maupun sekolah, rasanya kurang diminati siswa. This research is aimed to discover the effect of playing Clash Of Clans game on 20 Junior High School East Jakarta students’ learning interest. Qualitative method is employed to complete this research which the data are collected through observation, interviews, documentation, and also Focus Group Discussion (FGD) to validate. It is revealed that most of the students are on mood modification and tolerance stages, while the rest are on salience and conflict stages. The students which are on the stage of problems are not found in this research. Moreover, the learning interest of the students which are on the stage of mood modification and the stage of tolerance is considered low. This also happens to the students who are on the stage of conflict. They have no interest in learning at all. It can be said that they are more inclined to play the game. Parents of the students, who are on the stage of salience, give a lot of guidance to them with the result that the students still have controls on their habits. On the contrary, the students on the stage of conflict do not get any guidance from their parents. As the consequences, they merely play the game so other home and school activities put aside.

Item Type: Thesis (Sarjana)
Additional Information: 1) Dr. Eko Siswono, M.Si 2) Dr. Dian Alfia Purwandari, S.E, M.Si
Subjects: Ilmu Sosial > Ilmu Sosial (Umum)
Divisions: FIS > S1 Pendidikan IPS
Depositing User: sawung yudo
Date Deposited: 20 Apr 2022 06:54
Last Modified: 20 Apr 2022 06:54
URI: http://repository.unj.ac.id/id/eprint/27269

Actions (login required)

View Item View Item