Study about Online Game Addiction Junior High School Students in Kediri City
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Keywords

Addiction
Online Game
Learning Achievement

How to Cite

Gumilang, G. S. . (2022). Study about Online Game Addiction Junior High School Students in Kediri City. Proceedings of the International Seminar on Business, Education and Science, 1(1), 35–40. https://doi.org/10.29407/int.v1i1.2616

Abstract

This study aims to determine: (1) online game addiction of junior high school students in Kediri City, (2) junior high school students' learning achievement, (3) and the relationship between online game addiction and learning achievement. Mixed Methods Design is used as a combination or combination of quantitative and qualitative research approaches including qualitative and quantitative data in a single study. The strategy used, namely the Congruent Embedded Strategy, is an interesting research strategy, namely in one stage of data collection, researchers are able to collect two types of data together. The results of the quantitative research show that students who are addicted to online games have 3 students (16.03%) including very high, 4 students (14.36%) including high, 13 students (41.86%) including moderate, 4 students (11.9%) is low, and 5 students (12.66%) is very low. In addition, there are 12 students who have low learning achievement, namely getting the "less" and "very poor" categories so that they get an unsatisfactory ranking. While there are 6 students who get the "enough" category and 12 other students get the "very good" and "good" categories. From these results, there is no significant relationship between online game addiction and learning achievement because the value of the hypothesis test is 0.291. On the qualitative side, from 30 students it was found that (1) His early playing online games, (2) The average time spent playing 2-4 hours, (3) His parents did not allow him to play online games, and (4) Achievement low learning.

https://doi.org/10.29407/int.v1i1.2616
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Copyright (c) 2022 Galang Surya Gumilang

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