The Effect of Online Game Addiction and Learning Concentration On Social Science Students' Learning Outcomes in Eight Grage of Private Junior High School Kartika 1-4 Pematang Siantar

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

ISSN: 2581-8651

Journal of Humanities and


Vol-4, Issue-5, Sep-Oct 2022
Education Development
https://dx.doi.org/10.22161/jhed.4.5.13
Peer-Reviewed Journal
(JHED)

The Effect of Online Game Addiction and Learning


Concentration on Social Science Students' Learning
Outcomes in Eight Grage of Private Junior High School
Kartika 1-4 Pematang Siantar
Devi Irene M Rumapea1, Susy Alestriani Sibagariang2, Benjamin Albert Simamora3

Program Studi Pendidikan Ekonomi Fakultas Keguruan dan Ilmu Pendidikan, Universitas HKBP Nommensen Pematang Siantar, Indonesia

Received: 21 Sep 2022; Received in revised form: 15 Oct 2022; Accepted: 21 Oct 2022
©2022 The Author(s). Published by TheShillonga. This is an open access article under the CC BY license
(https://creativecommons.org/licenses/by/4.0/)
Abstract
This study aims to determine the effect of online game addiction and learning concentration on social studies learning
outcomes at Kartika 1-4 Private Junior High School Pematang Siantar. The research method used ex post facto. Data
collection techniques using a questionnaire. Respondents were 86 students. The data analysis technique used multiple linear
regression. The results showed: 1) in the calculation of online games students of Kartika 1-4 Private Junior High School
Pematang Siantar obtained a significant level of 0.241 > 0.05 and Fcount (1,394) > Ftable (3.11) so Ho was accepted, thus
there was no significant effect between the games. on the learning outcomes of eighth grade students of Kartika 1-4 Private
Junior High School Pematang Siantar. 2) In calculating the learning concentration of Kartika Private Junior High School
students 1-4 Pematang Siantar, the significance level was 0.027 < 0.05 and Fcount (5.010) > Ftable (3.11). So, Ho is rejected,
thus the effect that occurs is significant between learning concentration on learning outcomes. 3) In calculating online game
addiction and learning concentration of Kartika Private Junior High School students 1-4 Pematang Siantar, the significance
level was 0.021 < 0.05 and Fcount (4.034) > Ftable (3.11). Thus, there is a significant effect between online game addiction and
learning concentration on learning outcomes
Keywords— Online game addiction; learning concentration; learning outcomes.
I. INTRODUCTION Concentration of learning is an action that focuses
In this modern era online games are no stranger to on the mind, attention, and awareness of students to learn
teenagers. Over the past decade, online games have and understand subjects and the educational process by
mushroomed everywhere. As a result, there are many in blocking or ruling out anything that is not related to
the environment that offer affordable prices to teenagers. learning activities.
Online games are usually dominated by students, be it According to David in Diana Aprilia, et al
elementary, junior high, high school, and college students, (2014:2) "learning concentration is the concentration of
even adults. attention in the process of changing behavior which is
Addiction to online games will damage expressed in the form of mastery, the use of assessment of
academically and socially, online games also have a attitudes and values, basic knowledge and skills contained
significant impact on mental development, especially for in various fields of study."
students. Although in playing online games we can interact In the social studies learning process, students
with other players, online games often make players forget with high learning intensity will certainly be very
their real life. According to Yee in Rahmi Kurniawati interested in understanding a problem. The effect is that
(2019:67) "Online game addiction is a continuous students can absorb, understand a problem. The effect is
unhealthy behavior that is difficult for the individual that students can absorb, understand and process all
concerned to end." information comprehensively and thoroughly and process

https://theshillonga.com/index.php/jhed Page | 91
Rumapea et al. Journal of Humanities and Education Development (JHED)
4(5)-2022

well all information that affects student learning outcomes II. REVIEW OF LITERATURE
while studying. The Addiction to online games
During the learning process the core activities, Online game addiction is an addiction caused by
which most students can concentrate on learning, students games that use the help of internet technology to access
can only concentrate for the first few minutes. This is online games. According to Yuwanto & Listyo in Merita
shown when the teacher gives an example to students and Ayu Lestari (2018:23) "Online game addiction is a form of
then asks students to show the difference between each addiction caused by internet technology, better known as
material being taught. internet addictive disorder." According to Yee in Andri
Education is a very important part for the Arif Kustiawan & Widgita Bayu Utomo (2022:16) "Online
government to realize national ideals. Education begins game addiction in general is the behavior of someone who
with a learning process in which there is interaction wants to continue playing online games that spend a lot of
between students and the environment. The learning time and it is possible that the individual concerned is
process is considered successful if the learning objectives unable to control or control it." According to Gentile in Ni
can be achieved. The achievement of learning objectives Putu Arika Pande and Adijanti Marheni (2015:165)
depends on the student's learning process. Every student "Children who are addicted to online games tend to
expects good learning outcomes. experience decreased achievement at school, increased
Learning outcomes are students' ability to know aggressive behavior, and social problems such as
one's learning progress. In measuring progress, we need withdrawal from social interactions in the real world due to
measures that relate to goals that show how much teaching the length of time spent by playing online games.”
and learning strategies can affect academics. Factors that influence online game addiction
According to Sudjana in Dina Astuti, et al according to Immanuel in Andri Arif Kustiawan &
(2018:104) "Learning outcomes are abilities that are Widhiya Bayu Utomo (2022:25) are internal factors which
possessed after students receive their learning experience." 1. a strong desire from teenagers to get high scores
The learning process in schools is the process of in online games
transforming knowledge from communication in creating 2. the boredom that teenagers feel when they are at
an effective learning process for teaching, guiding students home or at school
to master certain competencies. 3. lack of self-control that causes negative impacts
These competencies help teachers to educate and arising from online games
guide their students. The success of learning with learning Which external factor
goes hand in hand. Because learning is a process, it cannot 1. Uncontrolled environment
be separated from one another. Learning success is the 2. Lack of good social competence
result of the learning process.
The Concentration of Study
Playing online games can disrupt the teaching and
According to the Big Indonesian Dictionary
learning process. This is because students tend to be less
(KBBI) concentration is the concentration of attention or
focused on their lessons, which causes students' learning
thoughts on one thing. According to Sumarto in Nur
time to be reduced, learning enthusiasm is reduced, and
Hasanah (2014:8) "Learning concentration is a behavior
student learning outcomes are not good. Then concentrate
and focus of students' attention to be able to pay attention
on learning, when the teaching and learning process takes
in every learning, and be able to understand every subject
place, students are less attentive to the teacher who is
matter given." According to Slameto in Ruslina Isnawati
explaining the lesson in front of the class, there are some
(2020:79) "To something by conveying all other things
participants who are also busy with their own activities,
that are not related where in learning, concentration means
some are whispering with their friends next to them, and
focusing the mind on the subject by conveying all things
some are people whose gazes listen intently to what the
that are not related to the lesson."
teacher is saying, but they don't concentrate on the lesson
the teacher is explaining. The Concentration is a psychological aspect that
requires focusing the mind and focusing attention on a
particular object. Concentration in the learning process is
very important for teachers in presenting material that
needs to be seen, heard and paid attention to seriously,
then can ask questions if needed, and be better able to
understand the aims and objectives to be conveyed.

https://theshillonga.com/index.php/jhed Page | 92
Rumapea et al. Journal of Humanities and Education Development (JHED)
4(5)-2022

Factors that influence learning concentration are can be used as a benchmark for developing skills during
internal factors and external factors, internal factors are the learning process. Bloom's Taxonomy Theory about
factors that come from within a person, external factors are learning outcomes in the research framework is achieved
factors that come from outside a person. through three domain categories, namely: the cognitive
The Learning outcomes domain, the affective domain, and the psychologic domain.

According to Suprijono in Widodo & Lusi Factors that affect learning outcomes according to
Widayanti (2013:34) "Learning outcomes are patterns of Slameto in Nurullita Rizki P (2017: 24-25) are internal
actions, values, understandings, attitudes, appreciation in factors which include physical, psychological and fatigue
skills" According to Riska Ayunda Bella Efendi (2021:29) then external factors include family, school, and
"Learning results are the results achieved by students in community.
the form of numbers or scores after being the results Based on the literature review as described, it can be
achieved by students in the form of numbers or scores after described a conceptual framework
completing the given test." Therefore, learning outcomes

Addiction to online games

Learning Outcomes

Concentration of Study

III. RESEARCH METHODOLOGY ANOVAa


This research uses quantitative research Model Sum of Squares
with ex post facto method. Respondents were 86 students
Regression 221.531
of Kartika Private Junior High School 1-4 Pematang
Siantar. The independent variable was data collection 1 Residual 2279.179
using a questionnaire and the dependent variable was the
Total 2500.709
data collection using student scores in even semesters.
Descriptive statistics to find out how the description of Df Mean Square
perceptions by respondents regarding online game
2 110.765
addiction and learning concentration on student learning
outcomes. 83 27.460
85

IV. RESULT AND DISCUSSION F Sig.


The relationship between online game 4.034 .021b
addiction and learning concentration on learning outcomes.
Based on Figure shows that the high intensity of online
game addiction obtained by respondents 29 students
(33.72%) the remaining 15 students (17.44%), 10
(11.63%) and 3 students (3.49%). The Effect of Online
Table shows that the results of the simultaneous test
Game Addiction and Learning Concentration on The
obtained a sig value (p < 0.05), then the decision that can
Students' Students' Learning Results
be taken Ho is rejected or there is a significant influence
The Effect of online game addiction and between online game addiction and learning concentration
learning concentration on social studies learning outcomes on social studies learning outcomes for Eight grade
for eight grade students at Kartika 1-4 Private Junior High students at Kartika 1-4 Private Junior High School
School Pematang Siantar T.A 2021/2022. Pematang Siantar
The results of the test using SPSS Statistics
on the effect of online game addiction on learning
outcomes obtained FCount (1.394) > Ftable (3.11) with the

https://theshillonga.com/index.php/jhed Page | 93
Rumapea et al. Journal of Humanities and Education Development (JHED)
4(5)-2022

regression equation Y = 85,664 + (-0.072) X1 so that Ho is Singaraja”.E-jorunal Undiksa Jurusan Bimbingan


accepted which means online game addiction has no effect Konseling.Vol.2(1)
on learning outcomes students eight grade social science. [2] Astuti,Diana.2019.Keefektifan Kalimat Dalam Teks
Eksposisi Siswa KelasVIII SMP Negeri 1 Padang
The coefficient of determination is 0.016. The test results
Panjang”.Padang:Fakultas Bahasa dan Seni
using SPSS Statistics on the effect of learning
[3] Efendi ,Bella Ayunda Riska.2021.Hubungan Antara Game
concentration on learning outcomes obtained FCount (5.010) online dan Kecerdasan Emosional Dengan Hasil Belajar
> Ftable (3.11) with the regression equation Y = 71.012 + IPS Peserta Didik Kelas V SDN 1 Margamulya
(0.231) X2 so that Ho is rejected means that learning .Lampung:Fakultas Tarbiyah dan Keguruan Universitas
concentration has an influence on Social Studies learning Islam Negeri Raden Intan Lampung
outcomes for eight grade students. The coefficient of [4] Hasnah,Nur.2014.Konsentrasi Belajar Pada Kegiatan
determination is 0.056 The test results using SPSS Origami Dengan Menggunakan Metode Demonstrasi Pada
Statistics on the effect of online game addiction and Anak Kelompok B di Tk Aba Gedongkiwi Kecamatan
Mantrijeron Yogyakarta,Yogyakarta:FKIP Universtas
learning concentration on learning outcomes obtained
Negeri Yogyakarta
Fcount (4.034) > Ftable (3.11) with the regression equation Y
[5] Isnawati,Ruslina.2020.Cara Kreatif Dalam Proses
= 73.048 + -0.103X1 + 0.267 X2 so that Ho is rejected it Belajar.Jakarta:Cv.Jakad Media Publishing
means online game addiction and concentration learning [6] Kustiawan,Arif Andri.Utomo,Bayu Widhiya.2020.Jangan
has an influence on the social studies learning outcomes of Suka Game Online.ed.2.Jawa Timur:Cv.Ae Media Grafika
eight grade students. The magnitude of the coefficient of [7] Lestari,Ayu Merita.2018.Hubungan Kecanduan Game
determination is 0.089. Online Dengan Perilaku Agresif Pada
Remaja.Jombang:Sekolah Tinggi Ilmu Kesehatan Insan
Cendekia Medika Jombang.
V. CONCLUSION [8] Pande,Mulyasanti Arika Ni Putu.Adijanti
Marheni.2015.”Hubungan Kecanduan Game Online Denga
The partial value of online game addiction
Prestasi Belajar Siswa SMP Negeri 1 Kuta”.Jurnal
on learning outcomes with the ANOVA table obtained sig
Psikologi Udayana. Vol 2 No.2: hal.163-171.
0.241 and Fcount of 1.394. from the following results it [9] Pengestika,Rizki Nurullita.2017.Pengaruh Game Online
means that the significance level is > 0.05 and Fcount Terhadap Konsentrasi dan Prestasi Belajar Siswa Kelas V
(1.394) > Ftable (3.11) with the regression equation Y = Sekolah Dasar. Purwokero:FKIP Universitas
85.664 + (-0.72) X1 so Ho is accepted, thus there is no Muhammadiyah Puwokerto.
significant effect of online game addiction on the results [10] Kurniawati,Rahmi.Harmaini.2020”Kecanduan Game
students Kartika Private Junior High School Pematang Online dan Empati Mahawasiswa”.Jurnal Psikologi. Vol
Siantar. The partial value of learning concentration on 16 No.1: hal.65-73
[11] Umaidah,Lubaibatul.2019.Hubungan Antara Kebahagiaan
learning outcomes using the ANOVA table obtained sig <
Dengan Internet Addiction Pada Mahasiswa. Malang:
0.028 and Fcount t of (5.010) > Ftable (3.11), with the
Fakultas Psikologi Universitas Islam Negeri Maulana
regression equation Y = 71.012 + 0.231X2 so Ho is Malik Ibrahim Malang.
rejected. Thus, there is a significant effect of learning [12] Widodo.Lusi Widayanti.2013.”Peningkatan Aktivitas
concentration on the learning outcomes of eighth grade Belajar dan Hasil Belajar Dengan Metode Problem Based
students of Kartika Private Junior High School Pematang Learning Pada Siswa Kelas VIII A MTs Negeri
Siantar. The regression value of online game addiction and Donomulyono Kulon Progo T.P 2012/2013.Jurnal Fisika
learning concentration on learning outcomes using the Indonesia. Vol.17(49); hal.32-35
ANOVA table obtained sig of 0.021 and Fcount of 4.034.
From these results it means that the level of sig is 0.021 <
0.05 and Fcount (4.034) > Ftable (3.11). So, Ho is accepted,
thus there is no significant effect of online game addiction
and learning concentration on the learning outcomes of
eighth grades of Kartika Private Junior High School
Pematang Siantar.

REFERENCES
[1] Aprilia,Diana. Kadek Suranata.Ketut Dharsana.2014
“Penerapan Konseling Kognitif Dengan Teknik Pembuatan
Kontrak (Contingency Contracting) untuk meningkatkan
Konsentrasi Belajar Siswa Kelas X TKR 1 SMK Negeri 3

https://theshillonga.com/index.php/jhed Page | 94

You might also like