KECENDERUNGAN PERILAKU BELAJAR PARA GAMERS

Wazdi, Fahrul (2016) KECENDERUNGAN PERILAKU BELAJAR PARA GAMERS. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Penelitian ini berisikan tentang kecenderungan perilaku belajar para gamers. Gamers disini yaitu mahasiswa yang kecanduan bermain game online. Game online merupakan sebuah permainan yang dimainkan baik itu secara single maupun multiplayer atau bahkan bisa secara kelompok dengan menggunakan jaringan internet sehingga di dalam game tersebut seseorang dapat berinterkasi dengan sesama pemain game online lainnya. Tujuan dari penelitian ini adalah untuk mengetahui intensitas para gamers dalam bermain game online, intensitas para gamers dalam belajar, motivasi belajar para gamers, kecenderungan perilaku belajar para gamers, dampak positif dan negatif dari bermain game online, dan upaya menanggulangi dampak negatif dari seseorang yang kecanduan bermain game online. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Pemilihan informan dilakukan secara purposive, yakni informan inti ialah mahasiswa yang memang gemar bermain game online, informan pendukung ialah pemilik atau penjaga warnet, mahasiswa jurusan Ilmu Komputer, dan dosen Universitas pendidikan Indonesia. Pengumpulan data dilakukan melalui studi dokumentasi, observasi dan wawancara. Dari hasil penelitian yang ditemukan, pertama, intensitas bermain game online para gamers lebih tinggi dibandingkan dengan intensitas belajar dalam sehari, kedua, kurangnya motivasi belajar mahasiswa yang gemar bermain game online, ketiga, perilaku belajar para gamers dapat dikatakan kurang disiplin, keempat, terdapat dampak positif dalam bermain game online salah satunya adalah sebagai sarana hiburan dan menambah pengetahuan bahasa asing karena mayoritas game online berbahasa asing, kemudian dampak negatif dari seseorang yang bermain game yang paling sering dirasakan adalah lupa waktu sehingga kurangnya kemampuan dalam hal memanage waktu, dan yang terakhir upaya dalam hal menanggulangi seseorang yang kecanduan bermain game online yaitu dibutuhkannya kerjasama dengan orang terdekatnya seperti orang tua atau teman terdekatnya.;-- This research consists of learning behavioral tendencies gamers. Gamers here are students who are addicted to online gaming. Online game is a game played either in single or multiplayer or even in groups by using the Internet network so that in the game a person can interact with fellow players other online games. The purpose of this study was to determine the intensity of gamers play online games, the intensity of the gamers in learning, motivation to learn the gamers, the tendency of learning behavior gamers, positive and negative effects of online gaming, and to tackling the negative impact of someone who is addicted play online games. This study used a qualitative approach with descriptive methods. Selection of informants conducted purposive, the informants core is students who are fond of playing games online, supporting the informant is the owner or keeper internet cafes, a student of Computer Science, and a lecturer at the University of Indonesia's education. Data collected through the study of documentation, observation and interviews. From the research found, first, the intensity of playing games online gamers higher than the intensity of learning in the day, second, lack of motivation to learn students who like to play games online, third, the tendency of the learned behavior of gamers can be said to be lack of discipline, fourth there is a positive impact in the online gaming wrong which is as a means of entertainment and increase the knowledge of foreign languages for the majority of online games in foreign language, then the negative impact of someone who played the game most often felt was away so much that a lack of capacity in terms of managing time, and the last, effort in terms of tackling someone addicted to a game online that is needed in cooperation with the closest people such as parents or his closest friends.

Item Type: Thesis (S1)
Additional Information: No Panggil: S SOS WAZ k-2016 Nama Pembimbing: I. Cecep Darmawan, II. Mirna Nur Alia.
Uncontrolled Keywords: Social change, gamers, The tendency of learning behavior, Perubahan sosial, pemain game, kecenderungan perilaku belajar
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Sosiologi
Depositing User: Mr mhsinf 2017
Date Deposited: 09 Oct 2017 05:39
Last Modified: 09 Oct 2017 05:39
URI: http://repository.upi.edu/id/eprint/26357

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