Hubungan Antara Bermain Game Online Dengan Konsentrasi Belajar Pada Siswa SMA Di Kota Surakarta

Eko Wicaksono, Juniarto and , Dr. Lisnawati Ruhaena M.Si., Psikolog (2021) Hubungan Antara Bermain Game Online Dengan Konsentrasi Belajar Pada Siswa SMA Di Kota Surakarta. Skripsi thesis, Universitas Muhammadiyah Surakarta.

[img] PDF (Naskah Publikasi)
NASKAH PUBLIKASI.pdf

Download (1MB)
[img] PDF (Halaman Depan)
HALAMAN DEPAN.pdf

Download (750kB)
[img] PDF (Bab I)
BAB I.pdf

Download (292kB)
[img] PDF (Bab II)
BAB II.pdf
Restricted to Repository staff only

Download (348kB)
[img] PDF (Bab III)
BAB III.pdf
Restricted to Repository staff only

Download (1MB)
[img] PDF (Bab IV)
BAB IV.pdf
Restricted to Repository staff only

Download (1MB)
[img] PDF (Bab V)
BAB V.pdf
Restricted to Repository staff only

Download (229kB)
[img] PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf

Download (242kB)
[img] PDF (Lampiran)
LAMPIRAN.pdf
Restricted to Repository staff only

Download (1MB)
[img] PDF (Surat Pernyataan Publikasi)
SURAT PERNYATAAN.pdf
Restricted to Repository staff only

Download (225kB)

Abstract

This study aims to determine the relationship between playing game online and learning concentration of Senior High School Student in Surakarta City. The hypothesis proposed is that there is a negative relationship between playing game online and learning concentration of Senio High School student in Surakarta City. The sampled used was 80 students. The sampling technique used in this study is purposived sampling. Data collection method uses a quantitative approach with playing game online scale and learning concentration scale. While the data analysis was carried out by product moment analysis obtained a correlation coefficient (r) is -0,400; significance (p) is 0,000 (p<0,01) which means that there is very significant negative relationship between playing game online and learning concentration of Senior High School student in Surakarta City. Effective contribution of role playing game online and learning concentration is 16% the remaining 84% is influenced by other factors. Playing game online variable has an empirical average (RE) is 54,85 and hypothetic average (RH) is 50 so it has a relatively high category, while the learning concentration has an empirical average (RE) is 76,11 and a hypothetic average (RH) is 70 so it has a classified as high.

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: playing game online, learning concentration, student.
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Fakultas Psikologi > Psikologi
Depositing User: JUNIARTO EKO WICAKSONO
Date Deposited: 11 Jun 2021 03:02
Last Modified: 11 Jun 2021 03:02
URI: http://eprints.ums.ac.id/id/eprint/91943

Actions (login required)

View Item View Item