FERDIAWAN, VIKY KHOLIS (2021) ANALISIS HASIL BELAJAR PENGGUNA GAME ONLINE SISWA KELAS III SEKOLAH DASAR NEGERI 2 CANDI DI KABUPATEN PACITAN. Other thesis, STKIP PGRI PACITAN.
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Abstract
Penelitian ini bertujuan untuk mengetahui bagaimana karakter dan hasil belajar siswa yang bermain game online dan yang tidak bermain game online di SDN 2 Candi. Penelitian ini merupakan penelitian kualitatif, karena permasalahan berhubungan dengan manusia yang secara fundamental bergantung pada pengamatan. Subjek penelitian ini siswa kelas III Sekolah Dasar Negeri 2 Candi di Kabupaten Pacitan. Teknik pengumpulan data berupa dokumentasi, angket dan observasi. Teknik analisis data yang digunakan dalam penelitian ini adalah reduksi data, penyajian data, dan penarikan kesimpulan. Hasil Penelitian ini menunjukan siswa yang bermain game online memiliki karakter berbeda dengan siswa yang tidak bermain game online. Perbedaan karakter tersebut antara lain pembagian waktu yang tidak seimbang antara bermain game online dan belajar, siswa sering begadang untuk bermain game online sehingga pada pagi harinya siswa mengantuk dan tidak fokus pada saat belajar. Hasil belajar siswa menunjukkan nilai rata-rata mata pelajaran Agama sebesar 92, Pendidikan Kewarganegaraan (PPKN) sebesar 89, Bahasa Indonesia sebesar 88, Matematika sebesar 88, Seni budaya dan Keterampilan sebesar 91, Pendidikan Jasmani Olahraga dan Kesehatan sebesar 87, dan Bahasa Jawa sebesar 87. Nilai rata-rata tertinggi siswa pada mata pelajaran Pendidikan Agama Islam. Persentase siswa yang bermain game online mencapai 62% dan yang tidak bermain game online sebesar 38%. Sehingga dapat disimpulkan bahwa sebagian besar siswa yang diteliti bermain game online. Kata kunci: hasil belajar, siswa sekolah dasar, game online ABSTRACT This study aims to determine how the learning outcomes of elementary school students at SDN 2 Candi who play online games and who do not play online games and who do not play online games. This research is a qualitative research, because the problems related to humans are fundamentally dependent on observation. The subjects of this study were third grade students of 2 Candi State Elementary School in Pacitan Regency. Data collection techniques in the form of documentation. Questionnaire and Observation. The data analysis technique used in this research is data reduction, data presentation stage, and conclusion drawing stage. The results of this study indicate the impact of student characteristics, which include the level of student awareness in dividing time between playing online games and studying. Another impact arising from the habit of playing online games is the lifestyle of students who often stay up late to play online games so that in the morning students are sleepy and do not focus on studying. The value of religious subjects is 92, Citizenship Education (PPKN) is 89, Indonesian Language is 88, Mathematics is 88, Cultural Arts and Skills is 91, Physical education, sports and health is 87, and Javanese language is 87 students' highest average scores in Islamic Religious Education subjects. The results of the comparison of students who play online games and those who do not play online games. Students who play online games are 62% and those who do not play online games are 38%. So it can be concluded that online games are very familiar among elementary school children. Keywords: Learning Outcomes, Elementary School Student
Item Type: | Thesis (Other) | |||||||||||||||
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Subjects: | L Education > L Education (General) | |||||||||||||||
Divisions: | Pendidikan Guru Sekolah Dasar | |||||||||||||||
Depositing User: | Dhita Indah Puspita Rini | |||||||||||||||
Date Deposited: | 29 Aug 2021 03:07 | |||||||||||||||
Last Modified: | 11 Nov 2021 04:29 | |||||||||||||||
URI: | http://repository.stkippacitan.ac.id/id/eprint/626 |
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