Exploring the Impact of Online Gaming on Students Academic Engagement

Authors

  • Ardi Satrial STAI Solok Nan Indah, Indonesia
  • Azhar Jaafar University College of Yayasan Pahang, Malaysia
  • Widia Wahana Sari Universitas Muhammadiyah Sumatera Barat, Indonesia
  • Yumna Yumna STAI Solok Nan Indah, Indonesia

DOI:

https://doi.org/10.58485/jie.v2i2.208

Keywords:

Online games, impact, academic engagement

Abstract

This research is motivated by online games which make students addicted to playing online games, student learning motivation decreases, and students become less disciplined with time, and students do not care about the environment around them only care about friends who are in the virtual world of online games. Based on statistical data and the strong influence of globalization, it shows that school-aged teenagers are addicted to online gameplay. Online games are one of the impacts that affect learning achievement.  This study is intended to determine the behavior caused by online game addiction in students. Lack of interest in learning causes a decrease in student achievement so that which can create a lack of human resources due to low interest and motivation in learning. The purpose of this study is to find out how the impact of the influence of online games on student achievement. This type of research is qualitative research. Qualitative research used in this study was carried out using interviews or case studies. Data collection techniques by reading and recording important information contained in various journals related to research and conducting a review of the research object, namely and students who are affected by the influence of online games that are being carried out. Knowing how online games are among students, then this research can find out the causes of why students become addicted to playing online games and describe the impact and influence of online games on students' mentality.

References

Adri, J., Ambiyar, A., Refdinal, R., Giatman, M., & Azman, A. (2020). Perspektif Pendidikan Karakter Akhlak Mulia pada Perubahan Tingkah Laku Siswa. Edukasi: Jurnal Pendidikan, 18(2), 170–181. https://doi.org/10.31571/edukasi.v18i2.1845

Andoyo, A. (2021). Sosialisasi dampak positif dan negatif game online bagi anak sekolah dasar. Jurnal Pkm Pemberdayaan Masyarakat, 2(3), 89–95. https://doi.org/10.56327/jurnalpkm.v2i3.33.

Asmaldi, A., Husti, I., & Zamsiswaya, Z. (2022). Integration Between Religion and Science in Islamic Studies in Integrated Islamic Junior High School. Khalifa: Journal of Islamic Education, 6(2), 240. https://doi.org/10.24036/kjie.v6i2.274

Budiariawan, I. P. (2019). Hubungan motivasi belajar dengan hasil belajar pada mata pelajaran kimia. Jurnal Pendidikan Kimia Indonesia, 3(2), 103–111. https://doi.org/10.23887/jpk.v3i2.21242.

Cahyana, C., Rohaeti, E. E., & Suherman, M. M. (2020). Gambaran Siswa Sekolah Menengah Pertama Yang Mengalami Kecanduan Game Online. FOKUS (Kajian Bimbingan & Konseling Dalam Pendidikan, 3(2), 40–45. https://doi.org/10.22460/fokus.v3i2.4222

Elindawati, R. (2020). Dampak game online bagi pendidikan anak. AL-WARDAH: Jurnal Kajian Perempuan, Gender Dan Agama, 13(2), 281–295. https://doi.org/10.46339/al-wardah.v13i2.217

Ennis, C. D. (2017). Educating students for a lifetime of physical activity: Enhancing mindfulness, motivation, and meaning. Research Quarterly for Exercise and Sport, 88(3), 241-250. https://doi.org/10.1080/02701367.2017.1342495

Febriani, A., Wiza, R., & Adlin Binti Wan Aminudin, W. S. (2023). Profile Analysis of Gifted Student Selection in Excellent Schools in Indonesia. International Journal of Multidisciplinary Research of Higher Education, 6(4), 188–195. https://doi.org/10.24036/ijmurhica.v4i4.161

Fitria, Y., Nadia, I., Ardiningrum, A. R., & Sarianti, Y. (2022). Four Children’s Motivations in Memorizing the Qur’an. International Journal of Multidisciplinary Research of Higher Education, 5(2), 44–51. https://doi.org/10.24036/ijmurhica.v5i2.128

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in human behavior, 54, 170-179. https://doi.org/10.1016/j.chb.2015.07.045

Harackiewicz, J. M., Smith, J. L., & Priniski, S. J. (2016). Interest matters: The importance of promoting interest in education. Policy insights from the behavioral and brain sciences, 3(2), 220-227. https://doi.org/10.1177/2372732216655542

Harahap, S. H., & Ramadan, Z. H. (2021). Dampak Game Online Free Fire Terhadap Hasil Belajar Siswa Sekolah Dasar. Jurnal Basicedu, 5(3), 1304–1311. https://doi.org/10.31004/basicedu.v5i3.895

Huda, I. A. (2020). The development of information and communication technology (ICT) on the quality of learning in elementary schools.Journal of. Education and Counseling (JPDK, 2(1), 121–125. https://doi.org/10.31004/jpdk.v2i1.622

Ilpaj, S. M., & Nurwati, N. (2020). Analisis pengaruh tingkat kematian akibat COVID-19 terhadap kesehatan mental masyarakat di Indonesia. Focus: Jurnal Pekerjaan Sosial, 3(1), 16–28. https://doi.org/10.24198/focus.v3i1.28123

Kandasamy, N., Kolandaisamy, I., Tukiman, N. A., Khalil Kusairi, F. W. K., Sjarif, S. I. A., & Shahrul Nizar, M. S. S. (2020). Factors that influence mental illness among students in public universities. Journal of Business and Economic Analysis, 3(01), 77-90. https://doi.org/10.36924/sbe.2020.3106

Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22, 2767-2804. https://doi.org/10.1007/s10639-017-9622-1

Kurniawan, R., & Pradatama, R. Y. (2021). The Pembangunan Game 3D Real Time Strategy “Bug Invasion” Berbasis Desktop: Unity 3D Game Engine. Journal of Information Technology, 3(2), 28–42. https://doi.org/10.47292/joint.v3i2.61

Lutfiwati, S. (2018). Memahami Kecanduan Game Online Melalui Pendekatan Neurobiologi. Journal of Sychology, 1(1), 1–16. https://doi.org/10.24042/ajp.v1i1.3643

Mais, F. R., Rompas, S. S., & Gannika, L. (2020). Kecanduan Game Online Dengan Insomnia Pada Remaja. Jurnal Keperawatan, 8(2), 18–27. https://doi.org/10.35790/jkp.v8i2.32318

Matondang, A. (2018). Pengaruh Antara Minat Dan Motivasi Dengan Prestasi Belajar. Bahastra: Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 2(2), 24–32. https://doi.org/10.30743/bahastra.v2i2.1215

Munawaroh, H., Widiyani, A. E. Y., Chasanah, N., & Fauziddin, M. (2022). Pengembangan Media Pembelajaran Al-Qur’an dan Hadist Untuk Anak Usia Dini Melalui Game Interaktif “Abatasa” di Masa Pandemi Covid- 19. Khalifa: Journal of Islamic Education, 6(1), 1. https://doi.org/10.24036/kjie.v6i1.153

Nisa, N. K., Mukhlis, H., Wahyudi, D. A., & Putri, R. H. (2019). Manajemen waktu dengan prokrastinasi akademik pada mahasiswa keperawatan. Journal of Psychological Perspective, 1(1), 29–34. https://doi.org/10.47679/jopp.1172019

Prasetiawan, H. (2016). Konseling teman sebaya (peer counseling) untuk mereduksi kecanduan game online. Counsellia: Jurnal Bimbingan Dan Konseling, 6(1), 1–13. https://doi.org/10.25273/counsellia.v6i1.453

Purnamasari, V., & Wakhyudin, H. (2020). Dampak game online pubg terhadap perilaku prokrastinasi siswa. International Journal of Natural Science and Engineering, 4(1), 30–38. https://doi.org/10.23887/ijnse.v4i1.29079

Putri, A. W., Wibhawa, B., & Gutama, A. S. (2015). Kesehatan mental masyarakat Indonesia (pengetahuan, dan keterbukaan masyarakat terhadap gangguan kesehatan mental. Prosiding Penelitian Dan Pengabdian Kepada Masyarakat, 2(2). https://doi.org/10.24198/jppm.v2i2.13535

Rudianto, R., & Anshori, A. (2021). Komunikasi Organisasi Antar Budaya di Lembaga Penjaminan Mutu Pendidikan Sumatera Utara. Jurnal Interaksi : Jurnal Ilmu Komunikasi, 5(1), 11–19. https://doi.org/10.30596/interaksi.v5i1.5301

Salji, I., Fauziah, I. D., Putri, N. S., & Zuhri, N. Z. (2022). Pengaruh agama Islam terhadap Kesehatan mental penganutnya. ISLAMIKA, 4(1), 47-57. https://doi.org/10.36088/islamika.v4i1.1598

Suhendra, A. D. (2018). Pengaruh Kualitas Layanan dan Lokasi Terhadap Kepuasan dan Loyalitas Pelanggan pada Don’s Warnet Cikarang. Jurnal Studi Manajemen Dan Bisnis, 5(1), 56–63. https://doi.org/10.21107/jsmb.v5i1.6618

Susanti, M. M., Widodo, W. U., & Safitri, D. I. (2016). The Relationship between Addiction to Playing Online Games on Smartphones (Mobile Online Games) With the Diet of Elementary School Children in Grades 5 and 6 at SD Negeri 4 Purwodadi.The Shine. Light of the World of Nurses, 3(2). https://doi.org/10.35720/tscners.v3i2.122

Sutikno, E. (2017). Faktor-Faktor Yang Berhubungan Dengan Gangguan Kesehatan Mental Pada Lansia: Studi Cross-Sectional Pada Kelompok Jantung Sehat Surya Group Kediri. Jurnal Wiyata: Penelitian Sains Dan Kesehatan, 2(1), 1–8. https://doi.org/10.56710/wiyata.v2i1.26

Utami, N. P. R. P., Odelia, A., Adinda, E. T. H., Valeska, A. S., Wibisono, Y. P., & Primasari, C. H. (2020). Dissemination of the impact of online games on children.Empowered Society and Innovation. Dissemination of the Impact of Online Games on Children Empowered Society and Innovation, 1(2), 69–73. https://doi.org/10%2033292%201%202%2012.

Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522-546. https://doi.org/10.1177/0735633120969214

Zulkhi, M. D., & Jannah, M. (2021). Comparison of Modern Games and Traditional Games Against Social Studies Learning Content in Elementary Schools.Journal of. Basic Education Research, 2(2), 42–46. https://doi.org/10.37251/jber.v2i2.196

Downloads

Published

2023-08-28

How to Cite

Satrial, A., Jaafar, A., Wahana Sari, W., & Yumna, Y. (2023). Exploring the Impact of Online Gaming on Students Academic Engagement. Ahlussunnah: Journal of Islamic Education, 2(2), 63–69. https://doi.org/10.58485/jie.v2i2.208

Issue

Section

Articles

Most read articles by the same author(s)