Interest in Learning of Indonesian Students with Online Gaming Addiction In The Academic Learning Process
(1) Program Studi Keperawatan, Fakultas Kedokteran dan Ilmu Kesehatan, Universitas Muhammadiyah Yogyakarta
(2) Program Studi Keperawatan, Fakultas Kedokteran dan Ilmu Kesehatan, Universitas Muhammadiyah Yogyakarta
(*) Corresponding Author
Abstract
Student interest in learning has been declining due to the increasing number of distractions. Interest is one of the important factors contributing to one’s desire and motivation to satisfy curiosity. As the times evolve, many things affect student interest in learning; one of which is smartphones equipped with the internet that promotes the ease of performing activities. Smartphones and the internet offer online games that can be accessed by anyone to play at any time, which can trigger online gaming addiction. The study aims to examine the interest in learning of nursing students who are addicted to online games. This study employed a qualitative method with a phenomenological approach. Data were collected through interviews, observations and documentation. The participants of the study were five students recruited using a snowball sampling method. Data were analyzed using Giorgi method. Results showed that interest in learning of students with online gaming addiction in the academic learning process varies. This can be seen through three emerging themes: student gaming behaviour, changes in students after online gaming, and the learning process of students with addiction to online games. It can be concluded that students’ online game behaviour is influenced by impulsivity that changes student behaviour and leads to addiction.
Keywords
Full Text:
PDFReferences
Aritonang K. Minat dan Motivasi dalam Meningkatkan Hasil Belajar Siswa. J Pendidik Penabur 2008:11–21.
Juraman SR. Pemanfaatan Smartphone Android Oleh Mahasiswa Ilmu Komunikasi dalam Mengakses Informasi Edukatif 2014;III.
Nusarika LAK, Purnami NM. Pengaruh Presepsi Harga, Kepercayaan dan Orientasi Belanja terhadap Niat Beli Secara Online (studi pada Produk Fashion Online di Kota Denpasar). E-Jurnal Manaj Unud 2015;4:2380–406.
Statista. Number of Smartphone Users Worldwide from 2014 to 2020 (in billions) 2017.
Katadata. Proyeksi Pengguna Smartphone di Asia Tenggara 2016-2019 2016.
APJI. Infografis Penetrasi & Perilaku Pengguna Internet Indonesia. Teknopreuner 2017;2018:Hasil Survey.
Jaya ES. WHO tetapkan kecanduan game sebagai gangguan mental, bagaimana “gamer” Indonesia bisa sembuh? The Converstation 2018.
World Health Organization. 11th revision of the International Classification of Diseases (ICD-11). 11th ed. 2018.
Karcy A, Waliyanti E. The Correlation Between Intensity of Using Smartphone with Learning Concentration among Nursing Student Universitas Muhammadiyah Yogyakarta 2017;2.
Rosdiana E. Perilaku Adiksi Remaja pada Game Online di Surabaya. Universitas Airlangga, 2017.
Schneider LA, King DL, Delfabbro PH. Family factors in adolescent problematic Internet gaming : A systematic review. J Behav Addict 2017;6:321–33. https://doi.org/10.1556/2006.6.2017.035.
Masya H, Candra DA. Faktor-Faktor yang Mempengaruhi Perilaku Gangguan Kecanduan Game Online pada Peserta Didik Kelas X di Madrasah Aliyah Al Furqon Prabumulih Tahun Pelajaran 2015/2016 2016;03:153–69.
Guno DC. Gambaran Perilaku Kecanduan Game Online pada Anak Usia Sekolah di Wilayah Kecamatan Magetan. Universitas Muhammadiyah Surakarta, 2018.
Agustriyana NA, Suwanto I. Fully Human Being pada Remaja Sebagai Pencapaian Perkembangan Ientitas. J Bimbing Konseling Indones 2017;2:9–11. https://doi.org/2477-8370.
Stepnicki P, Kondej M, Kaczor AA. Current Concepts and Treatments of Schizophrenia 2018. https://doi.org/10.3390/molecules23082087.
Zaini M. Asuhan Keperawatan Jiwa Masalah Psikososial di Pelayanan Klinis dan Komunitas. In: Yulianti T, editor. 1. 1st Editio, Yogyakarta: Deepublisher; 2019, p. 45.
Weinstein A, Livny A, Weizman A. New Developments in Brain Research of Internet and Gamming Disorder. Neurosci Behav Rev 2017;75:312–30. https://doi.org/https://doi.org/10.1016/j.neubiorev.2017.01.040.
Fatkhullah M. Komodifikasi Kebahagiaan Semu dalam Game Online ( Studi tentang Konstruksi dan Komodifikasi Kebahagiaan dalam Bermain Game pada Gamer Dewasa yang Telah Berkeluarga). J Komunitas 2015;4.
Sumomulyo Y, Buniyani K. Hubungan Antara Sensation Seeking dan Kecanduan Game Online Pada Mahasiswa. Universitas Mercubuana Yogyakarta, 2019.
Hu J, Zhen S, Yu C, Zhang Q, Zhang W, Harris YR. Sensation Seeking and Online Gaming Addiction in Adolescents : A Moderated Mediation Model of Positive Affective Associations and Impulsivity. Front Psychol 2017;8:1–8. https://doi.org/10.3389/fpsyg.2017.00699.
Suryanto RN. Dampak Positif dan Negatif Permainan Game Online Dikalangan Pelajar. Jom FISIP 2015;2:1–15.
Lemmens JS, Valkenburg PM, Peter J. Development and validation of a game addiction scale for adolescents. Media Psychol 2009;12:77–95. https://doi.org/10.1080/15213260802669458.
Demirel Ş, Çetinkaya S. The Analysis of Limit Questions Asked in Univercity Selection and Placemet Exams Between 1997-2013 According to The Bloom’s Taxonomy and Cognitive Levels of Elementary Mathematics Preservice Theacher. Turkish Stud 2016;11:267–82. https://doi.org/10.1016/S0967-0637(02)00146-2.
Kwak KH, Hwang HC, Kim SM, Han DH. Comparison of Behavioral Changes and Brain Activity between Adolescents with Internet Gaming Disorder and Student Pro-Gamers 2020;11.
Ugur H, Constantinescu PM, Stevens MJ. Self-awareness and personal growth: Theory and application of bloom’s taxonomy. J Educ Res 2015:89–110. https://doi.org/10.14689/ejer.2015.60.6.
Kant R. Relationship of Internet Addiction With Emotional Intelligence Among Youths. GESJ Educ Sci Psychol 2019.
Febriandari D, Nauli FA. Hubungan Kecanduan Bermian Game Online Terhadap Identitas Diri Remaja 2016;4:50–6.
Novrialdy E. Kecanduan Game Online Pada Remaja: Dampak dan Pencegahanya. Bul Psikol 2019;27.
Uhl GR, Koob GF, Cable J. The neurobiology of addiction. Ann N Y Acad Sci 2019;1451:5–28. https://doi.org/10.1111/nyas.13989.
Surbakti K. Pengaruh Game Online Terhadap Remaja. J Curere 2017;01.
Sela A, Berger J, Kim J. How Self-Control Shapes the Meaning of Choice. Oxford Univ Press Behalf J Consum Res Inc 2017;44. https://doi.org/10.1093/jcr/ucx069.
King D, Delfabro P. Internet Gaming Disorder. 1st ed., Australia: Academic Press; 2018, p. 294.
Kurniawan DE. Pengaruh Intensitas Bermain Game Online Terhadap Perilaku Prokrastinasi Akademik Pada Mahasiswa Bimbingan dan Konseling Universitas PGRI Yogyakarta. J Konseling GUSJIGANG 2017;3:97–103.
Jannah N, Nirwana H. Hubungan Kecanduan Game dengan Motivasi Belajar Siswa dan Implikasinya Terhadap Bimbingan dan Konseling. Konselor 2015;4.
Davis D, Kizilcec RF, Hauff C, Houben G. Scaling Effective Learning Strategies : Retrieval Practice and Long-Term Knowledge Retention in MOOCs. J Learn Anal 2018;5:21–41. https://doi.org/http://dx.doi.org/10.18608/jla.2018.53.3.
Ali Z, Dwikurnaningsih Y. Pengaruh dari Dampak Game Online Terhadap Motivasi Belajar pada Siswa Kelas VIII SMP Kristen 2 Salatiga Tahun Ajaran 2018/2019 2019;X:122–33.
Ricardo, Meilani RI. Impak minat dan motivasi belajar terhadap hasil belajar siswa ( The impacts of students ’ learning interest and motivation on their learning outcomes ). J Pendidik Manaj Perkantoran 2017;2:188–201.
Taylan H. The Factors that Affect Language Learning Motivation of Adult Learners Who Learn English as A Foreign Langage in Turkish University Context. Int Period Lang Lit Hist Turkish or Turkic 2017;12:411–30. https://doi.org/http://dx.doi.org/10.7827/TurkishStudies.11395.
Article Metrics
Abstract view : 733 timesPDF - 20 times
DOI: https://doi.org/10.26714/mki.4.1.2021.36-46
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 Yanuar Fahrizal, Nurul Faiga
![Creative Commons License](http://licensebuttons.net/l/by/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution 4.0 International License.
This journal is indexed by:
Kedungmundu Raya No. 18 Semarang NRC Building Universitas Muhammadiyah Semarang
Phone: 02476740287
Fax: 02476740287
Email: [email protected]