HUBUNGAN KECANDUAN BERMAIN GAME ONLINE PADA SMARTPHONE (MOBILEONLINE GAMES) TERHADAP PRESTASI AKADEMIKMAHASISWA ANGKATAN 2013 FAKULTAS KEDOKTERANUNIVERSITAS LAMPUNG

ARIF SATRIA PUTRA P, (1318011022 (2017) HUBUNGAN KECANDUAN BERMAIN GAME ONLINE PADA SMARTPHONE (MOBILEONLINE GAMES) TERHADAP PRESTASI AKADEMIKMAHASISWA ANGKATAN 2013 FAKULTAS KEDOKTERANUNIVERSITAS LAMPUNG. FAKULTAS KEDOKTERAN, UNIVERSITAS LAMPUNG.

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Abstrak

Latar belakang: Perkembangan internet di Indonesia sangat pesat. Salah satu perkembangan internet yang marak digemari adalah game online. Kemudahan untuk mengakses game online didukung dengan kehadiran smartphone, diduga dapat menyebabkan kecanduan. Fenomena kecanduan game online pada smartphone dapat mempengaruhi prestasi akademik mahasiswa. Tujuan: Untuk mengetahui hubungan kecanduan bermain game online pada smartphone terhadap prestasi akademik mahasiswa. Metode: Penelitian ini menggunakan pendekatan studi potong lintang dengan metode deskriptif-korelatif. Pengambilan sampel menggunakan teknik total sampling. Penelitian ini dilakukan di Fakultas Kedokteran Universitas Lampung terhadap 91 mahasiswa angkatan 2013 sebagai responden. Responden diminta mengisi kuesioner Game Addiction Scale for Adolescents yang telah diterjemahkan kedalam bahasa indonesia untuk melihat skor kecanduan bermain game online dan kemudian membandingkannya dengan prestasi akademik mereka. Data yang diperoleh dianalisis menggunakan uji korelasi Spearman. Hasil: Sebanyak 47,17% mahasiswa terindikasi kecanduan. Skor kecanduan tertinggi yang diperoleh ialah 103 dan yang terendah ialah 21. Nilai prestasi tertinggi ialah 3,80 dan terendah ialah 1,15. Hasil analisis bivariat dengan uji korelasi didapatkan r = -,396 dengan p value <0,05 (p=0,001) yang menunjukkan terdapat hubungan negatif bermakna antara kecanduan dan prestasi akademik. Simpulan: Terdapat hubungan negatif lemah kecanduan bermain game online pada smartphone terhadap prestasi akademik mahasiswa angkatan 2013 Fakultas Kedokteran Universitas Lampung. Kata kunci: Game online, kecanduan, prestasi akademik, smartphone abstract Background: The development of internet in Indonesia are rapidly increasing. One of the developments of internet which is rife popular is online games. Easiness to access the online games now supported by the presence of smartphone, could be expected to lead to an addiction. The phenomenon of online games on smartphone (mobile online games) addiction affect the student’s academic achievement. Objective: To determine correlation between mobile online games addiction with the student’s academic achievement. Methods: This research uses cross sectional study approach with descriptive-correlative method. Using total sampling technique as the sample. This research was conducted at the Medical Faculty of Lampung University to 91 students of 2013 as the respondent. Respondents were asked to fill out Game Addiction Scale for Adolescents questionnaires which has been translated into Indonesian to view online gaming addiction scores and then compare them with their academic achievement. Data were analyzed using Spearman’s correlation. Result: There are 47,17% students were indicated to addiction. The highest score obtained from addiction score is 103 and the lowest is 21. The highest achievement value is 3.80 and the lowest was 1.15. The results of the bivariate analysis with correlation test obtained r = -, 396 with p value <0,005 (p = 0.001) which shows the negative significant correlation between addiction and students’ academic performance. Conclusion: There is a negative significant correlation between mobile online games addiction and the 2013 students' academic achievement of the Medical Faculty of Lampung University. Keyword: Academic achievement, addiction, online games, smartphone.

Tipe Karya Ilmiah: Skripsi
Subyek: Pengobatan > R Medicine (General)
Program Studi: Fakultas Kedokteran > Prodi Pendidikan Dokter
Depositing User: 9982635 . Digilib
Date Deposited: 31 Jan 2017 06:15
Last Modified: 31 Jan 2017 06:15
URI: http://digilib.unila.ac.id/id/eprint/25363

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