Budi, Sudewo (2025) PENGARUH GAME ONLINE TERHADAP MINAT BACA SISWA MAN 2 BANDAR LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRAK Madrasah Aliyah Negeri (MAN) 2 Bandar Lampung merupakan salah satu lembaga pendidikan menengah yang berada di bawah naungan Kementerian Agama Republik Indonesia. Rumusan masalah penelitian ini adalah adakah pengaruh game online terhadap minat baca siswa MAN 2 Bandar Lampung dan seberapa besar pengaruh game online terhadap minat baca siswa di MAN 2 Bandar Lampung. Penelitian ini bertujuan untuk mengetahui adakah pengaruh serta seberapa besar pengaruh kebiasaan bermain game online terhadap minat baca siswa di MAN 2 Bandar Lampung. Penelitian ini memiliki 2 hipotesis, yaitu tidak ada pengaruh game online terhadap minat baca siswa MAN 2 Bandar Lampung sebagai hipotesis nol dan Ada pengaruh game online terhadap minat baca siswa MAN 2 Bandar Lampung sebagai hipotesis alternatif. Penelitian ini menggunakan pendekatan kuantitatif dengan metode deskriptif. Teknik pengumpulan data dilakukan melalui kuesioner tertutup, observasi, dan wawancara tidak terstruktur. Populasi siswa laki-laki kelas 11 MAN 2 Bandar Lampung adalah sebanyak 110 lalu sampel 53 ditemukan setelah sampling dilakukan dengan rumus Slovin dan taraf signifikansi 10%. Teknik sampling yang digunakan adalah purposive sampling dengan kriteria pernah bermain game online dengan genre multiplayer. Analisis data dilakukan secara deskriptif dan menggunakan regresi linier sederhana dengan bantuan program SPSS versi 22.0 untuk mengukur hubungan antar variabel. Hasil penelitian menunjukkan bahwa pengaruh kebiasaan bermain game online terhadap minat baca siswa sangat rendah dan tidak signifikan, dengan nilai koefisien determinasi (R Square) sebesar 0,004 atau 0,4%. Artinya, hanya 0,4% variasi pada minat baca yang dapat dijelaskan oleh kebiasaan bermain game online, sementara 99,6% dipengaruhi oleh faktor lain di luar penelitian ini. Menurut peneliti, hal ini disebabkan para siswa sudah mendapatkan bimbingan kontrol game online yang baik di rumah dan sekolah. Berdasarkan temuan tersebut, disarankan agar sekolah dan orang tua lebih memperhatikan faktor lain yang memengaruhi minat baca siswa serta tetap melakukan pendampingan dalam penggunaan teknologi secara bijak. Kata Kunci: game online, minat baca, siswa. iii ABSTRACT Madrasah Aliyah Negeri (MAN) 2 Bandar Lampung is one of the secondary education institutions under the Ministry of Religious Affairs of the Republic of Indonesia. The research problem formulation is whether there is an influence of online games on the reading interest of MAN 2 Bandar Lampung students and to what extent online games influence the reading interest of MAN 2 Bandar Lampung students. This study aims to determine whether there is an influence and to what extent the habit of playing online games affects the reading interest of MAN 2 Bandar Lampung students. This study has two hypotheses, namely there is no influence of online games on the reading interest of MAN 2 Bandar Lampung students as the null hypothesis, and there is an influence of online games on the reading interest of MAN 2 Bandar Lampung students as the alternative hypothesis. This study uses a quantitative approach with a descriptive method. Data collection techniques were carried out through closed questionnaires, observations, and unstructured interviews. The population of male grade 11 students at MAN 2 Bandar Lampung was 110, and a sample of 53 was obtained after sampling using the Slovin formula with a significance level of 10%. The sampling technique used was purposive sampling with the criteria of ever played online games with multiplayer genre. Data analysis was carried out descriptively and using simple linear regression with the help of SPSS version 22.0 to measure the relationship between variables. The results of the study show that the influence of the habit of playing online games on students’ reading interest is very low and not significant, with a coefficient of determination (R Square) value of 0.004 or 0.4%. This means that only 0.4% of the variation in reading interest can be explained by the habit of playing online games, while 99.6% is influenced by other factors outside this study. According to the researcher, this is because students have already received good guidance and control over online games both at home and at school. Based on these findings, it is suggested that schools and parents pay more attention to other factors that affect students’ reading interest and continue to provide guidance in the wise use of technology. Keyword: online games, reading interest, students.
| Item Type: | Thesis (Diploma) |
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| Subjects: | Ilmu Perpustakaan Dan Informasi Islam |
| Divisions: | Fakultas Adab > Ilmu Perpustakaan Dan Informasi Islam |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 30 Sep 2025 07:45 |
| Last Modified: | 30 Sep 2025 07:45 |
| URI: | https://repository.radenintan.ac.id/id/eprint/40860 |
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