ANALISIS DAMPAK GAME ONLINE TERHADAP KONSENTRASI BELAJAR PESERTA DIDIK DI MTs MIFTAHUL ULUM BANDAR LAMPUNG

PUTRI, FEBRIANI (2025) ANALISIS DAMPAK GAME ONLINE TERHADAP KONSENTRASI BELAJAR PESERTA DIDIK DI MTs MIFTAHUL ULUM BANDAR LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRAK Dalam hal konsentrasi belajar akan mempengaruhi kualitas pembelajaran, dimana terutama melalui perilaku kognitif pada peserta didik. Adapun tujuan penelitian ini ialah untuk menganalisis dampak permainan game online terhadap perilaku kognitif peserta didik di Madrasah Tsanawiyah (MTs) Miftahul Ulum Bandar Lampung. Penelitian ini adalah penelitian konsentrasi belajar peserta didik yang fokus pada perilaku kognitif peserta didik dengan menggunakan pendekatan kualitatif dengan metode studi kasus. Pengumpulan data dengan menggunakan tekhnik observasi, wawancara dan dokumentasi. Analisis datanya dengan mereduksi data, penyajian data dan menarik kesimpulan. Uji keabsahan data dengan menggunakan triangulasi tehnik dan sumber. Subjek penelitian meliputi waka kesiswaan, guru, wali kelas, dan peserta didik. Hasil penelitian ini menunjukkan bahwa dampak negatif yang paling dominan adalah penurunan konsentrasi belajar, sering mengantuk di kelas, menurunnya motivasi akademik, serta kurangnya interaksi sosial secara langsung. Di sisi lain juga terdapat pula dampak positif seperti meningkatnya kemampuan strategi, berpikir cepat, serta koordinasi tangan mata. Namun, dampak positif tersebut belum mampu mengimbangi efek negatif yang ditimbulkan. Selain hasil penelitian diatas, juga menemukan temuan penelitian lainnya berdasarkan metode 5 W terkait analisis dampak game online terhadap konsentrasi belajar peserta didik dimana, yaitu sebagian besar peserta didik aktif bermain game online seperti Mobile Legends, Free Fire, dan PUBG Mobile, baik di rumah maupun secara sembunyi-sembunyi di madrasah. Pengawasan dari orang tua dan pihak madrasah masih belum optimal. Pihak yang paling terdampak adalah peserta didik kelas VIII dan IX yang berada pada masa remaja awal dan rentan terhadap pengaruh teknologi. Madrasah juga melakukan upaya penanganan pelarangan membawa handphone, layanan konseling, dan penyediaan kegiatan positif. Penelitian ini merekomendasikan viii sinergi antara madrasah, keluarga, dan peserta didik dalam membentuk kebiasaan belajar yang sehat dan seimbang dalam penggunaan teknologi. Kata Kunci: game online, konsentrasi belajar, peserta didik. ix ABSTRACT In terms of learning concentration, it affects the quality of learning, primarily through students‟ cognitive behavior. The purpose of this study is to analyze the impact of online gaming on the cognitive behavior of students at Madrasah Tsanawiyah (MTs) Miftahul Ulum Bandar Lampung. This research focuses on students‟ learning concentration, particularly their cognitive behavior, and employs a qualitative approach using a case study method. Data were collected using observation, interview, and documentation techniques. The data were analyzed through data reduction, data presentation, and conclusion drawing. The validity of the data was tested using technique and source triangulation. The research subjects included the vice principal for student affairs, teachers, homeroom teachers, and students. The results of this study indicate that the most dominant negative impacts are decreased learning concentration, frequent drowsiness in class, reduced academic motivation, and a lack of direct social interaction. On the other hand, there are also positive impacts, such as improved strategic ability, quick thinking, and hand–eye coordination. However, these positive effects are not sufficient to counterbalance the negative ones. In addition to the findings above, the study also discovered other results based on the 5W method related to the analysis of the impact of online gaming on students‟ learning concentration. Most students were found to actively play online games such as Mobile Legends, Free Fire, and PUBG Mobile, either at home or secretly at school. Parental and school supervision remain suboptimal. The most affected group consists of eighth- and ninth-grade students, who are in early adolescence and are particularly vulnerable to technological influences. The school has made efforts to address this issue by prohibiting students from bringing mobile phones, providing counseling services, and offering positive extracurricular activities. This study recommends a synergy between the school, x family, and students in fostering healthy study habits and maintaining a balanced use of technology.. Keywords: online games, learning concentration, students.

Item Type: Thesis (Diploma)
Subjects: Bimbingan Konseling
Divisions: Fakultas Tarbiyah dan Keguruan > Bimbingan Konseling
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 17 Nov 2025 06:41
Last Modified: 17 Nov 2025 06:41
URI: https://repository.radenintan.ac.id/id/eprint/41595

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