PENGARUH TINGKAT INTENSITAS PEMAIN DARING (ONLINE GAME) TERHADAP KEMAMPUAN GEOMETRI DAN MENGGAMBAR ANAK SEKOLAH DASAR
DOI:
https://doi.org/10.21067/jbpd.v1i1.1606Keywords:
on line game, academic achievement and accomplishment drawing geometry.Abstract
Abstrak: Tujuan penelitian ini adalah mengetahui tingkat pengaruh intensitas lamanya bermain daring dengan prestasi geometri dan menggambar pada anak Sekolah Dasar. Penelitian ini dilakukan pada anak SD usia 10- 11 tahun yang menghabiskan minimal 1 jam sehari bermaian game on line baik dilakukan di warnet, rumah, komputer, handphone. Tempat penelitian dilakukan di SDN Ciputat 1, 6 dan 9 tahun ajaran 2014/2015. Penelitian ini menggunakan pendekatan diskriptif kuantitatif yang menggambarkan intensitas waktu bermain game selama 1 jam (60 menit) - 7 jam (420 menit) setiap harinya dengan melibatkan responden penelitian sebanyak 73 siswa. Pengambilan datanya melalui angket, tes bangun datar dan menggambar bebas. Teknik analisis data menggunakan regresi linier sederhana. Hasil hipotesis menunjukkan lama bermain game berpengaruh terhadap nilai geometri dan menggambar menunjukkan bahwa di dapat lebih besar pengaruh lamannya bermaian game terhadap nilai menggambar dibandingkan nilai geometri. Jika diitingkatkan lamanya permaianan daring yang mengalami penurunan nilai prestasi siswa lebih besar pada nilai menggambar dibanding geometri.
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Abstract: the purpose of this study was to determine the level of intensity influence the length of playing online with geometry and drawing on the achievements of primary school children. Research was conducted on elementary school children aged 10- 11 years were spent at least 1 hour a day bermaian online gaming is best done in cafes, homes, computers, mobile phones. Place of research conducted in SDN Ciputat 1, 6 and 9 of the school year 2014/2015. This study used quantitative descriptive approach which describes the intensity time playing the game for 1 hour (60 minutes) - 7 hours (420 minutes) each day involving research respondents as many as 73 students. Capturing data through questionnaires, geometry tests and draw freely. Data were analyzed using simple linear regression. Results show hypothesized to play the game affect the value of geometry and drawing can show that in the bigger influence on the value of their pages game bermaian draw compared to the value of geometry. If increase length online games or impaired student achievement is greater in value than the drawing geometry.
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