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5 hasil
Subjek: Online Games
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ResearchOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2026•Hasil Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

7 dilihat · 4 unduhanSitasiDetail
ThesisOpen AccessPDF tersedia

AN ANALYSIS OF STUDENTS’ PERCEPTION AND VOCABULARY ACQUISITION ON ONLINE GAME MOBILE LEGENDS AT SMP N 02 KEC. PAYAKUMBUH

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

ABSTRACT Lilies Zakyah Putri: 2319031, " An Analysis of Student Perceptions and Vocabulary Acquisistion on Online Game Mobile Legends at SMP N 02 Kec. Payakumbuh" This study was motivated by the growing interest among teenagers in strategy-based online games that use English as one of the languages used in communication interfaces and player interactions. Gaming activities such as Mobile Legends are believed to provide authentic linguistic input that has the potential to enrich players' vocabulary indirectly through the context of communication and repetitive game tasks. This study aims to analyze students' perceptions of the online game Mobile Legends and the acquisition of English vocabulary obtained in the online game. The method used was descriptive quantitative, with 70 students who actively play Mobile Legends selected as research subjects using purposive sampling. The research instruments consisted of an English vocabulary test, which included multiple choice, matching, and translation tests, as well as a questionnaire on the use of Mobile Legends, which contained 19 statements regarding the frequency of playing, duration, motivation, and perceptions of the use of English in the game. The data were analyzed using descriptive statistics and Pearson Product Moment correlation to test the relationship between the two variables. The results showed that most respondents had moderate to high vocabulary proficiency, with an average test score ranging from 70 to 85 on a scale of 100. Meanwhile, the questionnaire results showed that the frequency of playing games and exposure to English in games was quite high among the majority of students. Correlation analysis produced a value of r = 0.68 (p 0.05), indicating a positive and significant relationship between the intensity of playing Mobile Legends and English vocabulary acquisition. Keywords: Vocabulary acquisition, Mobile Legends, Online games, Game based learning, English

11 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2023•Artikel Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

4 dilihat · 2 unduhanSitasiDetail
ArticleOpen Access1 berkas tersedia

Positive and Negative Execesses of Online Game among Muslim Adolescents in Tanah Datar, West Sumatera

2023•Artikel Penelitian dan Pengabdian

his study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structural-functional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

7 dilihat · 0 unduhanSitasiDetail
ThesisOpen AccessPDF tersedia

THE STUDENTS’ VOCABULARY ACQUISITION ADDICTED TO PLAYING ONLINE GAMES AT ELEVENTH GRADE OF SMK CENDANA PADANG PANJANG

2020•Skripsi, Thesis, Disertasi, dan Tugas Akhir

ABSTARCT Novia Alfitri Nim 2315.124. Thesis. The student’s vocabulary acquisition addicted to play online games at eleventh grade of SMK Cendana Padang panjang. Educational Institutions. English education study program. IAIN Bukittinggi. 2020. This research was done due to several problems faced by the eleventh grade students at SMK Cendana Padang Panjang related to vocabulary. Students are addicted to play online games have problems in vocabulary acquisition. The comparison students addicted play online games with students not addicted to play online games and then the reason why similarity or different between addicted with not addicted. The design of this research was causal comparative research with mixing method. The data were got through questionnaire, test and interview. The population of this research were the eleventh grade students at SMK Cendana Padang Panjang academic year 2019/2020 consist of 117 students. To determine the sample, the researcher used non probability sampling especially quota sampling by four class, they were XI TKJ 1, XI TKJ 2, XI TKJ 3 and TAV. There are 73 students. The data analysis researcher used U-test by Mann Whitney used SPSS 20 application with significance α = 0, 05. The finding show that there are similarity between students are addicted to play online games with students are not addicted to play online games, where score sig > 0, 05 obtained H_i is accepted and H_o is rejected. The analysis of the data the researcher used the questionnaire to grouping of students addicted to play online games with students not addicted with total 73 students. The result of test from students addicted to play online games are mean (X ̅=28,78) and students are not addited mean(X ̅=24,03). And then the data was analyzed by using U-test by Mann Whitney and the result if sig.(0,607>0,05) H_i is accepted and H_o is rejected. so have similarity between students addicted to play online games with students not addicted to play online games. Then interview to find out causes why there are similarities between students addicted to play online games with students are not addicted in vocabulary acquisition. the students do not have initiative to more interesting about meaning of vocabulary in online games, and the student’s only focus on playing online games without being able to use online games to improve their vocabulary.. Key words: vocabulary acquisition and addicted to play online games.

6 dilihat · 4 unduhanSitasiDetail