ResearchOpen AccessPDF tersedia
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.
ResearchOpen AccessPDF tersedia
2026•Hasil Penelitian dan Pengabdian
<p>
This study aims to develop the Islah Index for program evaluation in Islamic social institutions. The Islah Index was developed in order to measure the impact of the program based on the concepts of the Al-Quran and Sunnah accompanied by literature related to the index and impact evaluation of various programs.</p>
ArticleOpen AccessPDF tersedia
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.
ArticleOpen Access1 berkas tersedia
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.