NUR AINI, NPM 2104300005 (2025) ANALISIS DAMPAK GAME ONLINE MOBILE LEGENDS BANG BANG TERHADAP KONSENTRASI BELAJAR SISWA KELAS XI DI SMA SWASTA HAS SEPAKAT KECAMATAN BILAH HILIR KABUPATEN LABUHAN BATU. Skripsi thesis, Universitas Labuhanbatu.
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Abstract
Penelitian ini bertujuan untuk menganalisis dampak intensitas bermain game online Mobile Legends: Bang Bang terhadap konsentrasi belajar siswa kelas XI di SMA Swasta Has Sepakat, Kecamatan Bilah Hilir, Kabupaten Labuhanbatu. Latar belakang penelitian didasari oleh fenomena meningkatnya minat siswa terhadap game online yang berpotensi memengaruhi fokus belajar mereka. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan field research. Populasi penelitian mencakup seluruh siswa kelas XI, dengan teknik pengambilan sampel total sampling sebanyak 108 responden. Data dikumpulkan melalui kuesioner berskala Likert, observasi, wawancara, dan dokumentasi, serta dianalisis menggunakan uji validitas, reliabilitas, dan regresi linear sederhana dengan bantuan SPSS. Hasil penelitian menunjukkan adanya pengaruh signifikan antara intensitas bermain Mobile Legends dan konsentrasi belajar siswa. Intensitas bermain yang tinggi berkorelasi negatif dengan kemampuan fokus siswa saat mengikuti pembelajaran. Penelitian ini menyimpulkan bahwa pengaturan waktu bermain yang bijak diperlukan agar aktivitas bermain game tidak mengganggu proses belajar. Hasil penelitian diharapkan menjadi masukan bagi guru, orang tua, dan siswa dalam mengelola penggunaan teknologidigital secara seimbang. Kata Kunci: Game Online, Mobile Legends, Konsentrasi Belajar, Siswa SMA, Regresi Linear Seder======================================================== This study aims to analyze the impact of playing intensity of the online game Mobile Legends: Bang Bang on the learning concentration of 11th-grade students at SMA Swasta Has Sepakat, Bilah Hilir District, Labuhanbatu Regency. The research background is based on the growing interest of students in online games, which may affect their focus during learning. The research employed a quantitative approach with field research design. The study population consisted of all 11th-grade students, and a total sampling technique was applied, resulting in 108 respondents. Data were collected using a Likert-scale questionnaire, observation, interviews, and documentation, and were analyzed using validity and reliability tests as well as simple linear regression with SPSS software. The findings revealed a significant influence between the intensity of playing Mobile Legends and students’ learning concentration. Higher playing intensity was negatively correlated with students’ ability to maintain focus during lessons. The study concludes that wise time management is essential to ensure gaming activities do not interfere with the learning process. These results are expected to provide insights for teachers, parents, and students in balancing the use of digital technology. Keywords: Online Games, Mobile Legends, Learning Concentration, High School Students, Simple Linear Regression
Item Type: | Thesis (Skripsi) |
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Uncontrolled Keywords: | Game Online, Mobile Legends, Konsentrasi Belajar, Siswa SMA, Regresi Linear Sederhana================Online Games, Mobile Legends, Learning Concentration, High School Students, Simple Linear Regression |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Fakultas keguruan dan Ilmu Pendidikan > Pendidikan Biologi |
Depositing User: | Unnamed user with email repository@ulb.ac.id |
Date Deposited: | 30 Sep 2025 03:10 |
Last Modified: | 30 Sep 2025 03:10 |
URI: | http://repository.ulb.ac.id/id/eprint/1745 |
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