Arief Budiman, Boby Surya, Putra, Rumi Tri Hastani, Karmila, Kata Kunci, Kecanduan, Game Online, Prestasi, Kualitas Ansietas, Motivasi Tidur, Belajar
{"title":"成就图、Ansietas、睡眠质量和青少年沉迷于网络游戏的学习动机:文学评论","authors":"Arief Budiman, Boby Surya, Putra, Rumi Tri Hastani, Karmila, Kata Kunci, Kecanduan, Game Online, Prestasi, Kualitas Ansietas, Motivasi Tidur, Belajar","doi":"10.59802/phj.202219262","DOIUrl":null,"url":null,"abstract":"ABSTRAK \nGame online adalah bentuk hiburan yang banyak dikenal dari usia, jenis kelamin, dan budaya. Masyarakat banyak menyukai game online mulai anak-anak, remaja, maupun dewasa. Plat distribusi game Steam mencatat rekor pengguna game dengan lebih dari 20 juta pengguna pada 16 Maret 2020. Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) mencatat salah satu bentuk hiburan yang banyak dipilih masyarakat di masa pandemi Covid-19 adalah bermain game online sebesar 16,5 persen. Penelitian ini bertujuan untuk mengetahui hubungan kecanduan bermain game online dengan prestasi, ansietas, kualitas tidur dan motivasi belajar pada remaja. Desain penelitian ini menggunakan metode literature review terkait keadaan pandemi Covid-19 yang membatasi peneliti dalam pengambilan data. Database yang digunakan terkait sumber referensi kecanduan game online dengan motivasi belajar pada remaja adalah database google cendikiawan atau google scholar, proQuest, dan pubmed. Berdasarkan dari studi literature review ini menunjukkan dari jurnal yang telah di review dapat disimpulkan bahwa terdapat hubungan antara kecanduan game online dengan prestasi, ansietas, kualitas tidur dan motivasi belajar pada remaja. \nKata Kunci: Kecanduan Game Online, Prestasi, Ansietas, Kualitas Tidur, Motivasi Belajar \nABSTRACT \nOnline gaming is a form of entertainment that is widely recognized by age, gender, and culture. Many people like online games from children, teenagers, and adults. The Steam game distribution plate recorded a game user record with more than 20 million users on March 16, 2020. The Indonesian Internet Service Providers Association (APJII) noted that one form of entertainment that many people chose during the Covid-19 pandemic was playing online games of 16.5. percent. This study aims to determine the relationship between addiction to playing online games with achievement, anxiety, sleep quality and learning motivation in adolescents. This research design uses a literature review method related to the Covid-19 pandemic which limits researchers in collecting data. The database used for reference sources for online game addiction with learning motivation in adolescents is the Scholar database or Google Scholar, ProQuest, and Pubmed. Based on this literature review study, it can be concluded that from 15 journals that have been reviewed, it can be concluded that: there is a relationship between online game addiction with achievement, anxiety, sleep quality and learning motivation in adolescents \nKeywords: Online Game Addiction, Achievement, Anxiety, Sleep QualityLearning Motivation","PeriodicalId":146707,"journal":{"name":"ProHealth Journal","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Gambaran Prestasi, Ansietas, Kualitas Tidur dan Motivasi Belajar Remaja yang Kecanduan Game Online: Literature Review\",\"authors\":\"Arief Budiman, Boby Surya, Putra, Rumi Tri Hastani, Karmila, Kata Kunci, Kecanduan, Game Online, Prestasi, Kualitas Ansietas, Motivasi Tidur, Belajar\",\"doi\":\"10.59802/phj.202219262\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRAK \\nGame online adalah bentuk hiburan yang banyak dikenal dari usia, jenis kelamin, dan budaya. Masyarakat banyak menyukai game online mulai anak-anak, remaja, maupun dewasa. Plat distribusi game Steam mencatat rekor pengguna game dengan lebih dari 20 juta pengguna pada 16 Maret 2020. Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) mencatat salah satu bentuk hiburan yang banyak dipilih masyarakat di masa pandemi Covid-19 adalah bermain game online sebesar 16,5 persen. Penelitian ini bertujuan untuk mengetahui hubungan kecanduan bermain game online dengan prestasi, ansietas, kualitas tidur dan motivasi belajar pada remaja. Desain penelitian ini menggunakan metode literature review terkait keadaan pandemi Covid-19 yang membatasi peneliti dalam pengambilan data. Database yang digunakan terkait sumber referensi kecanduan game online dengan motivasi belajar pada remaja adalah database google cendikiawan atau google scholar, proQuest, dan pubmed. 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Gambaran Prestasi, Ansietas, Kualitas Tidur dan Motivasi Belajar Remaja yang Kecanduan Game Online: Literature Review
ABSTRAK
Game online adalah bentuk hiburan yang banyak dikenal dari usia, jenis kelamin, dan budaya. Masyarakat banyak menyukai game online mulai anak-anak, remaja, maupun dewasa. Plat distribusi game Steam mencatat rekor pengguna game dengan lebih dari 20 juta pengguna pada 16 Maret 2020. Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) mencatat salah satu bentuk hiburan yang banyak dipilih masyarakat di masa pandemi Covid-19 adalah bermain game online sebesar 16,5 persen. Penelitian ini bertujuan untuk mengetahui hubungan kecanduan bermain game online dengan prestasi, ansietas, kualitas tidur dan motivasi belajar pada remaja. Desain penelitian ini menggunakan metode literature review terkait keadaan pandemi Covid-19 yang membatasi peneliti dalam pengambilan data. Database yang digunakan terkait sumber referensi kecanduan game online dengan motivasi belajar pada remaja adalah database google cendikiawan atau google scholar, proQuest, dan pubmed. Berdasarkan dari studi literature review ini menunjukkan dari jurnal yang telah di review dapat disimpulkan bahwa terdapat hubungan antara kecanduan game online dengan prestasi, ansietas, kualitas tidur dan motivasi belajar pada remaja.
Kata Kunci: Kecanduan Game Online, Prestasi, Ansietas, Kualitas Tidur, Motivasi Belajar
ABSTRACT
Online gaming is a form of entertainment that is widely recognized by age, gender, and culture. Many people like online games from children, teenagers, and adults. The Steam game distribution plate recorded a game user record with more than 20 million users on March 16, 2020. The Indonesian Internet Service Providers Association (APJII) noted that one form of entertainment that many people chose during the Covid-19 pandemic was playing online games of 16.5. percent. This study aims to determine the relationship between addiction to playing online games with achievement, anxiety, sleep quality and learning motivation in adolescents. This research design uses a literature review method related to the Covid-19 pandemic which limits researchers in collecting data. The database used for reference sources for online game addiction with learning motivation in adolescents is the Scholar database or Google Scholar, ProQuest, and Pubmed. Based on this literature review study, it can be concluded that from 15 journals that have been reviewed, it can be concluded that: there is a relationship between online game addiction with achievement, anxiety, sleep quality and learning motivation in adolescents
Keywords: Online Game Addiction, Achievement, Anxiety, Sleep QualityLearning Motivation