具有学习动机的在线游戏成瘾关系

G. Octavia, Surilena Surilena, Erfen Gustiawan
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摘要

网络游戏成瘾是指在玩网络游戏时出现的一种无法控制的行为障碍。由于缺乏学习动机,学业成绩可能会下降,并受到负面影响。摘要本研究旨在探讨北雅加达初中生网络游戏成瘾与学习动机的关系。方法:采用横断面研究方法,对1474名初中生进行问卷调查,问卷由印度尼西亚网络游戏成瘾问卷(IOGAQ)和动机学习策略问卷(MSLQ)组成。纳入标准均为雅加达北部Kelurahan Penjaringan地区初中1至3级。排除标准是没有签署同意书的学生。采用双因素检验和多因素logistic回归检验对数据进行分析。结果:1474名被调查者中,14岁的占52.5%,女孩占37.8%。网络游戏成瘾在男生(90.1%)和女生(79.1%)中更为普遍,其中以初中一年级学生为主(87.3%)。网络游戏成瘾的受访者每周玩网络游戏的时间≥4天(95%),其中上学日(95.5%)或假期(94.2%)玩网络游戏的时间大于4小时/天。使用便携式工具的网络游戏类型为角色扮演游戏(85.8%)(94.8%)。学习动机低(86.3%)。有趣的是,双变量分析显示网络游戏成瘾与学习动机无显著关系(p≥0.05)。结论:网络游戏成瘾与学习动机无显著相关。然而,网络游戏成瘾需要密切监测,因为这可能会影响学习动机。
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HUBUNGAN ADIKSI ONLINE GAME DENGAN MOTIVASI BELAJAR PADA SISWA SEKOLAH MENENGAH PERTAMA DI JAKARTA UTARA
Introduction: Online game addiction is a disorder with uncontrolable behavioral when playing online games. The academic achievement may decrease and has been negatively affected due to lack of learning motivation. The purpose of this study was to explore the relation between online game addiction and learning motivation among junior high school students in north Jakarta.Methods: A cross-sectional study was conducted in 1,474 junior high school students by filling in the questionnaire, consisting of the Indonesian Online Game Addiction Questionnaire (IOGAQ) and the Motivation Learning Strategy Questionnaire (MSLQ). The inclusion criteria were all junior high school (SMP) class I to class III in Kelurahan Penjaringan, North Jakarta. The exclusion criteria were students who did not signed the consent form. Bivariate test and multivariate logistic regression test were performed to analyze data.Results: From 1,474 respondents, most of them (52.5%) were aged 14 years old and girls (37.8%). The addiction to online game was more prevalent in boys (90.1%) and girls (79.1%), mostly (87.3%) in grade 1 junior high school. The respondents with online game addiction often played online games ≥4 days/week (95%), with the duration of playing online games on school days (95.5%) or holidays (94.2%) was >4hours/day. The types of online games played was role playing games (85.8%) using a portable tool (94,8%). The learning motivation was low (86.3%). Interestingly, bivariate analysis showed no significant relationship between online game addiction and learning motivation (p≥0.05).Conclusion: There is no significant relation between online game addiction and learning motivation. However, online game addiction need to be closely monitored as this may impact the learning motivation.
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