Skripsi
HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DENGAN PROKRASTINASI AKADEMIK PESERTA DIDIK SMP NEGERI 2 INDRALAYA
This research aims to investigate the relationship between the intensity of playing online games and the level of academic procrastination among students at SMP Negeri 2 Indralaya. The research method employed is quantitative correlational, utilizing the proportional random sampling technique for sample selection. The sample size was determined using the Slovin formula to ensure sample representativeness. The population of this study consisted of 266 students at SMP Negeri 2 Indralaya, with a sample size of 100 students. The research instrument used Likert scales to measure the intensity of online game usage and the scale of academic procrastination. Data were collected through the distribution of questionnaires to the respondents. Data analysis was conducted using the Pearson Product Moment statistical method to determine the extent of the relationship between the variables of online game usage intensity and academic procrastination. The results of the data analysis showed that the level of online game usage intensity was classified as high, with a percentage of 33% (33 students), and the level of academic procrastination was classified as high, with a percentage of 37% (37 students). The correlation coefficient (r) was 0.787, and the significance (2-tailed) was 0.000 or < 0.05, indicating a significant relationship between the intensity of online game usage and academic procrastination. The hypothesis in this research is that H0 is rejected, and H1 is accepted. Thus, it can be concluded that there is a positive relationship between the intensity of online game usage and academic procrastination among students at SMPN 2 Indralaya.
Inventory Code | Barcode | Call Number | Location | Status |
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2407000003 | T137415 | T1374152023 | Central Library (Referens) | Available but not for loan - Not for Loan |
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