Pengaruh Game Online Terhadap Adab Akhlak Dan Tata Krama Siswa SDN Panjatan
Pengaruh Game Online Terhadap Adab Akhlak Dan Tata Krama Siswa SDN Panjatan
Keywords:
Game Online, Adab, Akhlak, Tata Krama, Sekolah DasarAbstract
Penelitian ini dilatarbelakangi oleh meningkatnya penggunaan game
online di kalangan peserta didik sekolah dasar yang berpotensi memengaruhi
adab, akhlak, dan tata krama kepada guru. Penelitian ini bertujuan mengetahui
pengaruh game online terhadap adab, akhlak, dan tata krama peserta didik di
SD Negeri Panjatan serta mengidentifikasi faktor-faktor yang memengaruhi
perubahan perilaku tersebut. Penelitian menggunakan metode campuran (mixed
methods) dengan pendekatan studi kasus. Teknik pengumpulan data dilakukan
melalui angket dan observasi terstruktur. Subjek penelitian berjumlah 78
peserta didik kelas IV–VI, dengan 43 peserta didik bermain game online dan
10 peserta didik dipilih sebagai subjek utama berdasarkan intensitas bermain
tertinggi. Hasil penelitian menunjukkan bahwa intensitas bermain game online
berpengaruh terhadap penurunan adab, akhlak, dan tata krama peserta didik
kepada guru. Peserta didik dengan durasi bermain lebih lama cenderung
menunjukkan perilaku kurang hormat, kurang disiplin, dan menurunnya
kesopanan. Hasil analisis statistik menunjukkan pengaruh signifikan game
online terhadap adab dan akhlak (R² = 0,433; sig. 0,039) serta tata krama (R² =
0,410; sig. 0,046). Faktor yang memengaruhi perubahan perilaku meliputi
durasi bermain, frekuensi bermain, interaksi sosial virtual, konten permainan,
dan ketergantungan emosional terhadap game online.
This research was motivated by the increasing use of online games
among elementary school students which has the potential to affect students’
manners, morals, and etiquette toward teachers. This study aims to determine
the influence of online games on students’ manners, morals, and etiquette
toward teachers at SD Negeri Panjatan and to identify factors in online games
that contribute to changes in such behavior. This study used a mixed method
with a case study approach. Data collection techniques were carried out
through questionnaires and structured observations. The research subjects
consisted of 78 students in grades IV–VI of SD Negeri Panjatan, with 43
students who played online games and 10 students selected as the main
research subjects based on the longest playing intensity. The results showed
that the intensity of playing online games affected the decline in students’
manners, morals, and etiquette toward teachers. Students with long playing
durations tended to show disrespectful behavior, lack of discipline, and
decreased politeness in interactions with teachers. The results of statistical
analysis showed that online games had a significant effect on students’ manners
and morals with an R square value of 0.433 and a significance value of 0.039.
In addition, online games also had a significant effect on students’ etiquette
with an R square value of 0.410 and a significance value of 0.046. Factors
influencing changes in students’ behavior include playing duration, playing
frequency, virtual social interaction, game content, and emotional dependence
on online games.
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