- Online Games,
- Mobile Legends,
- Prokrastinasi
Copyright (c) 2022 Mochamad Saputra Oetomo, Eni Fariyatul Fahyuni
This work is licensed under a Creative Commons Attribution 4.0 International License.
Abstract
Mobile Legends is an internet network-based game and is also popular in Indonesia. Academic procrastination is a tendency to delay starting or completing work as a whole. The purpose of this study was to determine the use of Mobile Legend games among adolescents in Jambangan Village and to determine the impact of Mobile Legends games on adolescent procrastination in Jambangan Village. The purpose of this research is to find out the use of Mobile Legends games among teenagers in Jambangan Village and to find out the impact of Mobile Legends games on adolescent procrastination in Jambangan Village. This study used qualitative research methods. The data collection techniques used are observation, interviews and documentation. The results of this study found that the use of the Mobile Legends game can be seen from (1) addiction, (2) requiring refreshment to relieve stress, (3) following trends that are emerging in the surrounding environment, (4) there is curiosity from within them. the impact of the Mobile Legends game can have an impact on adolescent procrastination, being lazy to study, school assignments being delayed and piling up, not being on time to do it, often neglecting assignments, delaying worship time. As for there are other impacts from the negative and positive sides, among others: often say dirty, wasteful and can improve English.
References
- F. Mar’ie and E. F. Fahyuni, “Analisis Pengaruh Game Online Terhadap Perilaku Keagamaan Remaja,” Oasis J. Ilm. Kaji. Islam, vol. 5, no. 2, p. 42, 2021, doi: 10.24235/oasis.v5i2.7700.
- B. Haryanto and G. N. Budiadnyana, “Pengembangan Aplikasi Android Tentang Hubungan Perencanan Karir dan Mata Kuliah ( Studi Kasus STMIK Insan Pembangunan ),” vol. 6, no. 4, pp. 749–753, 2022.
- I. Q. Nada, “Pengaruh Game Online Mobile Legend terhadap Sikap Belajar Siswa Kelas XI MIPA 2 SMAN 1 Taman,” pp. 1–78, 2019.
- N. F. Khoiri, “Dampak Bermain Game Online Mobile Legends Terhadap Toxic Disinhibition Online,” Fak. Ushuludin, Adab Dan Dakwah Inst. Agama Islam Negeri Ponorogo, p. 6, 2021.
- pengki saputra, “Kemampuan Kontrol Diri Remaja Pecandu Game Mobile Legends Di Kelurahan kebun beler kota Bengkulu Skripsi,” Prodi Bimbing. Konseling Islam Jur. Dakwwah Fak. Ushuluddin Adab dan Dakwah Inst. Agama Islam Negeri(IAIN) Bengkulu, no. 2, pp. 1–13, 2019.
- A. R. Sudharto, Game online mobile legends, vol. 5, no. 1. 2018.
- S. Muyana, “Prokrastinasi akademik dikalangan mahasiswa program studi bimbingan dan konseling,” Couns. J. Bimbing. dan Konseling, vol. 8, no. 1, p. 45, 2018, doi: 10.25273/counsellia.v8i1.1868.
- S. bintang Rivanda, “Penerapan Konseling Kelompok Untuk Menurunkan Prokrastinasi Akademik Pada Remaja,” J. Pendidik. dan Kebud., vol. 2, no. 1, pp. 1–8, 2022, doi: 10.55606/jurdikbud.v2i1.130.
- R. P. Ramadhan and H. Winata, “Prokrastinasi Akademik Menurunkan Prestasi Belajar Siswa,” J. Pendidik. Manaj. Perkantoran, vol. 1, no. 1, p. 154, 2016, doi: 10.17509/jpm.v1i1.3260.
- Zuraida, “Hubungan prokastinasi akademik dengan prestasi belajar pada mahasiswa fakultas psikologi Universitas Potensi Utama,” kognisi J., vol. 2, no. 1, pp. 30–41, 2017.
- I. Nurdin and S. Hartati, Metodologi Penelitian Sosial. 2019.
- M. Dr. Asfi Manzilati, SE., “metodologi-penelitian-kualitatif.pdf.” .
- M. Fitrah and Luthfiyah, “Metodologi penelitian; penelitian kualitatif , tindakan kelas & study kasus,” September. p. 234, 2017.
- K. Rohman, “Agresifitas Anak Kecanduan Game Online,” martabat J., vol. 2, no. 1, 2019, doi: 10.21274/martabat.2018.2.1.155-172.
- W. K. Riska & Budiyono, “Dampak Game Online Mobile Legends terhadap Perilaku Remaja,” Antropocene J. Penelit. Ilmu Hum., vol. 1, no. 1, pp. 1–7, 2021, [Online]. Available: https://journal.actual-insight.com/index.php/antropocene/article/view/16.
- H. Ruby Anggara Pratama, Efri widianti, “Tingkat Kecanduan Game Online Pada Mahasiswa Fakultas Keperawatan,” vol. 3, no. 2, pp. 110–118, 2020.
- T. W. Astuti, “Socio Humanus Kontribusi Kecanduan Game Online,” pamaaksara, vol. 2, no. 2, pp. 127–136, 2020.
- O. K. S. Annisa Amalia Sabella, Romiaty, “Pengaruh Penggunaan Game OnlineTerhadap Prokrastinasi Akademik Siswa SMA Muhammadiya 1 Palangka Raya Tahun Ajaran 2020/2021,” vol. 9, no. 2, pp. 501–505, 2021.
- S. N. Sandya and A. Ramadhan, “Pengaruh Intensitas Bermain Game Online Terhadap Perilaku Prokrastinasi Akademik Mahasiswa,” Psikoborneo J. Imiah Psikol., vol. 53, no. 1, pp. 1689–1699, 2021.
- D. Rani, “Dampak Game Online Mobile Legends:Bang Bang Terhadap Mahasiswa Di Fakultas Ilmu Sosial Dan Ilmu Politik Universitas Medan Area,” Univ. Medan Area, 2018.
- Kardina, “Peran Orang Tua Dalam Meminimalisir Kecanduan Game Online Pada Anak Usia Sekolah Di Kota Palopo,” Fak. Ushuluddin, Adab dan Dakwah Inst. AgamaIslam Negeri Palopo p. 21, 2020, [Online]. Available: file:///C:/Users/User/Downloads/Refjur 2 (Kardina Univ IAIN Palopo).pdf.
- I. S. Anggraini, “Dampak Game Online Terhadap Prestasi Akademik Peserta Didik Di Madrasah Ibtidaiyah Al Munawarah Kota Jambi,” Univ. Islam Negeri Sultan Thaha Saifuddin Jambi p. 6, 2021.