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THE IMPACT OF ONLINE GAME ADDICTION ON LEARNING

ENTHUSIASM TO PROMOTE THE STUDENTS’ MOTIVATION TO


LEARN

Winda Agustini1, Marleni2


1,2
Universitas PGRI Palembang

E-mail: 1windaagustini24@gmail.com, 2marlenigandhi82@gmail.com

Accepted : ABSTRACT
The main purpose of this study is to examine the influence of online game
10 April 2023
addiction on the learning motivation of fourth-grade children. Specifically, the
Published :
research focuses on investigating the impact of online game addiction on the
10 July 2023 enthusiasm for learning among fourth graders at SDN 1 Bubusan. The study
Corresponding Author: involves fourth-grade students, class teachers, and parents of students who are
Marleni addicted to online games at the mentioned school. A descriptive-qualitative
Email Corresponding : research method is employed, and data collection techniques include observations,
marlenigandhi82@gmail.com
interviews, and questionnaires. Classroom sessions were observed to witness
teachers delivering learning materials, and interviews were conducted with
students, parents, and class teachers. Additionally, students completed
questionnaires to gather their perspectives. Data analysis consisted of data
reduction, data presentation, and drawing conclusions. The findings of this study
reveal that online game addiction among children has a detrimental impact on their
enthusiasm for learning. It leads to decreased motivation to study and a lack of
attentiveness towards teachers' explanations of learning materials.
___________________________

Keywords: Online Games, Impact of Online Game Addiction, Enthusiasm


for Learning

1. INTRODUCTION and enjoyable experiences (Adiningtiyas,


2017, p. 28). The development of online games
Technological advancements,
in Indonesia traces back to approximately 2003
industrialization, and the accumulation of
when games like Ragnarok Online, Gunbond,
knowledge are continually progressing,
and Seal were introduced. Initially, these
resulting in a wide range of technological
games required payment to play but managed
products that cater to diverse human needs in
to attract new players. The subsequent
areas such as education, healthcare, and
introduction of free online games further
entertainment. Among students, online gaming
boosted their popularity, drawing in more
has emerged as a highly popular and sought-
players, including novices (Kusumawardani,
after technology product in recent years.
2015, p. 156).
Online games have gained significant traction
due to their ability to provide entertainment
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Online games are visually immersive interest of elementary school children, leading
games played on computers or mobile phones them to spend extensive hours playing these
connected to the internet. These games present games at home. Ideally, children of this age
players with various challenges, and as a should engage in enjoyable play and socialize
result, individuals can easily develop addictive with their peers (Paremeswara & Lestari, 2021,
tendencies, forming habits that are difficult to p. 1474).
break. This addiction can cause players to lose
In addition to addiction, online games
track of time and their surroundings
can impact the social environment by fostering
(Paremeswara & Lestari, 2021, p. 1474).
laziness among players, including children and
Through community observations, researchers
students. Individuals addicted to online games
noted the engrossment of 15 elementary school
often experience a decline in their initial
children in playing games on their mobile
diligence towards studying or engaging in
phones. These children were identified as
other activities. This lack of enthusiasm
fourth graders attending SDN 1 Bubusan,
contributes to the growing number of online
which is situated in Bubusan village, Jejawi
game addicts. It is well-established that a
sub-district, Ogan Komering Ilir district, South
child's enthusiasm for learning plays a pivotal
Sumatra province.
role in determining their academic success.
Based on these observations, the Children with high levels of enthusiasm for
researchers aimed to investigate the impact of learning tend to learn more efficiently and
online gaming by gathering information from effectively.
both teachers and fourth-grade students at SDN
Enthusiasm for learning encompasses
1 Bubusan. According to the fourth-grade
all internal efforts that guide and ensure the
teacher, many students in that grade indulge in
continuity of learning activities, providing a
online gaming, which negatively affects their
sense of direction towards achieving learning
active participation in the learning process and
goals (Chairunnisa, Risnawati, & Wijayanti,
their discipline in attending school. The
2021, p. 290). It plays a crucial role in the
increasing popularity of online games has
learning process, aiding children in managing
attracted enthusiasts from diverse
and enhancing their academic achievements.
backgrounds, including adults, teenagers, and
With a strong enthusiasm for learning, children
even elementary school children. During this
become more interested and actively involved
developmental phase, children exhibit curiosity
in educational activities, maintaining their
and a desire to explore their surroundings.
motivation and diligently working towards
They possess an innate curiosity towards new
their goals. Online game players often lose
experiences and constantly seek opportunities
track of time and neglect their responsibilities,
for communication. Online games, being a
particularly elementary school-age children
novel and captivating experience, capture the
who excessively engage in gaming. Since

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online games lack personal connections, many evolution of single-player games, sharing a
elementary school-age children addicted to similar format, method, and general concept,
these games exhibit a diminished enthusiasm with the distinction that multiplayer online
for learning. Evidently, online games and the games allow for simultaneous participation by
level of enthusiasm for learning significantly numerous individuals. Burhan (as cited in
influence children's academic achievements. Trisnani & Wardani, 2018, p. 4) defines online
This realization prompted the researchers to games as computer games played by multiple
conduct a study titled "The Impact of Online players via the internet. These games are often
Game Addiction on the Learning Enthusiasm offered as additional services by internet
of Fourth-Grade Children at SDN 1 Bubusan." service providers or directly provided by
specialized gaming companies. When
engaging in online gaming, two essential
2. LITERATURE REVIEW
components are required: a computer system
Concept of Online Games capable of running the games and a reliable

Online games are interactive games internet connection.

that multiple players can access using an Online games are a form of electronic
internet connection. These games can also be media that present games through dynamic
played on personal devices, such as visuals, colours, and sound. They feature game
smartphones, in the form of mobile games. rules and various levels, offering entertainment
Mobile games are specifically designed and and often leading to addictive gameplay.
developed to be compatible with smartphones Operationally, online games are gaming
and tablet PCs. They are available on various platforms that incorporate engaging concepts,
platforms, including Apple iOS, Android, and three-dimensional graphics, and impressive
Windows Phone (Subandi, Faith, & Syam, effects (Adiningtiyas, 2017).
2022, p. 251). To play online games, the
History of Online Games
device used must be connected to the internet
The development of online games
network. Without internet connectivity, it is
itself cannot be separated from the
unlikely that online games can be accessed
development of computer technology and
(Derwis, Amri, & Reymond, 2020, p. 229).
computer networks. The explosion in the
Online games are characterized by
growth of online games itself reflects the rapid
their ability to enable multiple players to
growth of computer networks, which used to
participate simultaneously through online
be small (small local area networks) on the
communication networks (Trisnani &
Internet and continue to grow. When the first
Wardani, 2018, p. 4). According to Winn and
computers came out in 1969, only two people
Fisher (as cited in Trisnani & Wardani, 2018,
could use them to play games. Then came the
p. 4), multiplayer online games represent the
time-sharing computer so that more players

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could play without having to be in the same 2) Develop motor skills and hand-eye
room (Multiplayer Games), according to coordination, and players can enhance
Jessica Mulligan (Trisnani & Wardani, 2018, hand-eye cooperation.
p. 5). 3) Improve reading skills, and it doesn't make
sense if online games are a type of game
In 1970, when packet-based computer
that reduces students' interest in reading. In
networks were born, computer networks were
this case, online games can actually
not limited to LANs (Local Area Networks)
increase interest in reading the game.
but also included WANs (Wide Area
4) To improve English skills, most online
Networks) and became the Internet. Online
games use English in their activities, so
games that initially appeared were mostly
players need to know English vocabulary.
military simulation games or military aircraft,
5) With increasing gadget knowledge so that
which were later commercialised. These games
they can enjoy games comfortably and
inspired other games to be born and developed.
with prime image quality, online game
Aradhana Gupta (Trisnani & Wardani, 2018, p.
players are trying to find information about
6) mentions that in 1995, NSFNET (the
computer technical data and internet
National Science Foundation Network)
connections that can be used to play these
repealed regulations previously imposed on the
games.
gaming industry. After this cancellation, the
6) Games that develop students' imaginations
achievements of online game players and the
can help students develop their own
development of online games have been so
imaginations by using these imaginations
rapid (Trisnani & Wardani, 2018, p. 6).
to balance various events in the game and
Weaknesses and Strengths of Online Games
apply them in the real world (relevant and
According to Kustiawan & Utomo positive).
(2019, p. 11), online games have advantages 7) In multiplayer or pair games, students are
and disadvantages, among others, as follows: asked to coordinate and cooperate with

Advantages of online games: their friends (game members) to win the


game.
1) Improves concentration; each game has a
different difficulty level. Playing online Weaknesses of Online Games:

teaches the game to win games quickly and 1) Most of the games currently circulating are
efficiently and earn more points. Online designed to make players addicted. The
game players are more focused due to more a person is addicted to a game, the
multitasking, looking for loopholes to more the game maker profits. However,
avoid, and following the flow of the game. this manufacturer's profit is bad for the
The harder the game, the more psychological health of the players.
concentration is required.

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2) Although motivation to do negative things stop. (Adiningtiyas, 2017, p. 31). Addiction is


is not great, we often find cases in online the behaviour of dependence or a state of being
games where players try to steal physically or psychologically very strongly
credentials from other players in various attached to doing something and having a bad
ways. Then take the money there or buy feeling about not doing it fully (Santoso &
expensive equipment. Purnomo, 2017, p. 034). Addictions are
3) Speaking rudely and dirtyly, whether it's unhealthy and self-destructive habits or
happening somewhere in the world or only behaviours that are difficult to break,
in Indonesia, when playing in internet according to Yee (Trisnani & Wardani, 2018,
cafes or game centres, online players often p. 12). Addiction is a dependent behaviour that
say dirty and harsh words. is very strongly bound physically and
4) Disengagement from real activities and psychologically to doing something that is
attachment to the task of the game and the done in a fun way if it can be fulfilled (Hayadi,
feeling of playing it often lead to neglect 2021, p. 33).
of various activities. Among other things,
Definition of Online Game Addiction
religious, school, college, or work time is
Online game addiction is a condition
neglected to play or think about it.
in which a person plays online games
5) Changes in resting and eating habits often
excessively and becomes enslaved to this
occur in online gamers due to decreased
habit; they play them more frequently and care
self-control. Meal times become irregular,
less about the negative effects of their actions
and rest periods become shorter.
(Rohman, 2018, p. 161). The definition of
6) Decreased enthusiasm for learning in
online game addiction is a condition in which a
children because children who play online
person is bound by a very strong habit and
games tend to be more lethargic, sleepy,
cannot be separated from playing online
and weak due to playing games that like to
games; from time to time, there will be an
go too far during the day and at night, so
increase in the frequency, duration, or amount
their sleep patterns are not good enough.
of doing so, regardless of the negative
Definition of Addiction
consequences that exist in himself (Santoso &
Initially, the term addiction was used Purnomo, 2017, p. 034).
to identify self-destructive behaviour that
Online game addiction is a form of
included addicted individuals with a
addiction caused by internet technology, better
physiological dependence on an illegal drug.
known as internet addictive disorder, according
However, in the last 20 years, the term
to Trisnani & Wardani (2018), p. 75). Yee
addiction has broadened to include substances
(Trisnani & Wardani, 2018, p. 12) explained
or reinforcing behaviours that are affective,
that online game addiction is usually the
compulsive, self-destructive, and difficult to
behaviour of someone who wants to continue

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playing online games and spends a lot of time 2) The lack of good social skills makes
doing so, and it is likely that the person cannot children choose to play online games as a
control it. Young (Trisnani & Wardani, 2018, fun hobby.
p. 13) states that online game addiction is the 3) Parents have high expectations for their
behaviour of wanting to continue playing children's participation in various
online games that cannot be controlled or activities, such as courses or teaching, so
stopped. Online game addiction is the that children's main needs, such as
behaviour of someone who wants to continue togetherness and playing with family, are
playing online games and spends a lot of time forgotten.
doing so, and it is likely that the person cannot
Eager to learn
control them. Imanuel (Trisnani & Wardani,
The spirit of learning is all efforts
2018, p. 13).
within oneself that can lead to learning
Online Game Addiction Factors
activities, ensure the continuity of learning
Detria (Adiningtiyas, 2017, p. 33) said activities, and provide direction for learning
that many factors that influence a person to activities so that goals can be achieved
play online games can be seen both from (Chairunnisa, Risnawati, & Wijayanti, 2021, p.
within the individual (internal) and from 290). According to Puspitasari (Chairunnisa,
outside (external), so that teenagers become Risnawati, & Wijayanti, 2021, p. 292), the
addicted to online games. spirit of learning is all efforts within oneself
that can lead to learning activities, ensure the
Internal factors
continuity of learning activities, and provide
1) A strong desire to get high scores in online
direction for learning activities so that goals
games because online games are designed
can be achieved. Enthusiasm is an impulse that
in such a way that players are more curious
makes people act or behave in an enthusiastic
and want to get higher scores.
way related to the causes of behaviour, such as
2) The boredom experienced by adolescents
factors that encourage someone to do or not do
at home or at school and the inability to
something. Passion can be defined as the desire
prioritise other important activities are also
to achieve greater status, power, and
reasons for addiction to online games.
recognition. Passion can actually be seen as the
3) Lack of self-control among elementary
cornerstone of achieving success in various
school children means that children do not
areas of life through improving skills and will
know how to anticipate the negative
(Fiteriani, 2015, p. 293).
effects of playing too many online games.
Enthusiasm is an absolute requirement
External factors
in learning; a student who studies without
1) An uncontrolled environment because enthusiasm (or a lack of motivation) will not
many of his friends play online games. succeed optimally. In its implications for the

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world of learning, students will not be fully as that of parents at home. For children, the
motivated to learn. (Roffina, 2020, p. 810). teacher is considered the main figure who is
According to the aforementioned explanation, often imitated after the parent figure. For this
enthusiasm for learning is a potent emotion reason, teachers are expected to actively
that everyone experiences and that stimulates, participate in supervising children's
renews, and fosters a high level of desire. With development so they don't become addicted to
the spirit of learning, children will be more playing online games. According to Rini
enthusiastic about participating in the learning (Adiningtiyas, 2017, p. 38):
process, even though the material conveyed is
1) To provide students with understanding
difficult. Children will certainly try to do their
when explaining student material, the
best during the learning process because they
teacher can add messages about the
have a high level of enthusiasm for learning.
dangers or bad consequences of playing
Characteristics of Student Enthusiasm for online games.
Learning 2) Conducting raids From time to time,
teachers or schools may confiscate non-
According to Munandar, the
school-related items, especially cell
characteristics of students who are enthusiastic
phones.
about learning (Fiteriani, 2015, pp. 122–123)
3) Collaboration with parents of children
are as follows:
Give children homework to direct their
1) Persevere in facing tasks (can work
attention to online games.
continuously for long periods of time;
Focus on education in the family
don't want to stop before finishing).
2) Tenacious in the face of adversity (not The rapid development of technology
easily discouraged). has played an important role in information
3) Want to deepen the material or field of disclosure in this era. Children in the current
knowledge provided. era are technology connoisseurs, easily
4) Always try to perform as well as possible. adapting to various technological
5) Shows interest in unknown problems. developments. In this regard, digitalization is a
6) Happy and studious, full of enthusiasm. way or method of carrying out activities to
7) Can defend his opinions. achieve a goal. But of course, the negative
8) Pursue long-term goals (which can delay impact of the digital world on children must be
satisfying immediate needs until later). minimised. Parents have always taught their
9) Happy to find and solve problems. children about these principles. For example,
focus on studying during study hours rather
Teacher's Role in Teaching
than playing games on cellphones. Prohibit
Teachers are parents at school for
performing negative actions both in real and
students, so their role is more or less the same
digital space. Do not overdo something, and so

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on. Therefore, parents are obliged to provide carried out in May and June of the 2022–2023
principled values to their children, not digital school year. The subjects in this study were
methods. Because the method is easy to learn fourth graders at SDN 1 Bubusan who were
at school or on online learning platforms, it is addicted to online games. There were two
the values of the principles that underlie these informants in this study, namely the key
methods that are far more essential to teach the informant and the main informant. The key
child," he added. informants were fourth grade students at SDN
1 Bubusan, their parents, and fourth grade
Meanwhile, Wien Muldian (Faza,
teachers at SDN 1 Bubusan. While the main
Attalina, & Widiyono, 2022) argues that in this
informants are students who play online
technological era, the school-age generation
games.
has a more dominant visual learning style. This
is where Wien urges families to understand it This type of research data is divided
and also needs coaching or assistance from one into two parts, including: 1) Primary data
family member to another by involving sources; 2) Secondary data sources The data
technology. If the family already understands, collection technique in this study used a
it will be easy to carry out the learning process triangulation technique consisting of: 1)
together and learn collectively to understand Observation; 2) Interview; and 3)
the potential of each family member and the Questionnaire. Qualitative research data
potential of each of their children to develop analysis was carried out before entering the
themselves. If you already know what skills field, while in the field, and after completing
their children are interested in, it will be easier the field. The components of data analysis
for parents to provide different applications include data collection, data reduction, data
that can be used by each child. Various presentation, and inference, which is an
applications are also available everywhere. interactive process that is carried out
continuously until the correct conclusions are
obtained.
3. METHODS

The method used in this study is the


4. RESULTS AND DISCUSSION
qualitative descriptive method. Qualitative
descriptive research refers to research whose It is undeniable that the development
purpose is to investigate other conditions or of information technology as a learning
problems using information. This research resource in elementary schools greatly
would be conducted at SDN 1 Bubusan, which influences students, especially grade IV SD
is located at Jl. Raya Bubusan village, Jejawi Negeri 1 Bubusan students who already
District, Ogan Komering Ilir Regency/City, understand that using technology is part of fun
South Sumatra Province. The research was activities both in the learning process and in

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playing activities. The characteristics of online presentation of the data that has been obtained
game addiction are that students play games by drawing conclusions.
for 3–4 hours a day, so they cannot divide their No Indicator Frequency Addiction Amount
time. The psychological condition of the child Online level
game play
is disrupted, such as irritability, emotion, upset, time
1 benchmark < 2 Hours Low 8
sadness, and getting bored while Students
learning (Setiawati, Jacob, & Umari, 2018, p. 2 Level < 3 Hours Currently 7
Students
12). 3 Addicted > 4 Hours Tall 8
Online Students
Based on the results of research game
Source: Modification from (Attika Nabilla Amalia,
conducted at SD Negeri 1 Bubusan, which is
2022, p. 38)
located at SD Negeri 1 Bubusan, Jln Raya
Bubusan Village, Jejawi District, Ogan
The table above shows the frequency
Komering Ilir Regency, South Sumatra
with which children play games every day. 8
Province, The research was conducted from
of the 27 students studied were included in the
May 30 to June 9, 2023. The data is a study of
low addiction group, as seen from the time
the impact of online game addiction on the
spent playing online games, which was < 2
enthusiasm for learning of fourth graders at
hours; 7 students were in the medium category,
SDN 1 Bubusan. The data in this study is
as seen from the time spent playing games,
qualitative and obtained from observations,
which was < 3 hours; and 8 students were
interviews, and questionnaires. Observations
included in the addiction group. high seen from
were made at school with students; interviews
the time usually used to play games every day,
were conducted with teachers, students, and
namely > 4 hours a day. The next stage of
parents; and questionnaires were given to
analysis is presented in the form of a
students. After the researcher got the next set
description, as follows: There are problems
of data, he did the analysis.
that arise from playing online games. From the
Based on the data obtained by the
results of the observations, it can be seen that
researcher when conducting research in the
15 children experience problems such as a lack
field, before presenting it in the description,
of focus in learning, a lack of enthusiasm in
the researcher first triangulated the data, i.e.,
class, and not listening when the teacher is
obtained the data source and corrected the data
teaching. Subsequent observations revealed
found, to determine whether the observation
that students were diligent and focused on
results were in accordance with the results
doing the tasks given by the teacher. Based on
obtained during interviews and questionnaires.
the results of the observations, it was seen that
From the table above, it can be seen that the
children were doing the assignments given, but
data obtained is valid and appropriate. Then
there were students who seemed less focused
perform data reduction, data presentation, and
and tended to be preoccupied with their own
drawing conclusions. The following is a

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activities. The findings of the observations and the statement "no", which means they are less
the outcomes of the student enthusiasm enthusiastic about the learning process. Based
questionnaires show that research on online on the results of observations, all students
game addiction in students has an impact on often play online games for a long time, so
low student enthusiasm for learning. they are less enthusiastic about the learning
process because their minds are still thinking
Table of Student Response Questionnaire about the online games they play.
Results Addiction to online games causes
Number of physical effects, and through observations
No Question Items Alternative
Answers
made, it can be seen that the physical effects
Yes No that arise from playing online games are
1 I play online games. 23 4
2 I often play online games. 21 6 reduced vision abilities (Adinintyas, 2017, p.
3 When I come home from 16 11
school I immediately play
35). This influence arises because children
online games. playing online games, especially for a long
4 I spend a lot of time 12 15
playing online games. time, have an effect on their physical condition.
5 I often buy internet quota 15 12
to play online games. Mobile phones emit radiation, which affects
6 I often fall asleep while 9 18 eye vision when playing online games in a
studying because of the
impact of playing online position where the distance between the eyes
games and not
remembering the time. and the cellphone is quite close. And also the
7 I am passionate about 12 15
following the learning
position of playing online games in dark and
process. low-light places. When studying in class,
8 I always understand the 16 11
material explained by the children are less able to see the subject matter
teacher.
9 I do every assignment 12 15 that the teacher writes on the blackboard. And
given by the teacher well. it can be seen that when learning activities take
10 I did the homework the 14 13
teacher gave me at home, place, children show a lazy attitude, are not
and submitted it on time.
Amount 150 120 interested, and focus on themselves, not paying
Percentage 71% 27% attention to the teacher when explaining
Source: Modification from (Rine mahdalena, 2021)
learning.
The description of the questionnaire
When the teacher throws random
data shows that children make statements
questions at students, they are unable to answer
agreeing with the statement that students often
properly and correctly because they do not pay
play online games on a large scale. Other
enough attention to the teacher. From the
students also made similar statements.
results of the data collected, it can be
Furthermore, the impact of online game
concluded that parents play an important role
addiction on enthusiasm for learning, namely
in this focus. With permission from their
enthusiasm in the learning process, is based on
parents, children can freely access mobile
the results of the questionnaire. Students made
phones and play games as they please. Even

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though it has been restricted, there are some meaning of what they are learning, which
children who steal time when their parents are means games too have a positive impact on
working, and there are also those who don't students.
pay any attention to what their parents
say.According to the findings of research, the
6. SUGGESTIONS
effect of online game addiction is that children
Based on the above conclusions, the
play games every day with a stable frequency,
researcher provides the following suggestions:
and some even more frequently. This causes
the child to lose a lot of time doing other things, 1) For Students: Reducing time spent playing
but the child does not show guilt about it. online games so that children are not
Online games have a negative impact because addicted.
children become lazy to learn and feel playing 2) For Parents: Invite children to do useful
games is more fun. Games can take up activities such as reciting the Koran or
children's time and cause addiction, and they playing without using a cellphone; Give
are challenged to keep playing games until enough love and attention.
they win. 3) For Teachers: Get used to socialising with
the surrounding environment; Build a
conducive learning environment with your
5. CONCLUSION
closest friends.
The conclusion of the research results
and discussion of this research can be
7. REFERENCES
summarised as follows: Online game addiction
has an impact on students' enthusiasm for Adiningtiyas, S. W. (2017). The role of
learning. It can be seen when learning teachers in overcoming online game
addiction. KOPASTA Journal, 4 (1),
activities take place that children show a lazy 28-40.
attitude, are not interested, and focus on
Amalia, A. N., Hakim, L., & Hera, T. (2022).
themselves, not paying attention to the teacher Analysis of the Impact of Online
when explaining learning. The role of parents Game Addiction on Learning
Motivation of Elementary School
is quite important in this focus; with
Students. Journal of Education and
permission from parents, children can freely Counseling, 4 (4), pp. 1754-1760.
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