OVERVIEW OF FREQUENCY OF ONLINE GAME USE ON ELEMENTARY SCHOOL STUDENTS' ACHIEVEMENT MOTIVATION

Selly Retna, Anjani and Lely Ika, Mariyati OVERVIEW OF FREQUENCY OF ONLINE GAME USE ON ELEMENTARY SCHOOL STUDENTS' ACHIEVEMENT MOTIVATION. International Journal Multidisciplinary (IJMI), 2 (4). ISSN 3031-9870

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Abstract

Objective: The purpose of this study was to determine the effect of the frequency of online game use on the achievement motivation of elementary school students. Method: 140 fourth and fifth grade students from SDN X in Sukodono District, Sidoarjo Regency were sampled using a purposive sampling strategy. The results showed a negative relationship (r = -0.379; p <.001) between the frequency of online game use and achievement motivation, according to the Pearson product-moment correlation analysis method. Results: The results showed a negative relationship (r = -0.379; p <.001) between the frequency of online game use and achievement motivation, according to the Pearson product-moment correlation analysis method. This means that students' achievement motivation decreases when the frequency of online game use increases, and vice versa. Novelty: One of the interesting and relevant internal factors among students today is the use of online games. Additional Background (not explicitly labeled in original): The current phenomenon shows that there is a lot of decline and low achievement motivation from elementary school level to the next level of education.

Item Type: Article
Depositing User: ANTIS INTERNATIONAL PUBLISHER
Date Deposited: 26 Jul 2025 22:13
Last Modified: 26 Jul 2025 22:13
URI: http://repository.antispublisher.my.id/id/eprint/60

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