The Impact of the E-Sport Curriculum Toward Online Game Addiction

2021 ◽  
Vol 9 (1) ◽  
pp. 29-39
Author(s):  
Emka Farah Mumtaz ◽  
Safendrri Komara Ragamustari ◽  
Fajar Bambang Hirawan

Increasing cases of gamers in Indonesia reaching 34 million and addicted users to games have an impact on physical and psychological conditions. These phenomena need suitable intervention and government concern. Many alternatives can be an option. This study aims to identify the influence of E-sport Curriculum Policy toward Game Addiction among adolescents. This research uses a mixed-method in which the quantitative analysis uses regression data analyses in 4-scale of Likert and qualitative uses interview. The key question is based on Leman’s measurement criteria in gaming addiction, Custer and Russel’s E-sport Curriculum through feasibility test in the form of reliability test and validity test. The sample of this study are adolescents including junior and senior high school students with purposive random sampling. The hypothesis result shows the value of R-Square is 0.509 meaning that the proportion of variants of the game addiction behavior described by all independent variables is 50.9%, while 49.1% is influenced by other variables not examined. The combination of cognitive and behavioral aspects of the e-sports curriculum is believed to be a solution. The knowledge provided is in line with the treatment of game addiction players, and what is done will cause a reflection effect in line with the experts’ point of view.

2017 ◽  
Vol 25 (1) ◽  
pp. 13-19 ◽  
Author(s):  
Jiaming Rao ◽  
Haiqing Wang ◽  
Minhui Pang ◽  
Jianwei Yang ◽  
Jiayi Zhang ◽  
...  

ObjectivesCyberbullying research in China is in early stage. This study describes the cyberbullying experiences of junior and senior high school students in Guangzhou, China, and to examine the risk factors associated with cyberbullying perpetrators, victims and perpetrator-victims among students. We also investigated the frequency of cyberbullying and coping strategies of student victims.MethodsParticipants were 2590 students in grades 7, 8, 9 and 10 from six junior and senior high schools in October 2015 in Guangzhou, in south China, who completed a questionnaire. Data on participants' experiences with cyberbullying perpetration and victimisation during the previous 6 months were collected. Multinomial logistic regression was used to analyse factors associated with being perpetrators, victims and perpetrator-victims.ResultsIn this sample, 28.0% (725) of participants reported being a perpetrator and 44.5% (1150) reported being a victim in the previous 6 months. Specifically, 2.9% (74) reported being perpetrators only, 19.3% (499) reported being victims only and 25.2% (651) reported being perpetrator-victims (both perpetrator and victim). In addition, flaming was the most common form of cyberbullying in both perpetration and victimisation. Logistic regression analyses indicated that online game addiction in participants was associated with increased odds of being a perpetrator only; no democratic parenting style in the mother and physical discipline by parents were associated with increased odds of being a victim only; male students, students with low academic achievement, those spending over 2 hours a day online, experiencing physical discipline from parents and online game addiction were associated with increased odds of both perpetration and victimisation.ConclusionsCyberbullying is a common experience among Chinese junior and senior high school students. These findings add to the empirical data on cyberbullying and reinforce the urgent need for cyberbullying prevention in China. Furthermore, from the perspective of practice, it is important to raise our awareness of cyerbullying and reduce the risk factors.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


2019 ◽  
Vol 35 (3) ◽  
pp. 444-452
Author(s):  
Seyhan Bekir ◽  
Eyüp Çelik

En este estudio, el objetivo fue examinar el nivel de adicción a los juegos en línea entre los estudiantes de secundaria en términos de necesidades psicológicas básicas y búsqueda de sensaciones. El grupo de estudio consistió en 214 estudiantes de secundaria, 150 de los cuales eran hombres y 64 mujeres. Los datos del estudio se recolectaron utilizando la Escala de Adicción a los Juegos en Línea, la Escala de Necesidades Psicológicas Básicas y la Escala de Búsqueda de Sensaciones. La variable dependiente de la investigación es la adicción a los juegos en línea, mientras que las variables independientes son la búsqueda de emoción, las necesidades psicológicas básicas, el género, el tipo de juego en línea que el individuo aprende en línea y el tipo de juego en línea. El análisis de regresión múltiple se utilizó para determinar si las variables independientes predijeron la variable dependiente. De acuerdo con el resultado del análisis de correlación, se ha encontrado que existe una relación positiva y significativa entre la adicción al juego en línea y la búsqueda de sensaciones y las necesidades psicológicas básicas. In this study, it was aimed to examine the level of online game addiction among high school students in terms of basic psychological needs, sensation seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The dependent variable of the research is the online game addiction, while the independent variables are the search for excitement, basic psychological needs, gender, the type of online game the individual learns online and the type of online game played. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. In addition, it was determined by independent sample t test whether the level of online gaming addiction differed according to sex, and at the same time whether the individual was different according to the type of online game or not was also examined by one way variance analysis. According to the result of correlation analysis, it has been found that there is a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs. Besides, it was also determined that the level of online game addiction differ statistically significantly depending on the variables such as gender, from whom the game was learned and the type of online game.


2021 ◽  
Vol 15 (2) ◽  
pp. 227-245
Author(s):  
Ahmad Muhazir ◽  
Kana Hidayati ◽  
Heri Retnawati

Penelitian ini bertujuan untuk (1) mendeskripsikan kemampuan literasi matematis dan self-efficacy siswa kelas XI SMA; (2) mendeskripsikan dampak perbedaan kebijakan sistem zonasi terhadap kemampuan literasi matematis dan self-efficacy siswa kelas XI SMA; dan (3) mendes­kripsikan hubungan antara literasi matematis dan self-efficacy siswa kelas XI SMA. Penelitian survei ini melibatkan 346 siswa dari Kota Banjarmasin dan 321 siswa dari Kota Palangka Raya. Kedua kota tersebut memiliki kebijakan zonasi yang berbeda. Pengumpulan data dila­kukan me­lalui tes dan angket yang telah memenuhi kriteria valid dan reliabel. Teknik analisis data yang digunakan adalah statistik deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa literasi matematis siswa di Kota Banjarmasin dan Kota Palangka Raya berada pada kategori ren­dah, sedangkan self-efficacy siswa pada kedua kota berada pada kategori sedang. Tidak terdapat per­bedaan yang bermakna pada rata-rata literasi matematis antara siswa di Kota Banjarmasin dan Palangka Raya. Namun demikian, terdapat perbedaan yang bermakna pada rata-rata self-effi­cacy antara siswa di Kota Banjarmasin dan Palangka Raya. Kebijakan zonasi di Kota Palangka Raya menyebabkan perbedaan rata-rata literasi matematis siswa pada sekolah kategori tinggi, sedang, dan rendah. Sedangkan kebijakan zonasi di Kota Banjarmasin menyebabkan perbedaan rata-rata self-efficacy siswa pada sekolah kategori tinggi, sedang, dan rendah. Terakhir, terdapat korelasi positif yang signifikan (meskipun lemah) antara literasi matematis dan self-efficacy siswa kelas XI SMA di Kota Banjarmasin dan Kota Palangka Raya (r = 0,194). Mathematical literacy and self-efficacy of students in terms of differences in zoning system policies.AbstractThis study aimed to (1) describe the mathematical literacy abilities and self-efficacy of eleventh-grade senior high school students; (2) describe the impact of differences in zoning system policies on the mathematical literacy and self-efficacy of eleventh-grade senior high school students; and (3) describe the relationship between mathematical literacy and self-efficacy of eleventh-grade senior high school students. This survey involved 346 students from Banjarmasin City and 321 students from Palangka Raya City, Indonesia. The two cities have different zoning policies. The data was collected through tests and questionnaires that met the valid and reliable criteria. The data analysis technique used was descriptive and inferential statistics. The results showed that students’ mathematical literacy in Banjarmasin and Palangka Raya City was in a low category, while self-efficacy in both cities was in the medium category. There was no significant difference in the mean of mathematical literacy of students in Banjarmasin and Palangka Raya City. How­ever, there was a significant difference in the mean of self-efficacy of students in Banjar­masin and Palangka Raya City. The zoning policy in Palangka Raya City causes differences in the mean of mathematical literacy of students in high, moderate, and low category schools. In contrast, the zoning policy in Banjarmasin City causes differences in the mean of self-efficacy of students in high, medium, and low category schools. Lastly, there was a significant positive correlation (al­though weak) between mathematical literacy and self-efficacy of eleventh-grade senior high school students in Banjarmasin and Palangka Raya City (r = 0.194).


2016 ◽  
Vol 1 (1) ◽  
pp. 68
Author(s):  
Kurniawan Yudhi Nugroho ◽  
Khosiatul Fitri

This research was an attempt to investigate the use of Jigsaw learning Strategy in term of improving students’ reading ability. This six month project was conducted to Senior-high school students around Semarang. In order to get to know the impact of this program, this research required two classes designed as the class of experiment and the class of control. Each class would have its roles in this research. As the project was completely done, it was observed that the mean score of the posttest in the class ofexperiment (85.4412) was higher than that of the class of control (67.95). Of referring to the data, this was concluded that this learning strategy was positively effective to improve students’ learning performance in reading.


2014 ◽  
Vol 13 (3) ◽  
pp. 504-515 ◽  
Author(s):  
TzuFen Su ◽  
Meng-Tzu Cheng ◽  
Shu-Hua Lin

This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students’ understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students’ learning of how the immune system works. The implications and suggestions for future work are further discussed.


1996 ◽  
Vol 18 (2) ◽  
pp. 141-153 ◽  
Author(s):  
Julia B. Smith

This study investigates the lasting impact of taking algebra before high school on students ‘subsequent mathematics attainment in high school. Using a nationally representative sample of high school students, I explore the effects of early access to algebra on students’ access to advanced mathematics courses and subsequent high school math achievement. Results demonstrate that early access to algebra has an effect beyond simple increased knowledge measures and, in fact, may “socialize” a student into taking more mathematics, regulating access both to advanced coursework and increased achievement in high school. Implications for broader curriculum policy changes concerning early access to algebra are discussed.


2019 ◽  
Vol 8 (4) ◽  
pp. 3147-3151

This research was conducted to investigate the impact of digital storytelling towards senior high school students’ speaking ability in various text genres, and analyze in what extend it works effectively. The researchers used an action research and random sampling technique. The steps in this design are Planning, acting, observing, and reflecting. The sample of this research was 34 students of tenth grade science 4. The researchers defined there was difference between Cycle 1 (before giving treatment) and Cycle 2 (after giving treatment). In Cycle 1, only 15 students (44,11 %) could pass standard minimum criteria (KKM) with the upper value 75. On the other hand, Cycle 2 showed 27 students could achieve KKM. Futhermore, this method assisted teacher in comperending material, generated students’ critical thinking, creativities, and confidence not only in education field but also technology field. Overall, this research reveals there are significant influences of digital storytelling method towards senior high school students’ speaking ability in various text genres.


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