scholarly journals Interest in Learning of Indonesian Students with Online Gaming Addiction In The Academic Learning Process

2021 ◽  
Vol 4 (1) ◽  
pp. 36
Author(s):  
Yanuar Fahrizal ◽  
Nurul Faiga

Student interest in learning has been declining due to the increasing number of distractions. Interest is one of the important factors contributing to one’s desire and motivation to satisfy curiosity. As the times evolve, many things affect student interest in learning; one of which is smartphones equipped with the internet that promotes the ease of performing activities. Smartphones and the internet offer online games that can be accessed by anyone to play at any time, which can trigger online gaming addiction. The study aims to examine the interest in learning of nursing students who are addicted to online games. This study employed a qualitative method with a phenomenological approach. Data were collected through interviews, observations and documentation. The participants of the study were five students recruited using a snowball sampling method. Data were analyzed using Giorgi method. Results showed that interest in learning of students with online gaming addiction in the academic learning process varies. This can be seen through three emerging themes: student gaming behaviour, changes in students after online gaming, and the learning process of students with addiction to online games. It can be concluded that students’ online game behaviour is influenced by impulsivity that changes student behaviour and leads to addiction.

PLoS ONE ◽  
2021 ◽  
Vol 16 (12) ◽  
pp. e0259802
Author(s):  
Isabel Antón-Solanas ◽  
Elena Tambo-Lizalde ◽  
Nadia Hamam-Alcober ◽  
Valérie Vanceulebroeck ◽  
Shana Dehaes ◽  
...  

Introduction European societies are rapidly becoming multicultural. Cultural diversity presents new challenges and opportunities to communities that receive immigrants and migrants, and highlights the need for culturally safe healthcare. Universities share a responsibility to build a fair and equitable society by integrating cultural content in the nursing curricula. This paper aims to analyze European student nurses´ experience of learning cultural competence and of working with patients from diverse cultural backgrounds. Materials and methods A phenomenological approach was selected through a qualitative research method. 7 semi-structured focus groups with 5–7 students took place at the participants’ respective universities in Spain, Belgium, Turkey and Portugal. Results 5 themes and 16 subthemes emerged from thematic analysis. Theme 1, concept of culture/cultural diversity, describes the participants’ concept of culture; ethnocentricity emerged as a frequent element in the students’ discourse. Theme 2, personal awareness, integrates the students’ self-perception of cultural competence and their learning needs. Theme 3, impact of culture, delves on the participants’ perceived impact of cultural on both nursing care and patient outcomes. Theme 4, learning cultural competence, integrates the participants’ learning experiences as part of their nursing curricula, as part of other academic learning opportunities and as part of extra-academic activities. Theme 5, learning cultural competence during practice placements, addresses some important issues including witnessing unequal care, racism, prejudice and conflict, communication and language barriers, tools and resources and positive attitudes and behaviors witnesses or displayed during clinical practice. Conclusion The participants’ perceived level of cultural competence was variable. All the participants agreed that transcultural nursing content should be integrated in the nursing curricula, and suggested different strategies to improve their knowledge, skills and attitudes. It is important to listen to the students and take their opinion into account when designing cultural teaching and learning activities.


2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.


Author(s):  
Boby Nurmagandi ◽  
Achir Yani S. Hamid

Excessive online gaming can lead to physical health problems, including poor sleep quality, insomnia, cardiovascular diseases, as well as vision and wrist problems, while such psychosocial issues as stress, anxiety, depression, and decreasing levels of life satisfaction can also occur. This systematic review aims to determine the predisposing factors responsible for online gaming addiction to become reference in the prevention efforts. An article search was systematically conducted through ProQuest, ScienceDirect, Scopus, SAGE Publication, and EBSCOhost databases of 2015 – 2020 based on established inclusion and exclusion criteria, and 14 articles identified using PRISMA guidelines fulfilled the requirements. The review of these articles found that the biological predisposing factors in online gaming addiction consist of dysfunctional impulsivity, male gender, and appetite. The psychological aspects include history of physical and verbal abuse and bullying, lack of attention, stress, anxiety, depression, low level of self-resilience, self-esteem issues, low self-control, low self-efficacy, low life expectancy, motivation, emotional intelligence, and attention from the environment. Meanwhile, the sociocultural aspects are social support and control, length of time and devices used to play online games, types of online games, vulnerable social relations, hyperactivity, dissociation, sensation seeking, adequate daily activities, and active participation in online gaming communities. Predisposing factors can become a protective factor as well as risk factor of individuals in online gaming addiction based on the applied coping mechanisms.


Author(s):  
Julián Rodríguez-Almagro ◽  
Antonio Hernández-Martínez ◽  
Cristina Romero-Blanco ◽  
Alejandro Martínez-Arce ◽  
Maria del Carmen Prado-Laguna ◽  
...  

In the early stages of the 2019 coronavirus pandemic in Spain, the Spanish health system was overwhelmed, mainly due to a lack of personnel, and many hospital centers collapsed by following avalanche of patients with COVID-19; this meant that the National System of Health called for fourth-year nursing students to come to the hospital as health care personnel. Our aim was to describe the perceptions and experiences of a sample of nursing students during the early stages of the outbreak. We conducted a qualitative study with an empirical-phenomenological approach. Twenty nursing students in their final year of study in Spain were recruited using purposive and snowball sampling. They participated in in-depth interviews between 20 April and 10 May 2020. The interviews were transcribed and then analyzed using Haase’s adaptation of Colaizzi’s phenomenological method. Four main themes emerged from data analysis: “social responsibility and pride as a health worker”, “pressure caused by working with COVID-19 patients”, “feeling defenseless and let down”, and “personal growth as a health worker”. These main themes were further divided into 11 theme categories. Due to an intense work day for several days in a row, the students were tired and mentally exhausted. Even so, they managed to overcome any difficulties, demonstrating their professional dedication and resilience. Greater preparatory support should be provided to safeguard the well-being of these future healthcare providers. More intensive preparatory training is necessary for health sciences students to facilitate crisis preparedness and effective crisis management. It is necessary to implement support from healthcare systems, including sufficient personal protective equipment, as well as contracts that accurately reflect the work they do. It is necessary for nursing supervisors to have effective communication in the performance of their functions with nursing students; this dialogue helps to clearly explain which are the functions that students must perform when they are carrying out their internships. There is also a need for preparatory training in managing infectious diseases such as COVID-19.


2020 ◽  
Vol 7 (10) ◽  
pp. 875-894
Author(s):  
Yeni Yuliana

Abstract The internet can be made as a way to transfer knowledge from lecturers to students, while Learning that utilizes the internet is one of the E-Learning Learning media. E-learning is distance learning that utilizes computer technology or computer networks or the Internet E-learning, so that it can enable the learning process through computers in their respective places without having to physically go to attend classes or lectures in class, Systems e-learning learning is a new way of teaching and learning. E-learning as a special learning media PAI courses provide a very important role and a large function in the course because so far there are many shortcomings and weaknesses such as the limitations of space and time in the teaching and learning process through E-learning which prioritizes the efficiency of learning so students get full teaching even though they do not have to be face to face, can also be accessed anywhere, anytime, according to the assignments given by the lecturer usually scheduled with a specified deadline. The development of education towards e-learning is a must so that the quality standards of education can be improved, E-learning is one of the uses of internet technology in the delivery of learning and its broad reach. E-learning can also be an answer to a health problem that is Pandemic Corona (Covid-19) which is very influential also in every aspect of life, especially in education.Keywords: Effectiveness, Utilization, Islamic Religious Education, E-Learning, Covid 19. Abstrak Internet dapat dijadikan cara untuk mentransfer ilmu pengetahuan dari Dosen kepada mahasiswa/mahasiswi. Adapun Pembelajaran yang memanfaatkan internet salah satunya adalah media pembelajaran E-Learning. E-learning adalah pembelajaran jarak jauh (distance learning) yang memanfaatkan  teknologi komputer atau jaringan komputer atau internet E-learning, sehingga dapat  memungkinkan proses pembelajaran melalui komputer di tempat mereka  masing– masing tanpa harus secara fisik  pergi  mengikuti pelajaran atau pun  perkuliahan di kelas,  Sistem pembelajaran e-learning adalah cara baru dalam proses belajar mengajar. E-learning  sebagai   media pembelajaran khususnya mata kuliah PAI memberikan  peran   sangat   penting  dan fungsi yang besar pada mata kuliah tersebut karena selama  ini terdapat banyak  kekurangan  dan kelemahan seperti keterbatasan ruang dan waktu dalam  proses belajar  mengajar melalui E-learning yang  mengedepankan keefisienan dalam belajar sehingga  mahasiswa mendapat pengajaran yang penuh meski tidak harus bertatap muka, juga bisa di akses di mana saja, kapan saja,  sesuai dengan tugas yang diberikan oleh dosen biasanya terjadwal dengan  batas  waktu  yang  di tentukan. Pengembangan  pendidikan menuju e-learning merupakan suatu keharusan agar standar mutu pendidikan dapat ditingkatkan,  E-learning merupakan salah satu penggunaan teknologi internet dalam penyampaian  pembelajaran  serta  jangkauannya yang luas. E-learning  juga dapat menjadi jawaban dari suatu permasalahan kesehatan yaitu Pandemi Corona (Covid-19) ini yang sangat berpengaruh juga pada setiap aspek kehidupan terutama bidang pendidikan.Kata kunci  :  Keefektifitas, Pemanfaatan, Pendidikan Agama Islam,  E-Learning, Covid 19.  


2018 ◽  
Vol 2 (1) ◽  
pp. 80
Author(s):  
Muhamad Mustaqim

This paper examines the education of good netizens through a hidden curriculum. The tendency of internet citizens who prefer to spread insults, hatred and even slander, is a problem for the school. Through an excellent netizen-based education strategy, students can be equipped with the values and character of how to use the internet and become good internet citizens. Procedures that can be done in building good netizens through hidden curricula, namely schools are expected to have an educational ideology oriented to multiculturalism, as well as a school culture that is paradigmatic of love and affection. Besides, the teacher must be able to be a good example, through the learning process, always tucking in the value of tolerance and ethics of internet usage. Finally, schools are expected to be able to build a favorable organizational climate.


2021 ◽  
Author(s):  
Voon Nyet Teng ◽  
Abdul Rahman Abdul Manaf ◽  
Mohommad Rezal Hamzah ◽  
Husna Afifi Mohd Yusoff ◽  
Huzili Hussin ◽  
...  

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