scholarly journals An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students

2017 ◽  
Vol 20 (2) ◽  
pp. 404-419
Author(s):  
Ju Oh ◽  
Jung ran Park
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.


2015 ◽  
Vol 4 (1) ◽  
Author(s):  
Sastika Seli

Teaching language is an attractive activity both for the teacher and for the acceptor. They can interact together in this act. Teaching English is a challenge for the teachers to make the students interest in English because as we know English is not the first language for some countries in this world including Indonesia. There are various ways and ideas to teach English so that it can be fun and interest to be taught and to be learnt. But those ways and ideas also should be an up date method and also use a modern technology to be implemented. Along with the development of modern technology, the teachers should involve with it and make it as a part of English teaching tools. Two of the famous and sophisticated tools are computer and the internet. These things have a close relation to be urgent equipment for people. In this article, the writer wants to purpose the use of online games as a way to teach English for junior high school. Te article aims to give another teaching alternative in attracting the junior high school students to learn English in funny and enjoyable way. Through online games they do not only can play the various games but also indirectly they do the exercises of English skills.


2020 ◽  
Vol 11 (1) ◽  
pp. 40-51
Author(s):  
Maryam Sepehri ◽  
Reza Ziaei ◽  
Elaheh Baybordi ◽  
Vahab Asl Rahimi ◽  
Bahram Samadi Raad ◽  
...  

2016 ◽  
Vol 4 (1) ◽  
pp. 63
Author(s):  
Vetty Putri Tanjung

The purpose of this study was to analyze the effects of online games towards aggressiveness of junior high school students in Sidoarjo Regency. This research used a quantitative research through an explanatory approach. The sampling technique in this study was a random sampling of 100 students in the Krian District, Sidoarjo Regency. Analyzing data used linear regression. The results showed that the online games that is currently booming in Sidoarjo Regency were Game Action Adventure (78.2%), Game action "lostaga" (77.2%), FPS (first person shooter) "Cross Fire" (73, 4%). Aggressiveness that was the most often done by the respondent did not serve the conversation (75.4%) did not prevent others to hurt those who have hurt him (71.2%), and did not talk the person who has hurt him (69.2%). Based on research showed that, the study of online games did not affect to the aggressiveness of the child.


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Agussalim A ◽  
M. Natsir ◽  
La Jumu ◽  
Sukatemin Sukatemin ◽  
Sisilia Teresia Rosmala Dewi

IntroductionOnce the enormity of online games took over the attention of many teens and children so that it brought a big change. Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.ObjectivesThis study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.MethodsThe research method used was analytical research using cross sectional design. Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.ResultThe correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p = 0, 00 <0.05. This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students. These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents. This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior. The higher the length of playing online games, the higher the aggressive behavior of teenagers, conversely the lower the longer playing online games, the lower the aggressive behavior of teenagers.


2019 ◽  
Vol 7 (2) ◽  
pp. 217-226
Author(s):  
Christina Andrea ◽  
Reny Yuliati

Online games have become one of the most popular entertainments among adolescents. Instead of being used as a form of entertainment, sometimes online games become a medium of verbal violence or better known as cyberbullying. This study sought to find out whether adolescents who play online games have a greater tendency to become victims of cyberbullying, compared to adolescents who do not play online games. A survey is used by distributing questionnaires to 299 high school students. The results of this study indicate that there is an association between online games exposure and the tendency to become victims of cyberbullying. Adolescents who play online games have a greater tendency to become cyberbullying victims. This finding has implications for prevention and intervention efforts aimed at reducing cyberbullying. 


ForScience ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e00920
Author(s):  
Paula Cristina de Paula Caldas ◽  
Venilson Luciano Benigno Fonseca

Inúmeras são as ferramentas que o professor pode usar no processo de ensino e aprendizagem. Dentre elas, a avaliação formativa, aquela que ocorre ao longo do processo e que tem por finalidade o acompanhamento do desenvolvimento dos alunos, sendo seus resultados um guia para as futuras ações do professor. Este trabalho apresenta os benefícios e as dificuldades da aplicação do Kahoot! Quiz como um modelo de avaliação formativa. Por meio deste jogo, os alunos puderam ser avaliados divertindo-se ao longo do processo, sem que a parte educativa fosse preterida. É uma pesquisa de caráter qualitativo na qual foi feito um estudo de caso com os alunos do primeiro ano do Ensino Médio do IFMG - Campus Congonhas no ano de 2019, na disciplina de Química I. Palavras-chave: Kahoot! Quiz. Avaliação formativa. Jogos didáticos Online. Continuous learning assessment and the use of educational games in chemistry classes: quiz with high school students Abstract The teacher can use countless tools in the teaching and learning processes. Among them, the formative assessment, the one that occurs throughout the process, has the purpose of monitoring the students' development and its result is a guide for the teacher future actions. This research will present the benefits and difficulties of applying Kahoot! Quiz as a formative assessment. Through this game, students could be evaluated and having fun throughout the process, without the educational part being neglected. It is a qualitative research in which a study was conducted with the students of the first year of high school at IFMG-campus Congonhas in 2019, in the Chemistry I discipline. Keywords: Kahoot Quiz. Formative assessment. Educational Online Games.      


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