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dc.contributor.advisorSAMSUDIN, MUH
dc.contributor.authorRONIADI, RONIADI
dc.date.accessioned2018-02-01T04:12:56Z
dc.date.available2018-02-01T04:12:56Z
dc.date.issued2017-12-18
dc.identifier.urihttp://repository.umy.ac.id/handle/123456789/17374
dc.descriptionPenelitian ini bertujuan: 1) Untuk mengetahui intensitas bermain game online siswa kelas V dan VI di SD Muhammadiyah Karangkajen II Kota Yogyakarta, 2) Untuk mengetahui motivasi belajar siswa kelas V dan VI di SD Muhammadiyah Karangkaen II Kota Yogyakarta, 3) Apakah ada pengaruh game online terhadap motivasi belajar siswa kelas V dan VI di SD Muhammadiyah Karangkajen II Kota Yogyakarta Jenis penelitian ini adalah penelitian kuantitatif dengan model korelasi. Populasi dalam penelitian adalah siswa kelas V dan VI yang berjumlah 151 siswa, dengan sampel 50 siswa yang diambil dengan teknik genap ganjil. Data di analisis dengan uji anova, uji regresi sederhana, dan uji hipotesis. Hasil penelitian menunjukan bahwa. (1). Tingkat bermain game online siswa kelas V dan VI di SD Muhammadiyah Karangkajen II Kota Yogyakarta dalam kelas interval 73 – 79 dengan jumlah siswa 17 orang dan frekuensi 34%, menunjukan bahwa nilai mean 72.46 yang berada diantara kelas interval 73 – 79, maka intensitas bermain game online siswa dalam kategori tinggi. (2). Tingkat motivasi belajar siswa dalam kelas interval 75 – 79 dengan jumlah siswa 19 orang dan frekuensi 38%, nilai mean 75.64 yang berada diantara kelas interval 75 – 79, maka motivasi belajar siswa kelas V dan VI di SD Muhammadiyah Karangkajen II Kota Yogyakarta dalam kategori sedang. (3). Terdapat pengaruh variabel game online terhadap motivasi belajar siswa kelas V dan VI di SD Muhamadiyah Karangkajen II Kota Yogyakarta, dilihat dari uji anova hasilnya 0,048 < 0,05, dari itu dapat disimpulkan bahwa Ha diterima.en_US
dc.description.abstractThis research aimed to (1) find out the intensity of online game playing of stu-dents grade V and VI at SD Muhammadiyah Karangkajen II Yogyakarta City; (2) to find out the learning motivation of students grade V and VI at SD Muhamma-diyah Karangkajen II Yogyakarta City; (3) test whether the online game and the learning motivation of students grade V and VI at SD Muhammadiyah Karangka-jen II Yogyakarta City were correlated. This research was a quantitative research with correlational model. The population of this research was 151 students grade V and VI while the sample was 50 students selected through odd and even number. The data was analyzed using ANOVA test, simple regression test, and hypothesis test. The research resulted that (1) the intensity of online game playing of stu-dents grade V and VI at SD Muhammadiyah Karangkajen Yogyakarta City was in interval class 73-79 with 17 students and the frequency of 34%, the mean score was 72.46 which was categorized in interval class 73-79, thus the intensity of on-line game playing was considered high; (2) students‟ learning motivation was in class interval 75-79 with 19 students and frequency of 38%, while the mean score was 75.64 which was in class interval 75-79, thus the learning motivation of the 3 students grade V and VI at SD Muhammadiyah Karangkajen was considered me-dium; (3) online game as the variable to students‟ learning motivation was in-fluential as seen in the ANNOVA which score was 0.048<0.05 which meant that Ha was accepted.en_US
dc.publisherFAI UMYen_US
dc.subjectonline game, learning motivation, SD Muhammadiyah Karangkajen. game online, motivasi belajar, SD Muhammadiyah Karangkajen.en_US
dc.titlePENGARUH GAME ONLINE TERHADAP MOTIVASi BELAJAR SISWA KELAS V DAN VI DI SD MUHAMMADIYAH KARANGKAJEN II KOTA YOGYAKARTAen_US
dc.typeThesis SKR FAI 423en_US


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