IMPACT OF ONLINE GAMES AND STUDENTS' LEARNING INTEREST ON ENGLISH LEARNING ACHIEVEMENT
DOI:
https://doi.org/10.58258/jime.v8i3.3545Keywords:
Impact, online games, interests, learning achievementAbstract
This study aims to examine whether there is an effect of using online games and students' interest on English learning achievement at SMPN 2 Sambelia. Sampling used a total sampling technique with a total of 20 people. This study uses two independent variables, namely online games (X1) and student interest (X2), while the dependent variable is learning achievement (Y). The data used in this study is primary data in the form of a questionnaire with 20 respondents. This research method uses ex post facto. The data analysis technique used in this study was simple regression analysis. The results of this study note the F value of 1.390 < compared to the F-table of 3.59. So, it can be concluded that H0 is accepted and Ha is rejected, which means that there is no significant effect between online games (X1) and interest (X2) on student achievement (Y).References
Aini Musariffah, N. (2018). Hubungan Penggunaan Smartphone dengan Minat Belajar Siswwa SMA Negeri 1 Gedangan Sidoarjo. Jurnal Pendidikan Ekonomi (JUPE), 6(3), 133–137.
Arikunto, S. (2016). Prosedur Penelitian Suatu Pendekatan Praktik. Jakarta: Rineka Cipta.
Badaruddin, A. 2015. Peningkatan Motivasi Belajar Siswa melalui Konseling Klasikal. CV Abe Kreatifindo
Dahlan, M. S. (2009). Statistik untuk kedokteran dan kesehatan: deskriptif, bivariat dan multivariat, dilengkapi dengan menggunakan SPSS. Jakarta: Salemba Medika.
Djuniadi, Afiffudin, M., & Lestari, W. (2017). Statistik Inferensial (Teori, Aplikasi dan Latihan Soal). Semarang: Pasca Sarjana UNNES.
Environments on Student Learning Achievements. Jurnal Komunikasi KAREBA, 6(2), 225–234.
Haikal, M. F., Thohari, M. I., & Mustafida, F. (2018). Pengaruh Penggunaan Smartphone Terhadap Prestasi Belajar Siswa Mts Hasyim Asyari Kota Batu. Jurnal Pendidikan Islam, 3, 196–202.
Mulyani, D. (2013). Hubungan Kesiapan Belajar Siswa Dengan Prestasi Belajar. 2(1), 27–31.
Rachmawati, P., Rede, A., & Jamhari, M. (2017). Pengaruh Penggunaan Gadget Terhadap Hasil Belajar Mahasiswa Pendidikan Biologi Angkatan 2013 FKIP UNTAD Pada Mata Kuliah Desain Media Pembelajaran. Jurnal E-Jip Biol, 5(1), 35–40.
Saputra, D. S. A. (2017). Pengaruh Penggunaan Smartphone Terhadap Aktivitas Belajar Siswa Kelas X Sma Muhammadiyah 7 Yogyakarta. 6, 5–9.
Sjukur, S. B. (2013). Pengaruh blended learning terhadap motivasi belajar dan hasil belajar siswa di tingkat SMK. Jurnal Pendidikan Vokasi, 2(3), 368–378. https://doi.org/10.21831/jpv.v2i3.1043
Sobon, K., & Mangundap, J. M. (2019). Pengaruh Penggunaan Smartphone Terhadap Motivasi Belajar Siswa. 3, 92–101.
Downloads
Published
Issue
Section
License
Copyright Notice
Authors who publish with Jurnal Ilmiah Mandala Education agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.Â
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.


