DAMPAK PENGGUNAAN GAME ONLINE TERHADAP SISWA DI MTsS ULEE TUTUE ACEH UTARA
Keywords:
Impact, Online Games, MTsS Ulee TutueAbstract
Online game is one type of game that involves many players who use LAN (local area network) or the Internet. Its presence is agreed to have neglected students by spending to play online games which in turn makes student achievement decreases. This issue is the focus of research, mostly related to the use of online games and their solution to the students of MTsS Ulee Tutue. Qualitative research uses observation, interview and documentation techniques for data collection. This research resulted in positive and negative findings. The positive impact can be made as entertainment, as a venue for concentration training and making friends. Besides positive thinking is that students can control themselves, train sports, train intelligence, creativity, logic and nerve reflexes of the brain and hands when playing games. Meanwhile, the negative is to waste time, waste and take payment as a student. The solution is to solve things that are new in the world of the internet, teach time discipline, and improve social relationships with friends and stay away from online games gradually.
Downloads
References
Christhopher pass & Bryan Lowes, Kamus Lengkap Bisnis, Jakarta: Erlangga, 1994.
Darimi, Ismail. "Teknologi Informasi Dan Komunikasi Sebagai Media Pembelajaran Pendidikan Agama Islam Efektif." Jurnal Pendidikan Teknologi Informasi 1.2 (2017): 111-121.
Djalinus Syah, Kamus Inggris Indonesia, Jakarta: Rineka Cipta, 1993.
Lusiana Afrianti, Perbedaan Tingkat Agresivitas pada Remaja yang Bermain Game Online Jenis Agresif dan Non Agresif, "Skripsi, Surakarta: Universitas Muhammadiah, 2009.
Robertus Angkowo dan A. Kosasih, Optimalisasi Media Pembelajaran, Jakarta: Grasindo, 2007.
Sumiati & Asra, Metode Pembelajaran, Bandung: Wacana Prima, 2008.
Zakiyah Darajat, Metodik Khusus Pengajaran Agama Islam, Jakarta: Bumi Aksara, 2010.
Published
How to Cite
Issue
Section

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal KALAM use licence CC-BY-SA or an equivalent license as the optimal license for the publication, distribution, use, and reuse of scholarly work.
This license permits anyone to compose, repair, and make derivative creation even for commercial purposes, as long as they include the creation of credit and license derivative under similar conditions.
in the development process JurnalKALAM recognizes that free access is better than paid access. therefore education journals provide open access to all the parties to broaden and deepen knowledge adequately through existing articles in this journal.
Jurnal KALAM is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.