Game Online dan Prestasi Akademik Remaja Antara Motivasi dan Distraksi

  • M . Shobih UIN Maulana Malik Ibrahim
Keywords: online games, academic achievement, adolescents, gamification, digital education, cognitive development

Abstract

The digital era has significantly transformed the entertainment landscape for Indonesian adolescents, with online gaming emerging as a dominant activity. This phenomenon presents a dual-edged issue: while online games can enhance learning motivation through gamification and foster cognitive and social skills, excessive use poses risks to academic performance, concentration, and sleep quality. This study provides a comprehensive analysis of the dual impact of online gaming on the academic achievement of Indonesian teenagers, using a descriptive-analytical approach based on empirical data and recent literature. The findings suggest that the influence of online games is shaped by key factors such as playing duration, game type, students’ time management skills, and the support provided by families and schools. The article also explores strategies to optimize the educational potential of online games, including gamified learning integration, digital literacy reinforcement for parents and educators, and the development of balanced educational technology policies. The study concludes that a moderate and controlled approach to online gaming can offer new opportunities for educational innovation aligned with 21st-century challenges.

ngan abad ke-21.

Downloads

Download data is not yet available.

References

Arum, R. P., Sholehah, A. M., & Fatmawati, F. (2021). PEMANFAATAN GAME ONLINE SEBAGAI PERMAINAN EDUKATIF MODERN UNTUK MENGEMBANGKAN KREATIVITAS ANAK. Jurnal Buah Hati, 8(1), 33–48. https://doi.org/10.46244/buahhati.v8i1.1342

Damarjati, S., & Miatun, A. (2021). Pengembangan Game Edukasi Berbasis Android sebagai Media Pembelajaran Berorientasi pada Kemampuan Berpikir Kritis. ANARGYA: Jurnal Ilmiah Pendidikan Matematika, 4(2). https://doi.org/10.24176/anargya.v4i2.6442

Jamun, Y. M., Ntelok, Z. R. E., & Bosco, F. H. (2023). Pengaruh Kecanduan Game Online terhadap Prestasi Akademik Siswa Sekolah Dasar. Jurnal Basicedu, 7(1), 709–719. https://doi.org/10.31004/basicedu.v7i1.4239

Muhajarah, K., & Rachmawati, F. (2019). Game Edukasi berbasis Android: Urgensi Penggunaan, Pengembangan dan Penguji Kelayakan. Justek : Jurnal Sains Dan Teknologi, 2(2), 29. https://doi.org/10.31764/justek.v2i2.3733

Nooviar, M. S., Wahyuni, V. I., & Deviv, S. (2024). Transformasi Pembelajaran: Menghidupkan Keaktifan Belajar Siswa melalui Strategi Gamifikasi di Sekolah Dasar. EDUKATIF : JURNAL ILMU PENDIDIKAN, 6(3), 2865–2872. https://doi.org/10.31004/edukatif.v6i4.6992

Prasetyo, A., Rondli, W. S., & Ermawati, D. (2023). Dampak Permainan Game Online Terhadap Prestasi Belajar Siswa Sekolah Dasar. Jurnal Educatio FKIP UNMA, 9(1), 333–340. https://doi.org/10.31949/educatio.v9i1.4733

Rahmawati, I., Leksono, I., & Harwanto, H. (2020). Pengembangan Game Petualang untuk Pembelajaran Berhitung. Edcomtech Jurnal Kajian Teknologi Pendidikan, 5(1), 11–23. https://doi.org/10.17977/um039v5i12020p011

PlumX Metrics

Published
2025-08-27
How to Cite
Shobih, M. (2025). Game Online dan Prestasi Akademik Remaja Antara Motivasi dan Distraksi. Maliki Interdisciplinary Journal, 3(9), 931-937. Retrieved from https://urj.uin-malang.ac.id/index.php/mij/article/view/17553
Section
Articles