Problem Konsentrasi Belajar Siswa di Era Digital

Dampak Intensitas Bermain Game terhadap Konsentrasi Belajar

  • Warda El Humairo' UIN Maulana Malik Ibrahim Malang

Abstract

This study examines how the intensity of digital game play affects students’ attention and concentration in today’s technological era. Rapid technological developments have made games increasingly accessible, leading many students to spend long hours playing each day. High-intensity gaming causes the brain to become accustomed to receiving rapid and repeated stimuli, ultimately reducing students’ ability to maintain focus while studying. This condition makes them more easily distracted and experiences mental fatigue during the learning process. The study was conducted through a literature review analyzing various relevant sources and studies. The results indicate that long gaming duration, high frequency of play, and the emotions that arise during play significantly influence students’ concentration levels. However, certain types of games can also improve cognitive abilities when used wisely and in a controlled manner. The findings of this study emphasize the importance of moral education to help students manage their time, control themselves, and maintain a balance betweet gaming and learning activities.

Downloads

Download data is not yet available.

References

Buchori, M. S. (2019). Upaya Meningkatkan Motivasi Anak-anak dan Masyarakat Akan Pentingnya Pendidikan Dalam Mencapai Generasi yang Berkualitas di Dusun Gondowangi Wagir Malang. https://repository.uin-malang.ac.id/
Firmansyah, F., & Fauziyah, N. (2023). DAMPAK GAME ONLINE TERHADAP MOTIVASI BELAJAR SISWA MTs MIDANUTTA’LIM JOMBANG. Dinamika Sosial: Jurnal Pendidikan Ilmu Pengetahuan Sosial, 2(4), 362–374. https://doi.org/10.18860/dsjpips.v2i4.3605
Hamidah, A., & Ain, S. Q. (2025). Hubungan Game Online Terhadap Fokus Belajar Siswa Sekolah Dasar. Didaktika: Jurnal Kependidikan, 14(4), 6049–6060.
Nasriruddin, M. A., & Idris, H. (2022). Pengaruh Konsentrasi Belajar terhadap Hasil Belajar Siswa pada SMK Negeri 1 Sinjai. Journal of Social Science and Character Education, 1(1), 1–6.
Putra, F. F., Rozak, A., Perdana, G. V., & Maesharoh, I. (2019). Dampak Game Online Terhadap Perubahan Perilaku Sosial Mahasiswa Telkom University. Jurnal Politikom Indonesiana, 4(2), 98–103. https://doi.org/10.35706/jpi.v4i2.3236
Rahmatullah, A. S., & Diana, W. (2022). Positif Negatif Game Online pada Anak-anak dan Tindakan Pencegahannya. TRIDARMA: Pengabdian Kepada Masyarakat (PkM), 5(1), 164–179. https://doi.org/10.35335/abdimas.v5i1.2274
S, R. S., Zulfa, I., & Faizin, S. (2024). Pemanfaatan Teknologi Digital untuk Pengembangan Desa Toweren. Jurnal Kabar Masyarakat, 2(4), 248–258. https://doi.org/10.54066/jkb.v2i4.2672
susilawati, samsul. (2020). PEMBELAJARAN MORAL & DESAIN PEMBELAJARAN MORAL. PUSTAKA EGALITER. https://repository.uin-malang.ac.id/

PlumX Metrics

Published
2025-12-31
How to Cite
Humairo’, W. E. (2025). Problem Konsentrasi Belajar Siswa di Era Digital. Maliki Interdisciplinary Journal, 4(2), 685-689. Retrieved from https://urj.uin-malang.ac.id/index.php/mij/article/view/20547
Section
Articles