dc.contributor |
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dc.contributor |
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dc.creator |
Ruhiat, Tadia Navitri |
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dc.creator |
Halimah, Lilim |
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dc.date |
2018-08-04 |
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dc.date.accessioned |
2019-09-10T02:39:17Z |
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dc.date.available |
2019-09-10T02:39:17Z |
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dc.identifier |
http://karyailmiah.unisba.ac.id/index.php/psikologi/article/view/11230 |
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dc.identifier.uri |
http://hdl.handle.net/123456789/21725 |
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dc.description |
Abstract. The main demands of students are lectures that are expected to achieve their academic goals. However, there are students who are also actively playing online games. This requires students to use all their potential and set the right strategy for the learning process. Online gamers at the DA E-Sports Arena in Bandung City have an intensity of playing at least 5 hours a day. However, they have good academic performance, they have good strategies in carrying out academic tasks, and can evaluate the learning outcomes they have achieved. The purpose of this study was to obtain data about the description of self regulated learning for online gamers at DA E-Sports Arena in Bandung City. The method used is descriptive method with a total sample of 30 people. Data collection using questionnaires constructed by researchers based on the theory of self regulated learning from Zimmerman (1989). The results obtained from 30 people there are 86.7% or as many as 26 students have a high self regulated learning in the three phases of forethought, performance or volitional control and self reflection. This means that online gamers at DA E-Sports Arena in Bandung City have the ability to make plans in accordance with the objectives to be achieved, able to focus on carrying out their learning strategies, control behavior in learning and evaluate learning outcomes.Keywords: Self Regulated Learning, Students, Gamers, Online GamesAbstrak. Tuntutan utama mahasiswa adalah kuliah yang diharapkan dapat mencapai tujuan akademiknya. Akan tetapi terdapat mahasiswa yang juga aktif bermain game online. Hal tersebut mengharuskan mahasiswa menggunakan seluruh potensinya dan mengatur strategi yang tepat untuk proses belajarnya. Mahasiswa gamers online di DA E-Sports Arena Kota Bandung ini memiliki intensitas bermain minimal 5 jam dalam sehari. Namun demikian mereka memiliki prestasi akademik yang cukup baik, mereka memiliki strategi yang baik dalam mengerjakan tugas – tugas akademik, dan dapat mengevaluasi hasil belajar yang telah mereka capai. Tujuan penelitian ini untuk memperoleh data mengenai gambaran self regulated learning pada mahasiswa gamers online di DA E-Sports Arena Kota Bandung. Metode yang digunakan yaitu metode deskriptif dengan jumlah sampel sebanyak 30 orang. Pengumpulan data menggunakan kuisioner yang dikonstruksikan peneliti berdasarkan teori self regulated learning dari Zimmerman (1989). Hasil penelitian yang didapatkan dari 30 orang terdapat 86.7 % atau sebanyak 26 orang mahasiswa memiliki self regulated learning yang tinggi pada ketiga fase yaitu forethought, performance or volitional control dan self reflection. Hal tersebut mengartikan bahwa mahasiswa gamers online di DA E-Sports Arena Kota Bandung ini memiliki kemampuan untuk membuat perencanaan sesuai dengan tujuan yang ingin dicapai, mampu untuk fokus menjalankan strategi belajarnya, mengontrol tingkah laku dalam belajar dan mengevaluasi hasil belajarnya.Kata kunci: Self Regulated Learning, Mahasiswa, Gamers, Game Online |
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dc.description |
The main demands of students are lectures that are expected to achieve their academic goals. However, there are students who are also actively playing online games. This requires students to use all their potential and set the right strategy for the learning process. Online gamers at the DA E-Sports Arena in Bandung City have an intensity of playing at least 5 hours a day. However, they have good academic performance, they have good strategies in carrying out academic tasks, and can evaluate the learning outcomes they have achieved. The purpose of this study was to obtain data about the description of self regulated learning for online gamers at DA E-Sports Arena in Bandung City. The method used is descriptive method with a total sample of 30 people. Data collection using questionnaires constructed by researchers based on the theory of self regulated learning from Zimmerman (1989). The results obtained from 30 people there are 86.7% or as many as 26 students have a high self regulated learning in the three phases of forethought, performance or volitional control and self reflection. This means that online gamers at DA E-Sports Arena in Bandung City have the ability to make plans in accordance with the objectives to be achieved, able to focus on carrying out their learning strategies, control behavior in learning and evaluate learning outcomes. |
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dc.format |
application/pdf |
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dc.language |
eng |
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dc.publisher |
Universitas Islam Bandung |
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dc.relation |
http://karyailmiah.unisba.ac.id/index.php/psikologi/article/view/11230/pdf |
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dc.relation |
http://karyailmiah.unisba.ac.id/index.php/psikologi/article/downloadSuppFile/11230/2331 |
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dc.rights |
Copyright (c) 2018 Prosiding Psikologi |
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dc.source |
Prosiding Psikologi; Vol 4, No 2, Prosiding Psikologi (Agustus, 2018); 491-497 |
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dc.source |
Prosiding Psikologi; Vol 4, No 2, Prosiding Psikologi (Agustus, 2018); 491-497 |
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dc.source |
2460-6448 |
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dc.subject |
psikologi |
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dc.subject |
Self Regulated Learning, Mahasiswa, Gamers, Game Online |
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dc.subject |
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dc.subject |
Self Regulated Learning, Students, Gamers, Online Games |
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dc.title |
Studi Deskriptif Mengenai Self Regulated Learning pada Mahasiswa Gamers Online di DA E-Sports Arena Kota Bandung |
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dc.title |
Studi Deskriptif Mengenai Self Regulated Learning Pada Mahasiswa Gamers Online Di DA E-Sports Arena Kota Bandung |
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dc.type |
info:eu-repo/semantics/article |
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dc.type |
info:eu-repo/semantics/publishedVersion |
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dc.type |
Peer-reviewed Article |
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dc.type |
kuantitatif |
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dc.type |
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