SELF-CONTROL ON THE EFFECT OF ONLINE GAMES FOR STUDENTS' ACADEMIC ACHIEVEMENT

Authors

  • Muh. AnugrahAinul Karim
  • Endah Mastuti

Abstract

Self-control is an individual's tendency to consider various consequences in taking action.
Nowadays, online games have been found in adolescence. Online games can be addictive for
the players. If online games are played in high frequency, those will disrupt the learning
process of students. It has an effect on academic achievement. The purpose of this study is to
determine whether there is an effect of self-control on academic achievement in high school
students who have high frequency playing games. Academic achievement is influenced by
two aspects, namely external and internal aspects. External aspects consist of social and nonsocial aspects while internal aspects consist of physiological and psychological aspects.
Researchers want to see the involvement of self-control which is a psychological aspect of
student academic achievement. This research was conducted to high school students with 95
students. Data was obtained by using the survey method of self-control measuring instrument
consisting of 30 items and using the results of the report cards of students from the school to
determine the score of the academic achievement variable. Data analysis uses simple linear
regression analysis applying the SPSS 20.0 for windows program. This study can be
concluded that there is an influence between self-control and academic achievement in high
school students who have high frequency playing games. The results of the analysis show a
significance value of 0,822 and R of 0,963 which means the results of this study have an
influence R ^ 2 (a large percentage of influence) of 0.928. The regression line equation
obtained is Y = 0,026 + 0,331X. The conclusion, there is a significant influence on selfcontrol and high school students’ academic achievement in Surabaya.

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Published

2020-12-20

How to Cite

Muh. AnugrahAinul Karim, & Endah Mastuti. (2020). SELF-CONTROL ON THE EFFECT OF ONLINE GAMES FOR STUDENTS’ ACADEMIC ACHIEVEMENT. PalArch’s Journal of Archaeology of Egypt / Egyptology, 17(4), 2642-2647. Retrieved from https://archives.palarch.nl/index.php/jae/article/view/3816