FENOMENA GAME ONLINE DI KALANGAN MAHASISWA TEKNOLOGI PENDIDIKAN: KEBIASAAN, DAMPAK AKADEMIK, DAN POTENSI EDUKATIF
DOI:
https://doi.org/10.23969/jp.v10i03.29065Keywords:
Online Games, Students, Academic Potential, Educational TechnologyAbstract
This study aims to describe the phenomenon of online games among Educational Technology students, focusing on playing habits, impacts on academic activities, and students' perceptions of the educational potential of online games. The research method uses a descriptive quantitative approach with a sample of 97 students (23 males and 74 females). The results showed that the majority of students play games every day (33%) with a duration of 1–2 hours/day. The type of MOBA game (Mobile Legends) is the most popular (39.2%). As many as 57.7% of students admitted that games affect study time, but 71.1% said games help reduce stress. In addition, 65% of students believe that online games have educational potential. These findings provide important implications for the development of game-based learning media and student time management.
Downloads
References
Ahmadi, F. (2017). Guru SD di Era Digital: Pendekatan, Media, Inovasi. CV. Pilar Nusantara.
Ali, A., Maniboey, L. C., Megawati, R., Djarwo, C. F., & Listiani, H. (2024). Media Pembelajaran Interaktif: Teori Komprehensif dan Pengembangan Media Pembelajaran Interaktif di Sekolah Dasar. PT. Sonpedia Publishing Indonesia.
Amanda, Z. F. N., Rachman, R. F., Sari, H. K., Jebarus, T., & Nurhayati, E. (2024). Pengaruh Game Online Mobile Legends Terhadap Perilaku Bahasa Pada Gen Z Di Sidoarjo. Fonologi : Jurnal Ilmuan Bahasa Dan Sastra Inggris, 2(1), 110–122. https://doi.org/10.61132/fonologi.v2i1.341
Anggraeni, N. K. P., & Sari, R. K. (2022). Pandangan Mahasiswa Terhadap Pemanfaatan Quizizz Sebagai Media Pembelajaran Bahasa Inggris. Research and Development Journal of Education, 8(2), 762–770.
Anwar, S. (2024). Pengembangan Media Pembelajaran Berbasis Game Educaplay Untuk Meningkatkan Keaktifan Siswa Pada Mata Pelajaran SKI. JURNAL INOVASI MEDIA PEMBELAJARAN, 2(02), 67–78.
Cynthia, R. E., & Sihotang, H. (2023). Melangkah bersama di era digital: Pentingnya literasi digital untuk meningkatkan kemampuan berpikir kritis dan kemampuan pemecahan masalah peserta didik. Jurnal Pendidikan Tambusai, 7(3), 31712–31723.
Dinihari, Y., Rafli, Z., & Boeriswati, E. (2025). INOVASI BAHAN AJAR LITERASI: Pendekatan Gamifikasi dan Pedagogi Modern. EDUPEDIA Publisher, 1–191.
Febriani, N., & Dewi, W. W. A. (2019). Perilaku konsumen di era digital: Beserta studi kasus. Universitas Brawijaya Press.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–20. https://doi.org/10.1145/950566.950595
Haibanissa, S., Sulastri, T., & Ningsih, R. (2022). Dampak bermain game online terhadap kualitas tidur pada remaja SMA. Jurnal Keperawatan, 7(2), 201–213.
Mahrudin, A., Hanipa, S. L., Ramlan, Z. Z., Kulsum, D. P., & Prasetyo, T. (2025). Implementasi Pembelajaran Interaktif Melalui Games Edukasi Berbasis Web pada Siswa Kelas VI SDN Cigombong 05. Educivilia: Jurnal Pengabdian pada Masyarakat, 6(1), 104–113.
Munawir, A. (2019). Online Game and Children’s Language Behavior. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 7(2). http://ejournal.iainpalopo.ac.id/index.php/ideas/article/view/1050
Nugraha, M. R. D., Firdaus, M., Razzaq, A., & Nugraha, M. Y. (2025). Mobile Legends Sebagai Media Komunikasi Digital: Dampaknya Terhadap Interaksi Sosial Mahasiswa Fisip Uin Raden Fatah Palembang. Jurnal Buana Kata: Pendidikan, Bahasa, Dan Ilmu Komunikasi, 2(2, April), 26–32.
Ramadhan, R., Ninawati, N., Susanto, A. V., Dcj, D. F., Rabbani, N., & Eldiyano, A. T. (2025). Problem Solving Melalui Permainan. Innovative: Journal Of Social Science Research, 5(3), 5346–5354.
Rohajawati, S., & Sari, D. A. P. (2022). Mobile apps and organic waste. Deepublish.
Sukmanasa, E., Maeysa, A., Mulyawati, Y., Anggara, Y., & Miranti, A. (2024). Penguatan Kompetensi Guru SDN Julang dalam Optimalisasi Potensi Anak Berkebutuhan Khusus melalui Game dan Alat Edukasi Talenta (GENTA). Jurnal Pengabdian kepada Masyarakat Nusantara, 6(1), 1069–1078.
Susandi, A., Amelia, D. J., Huda, M. M., MZ, A. S. A., & Khasanah, L. A. I. U. (2025). Relevansi Kurikulum Merdeka Berbasis Literasi Digital Menuju Generasi Indonesia Emas 2045. Journal of Nusantara Education, 4(2), 107–117.
Waluyo, A., & Deska, R. (2024). Dampak Kecanduan Game Online Pada Aspek Kesehatan Fisik: The Impact Of Online Game Addiction On Physical Health Aspects. Jurnal Keperawatan Bunda Delima, 6(1), 47–58.
Wibowo, T., & Apriyanti, V. C. (2024). Efektivitas Game Edukasi dalam Meningkatkan Motivasi Belajar dan Kepuasan Siswa Indonesia. Smart Comp: Jurnalnya Orang Pintar Komputer, 13(3), Article 3. https://doi.org/10.30591/smartcomp.v13i3.5973
Yunita, N. P., & Indrajit, R. E. (2022). GAMIFICATION: Membuat Belajar Seasyik Bermain Game. Penerbit Andi.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.
















