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The Influence of PUBG Mobile Online Game on the English Learning

1Ahmad Siraj Julian*

1*English Education Department, Universitas Serambi Mekkah, Banda Aceh, Indonesia

Email: Sirajjulian17@gmai.com

Abstract

This study aims to determine the English learning achievement of students playing the PUBG Mobile online game and the effect of the PUBG Mobile online game on students' English learning. The method used in this study was a descriptive design. The participants of this study were selected using purposive sampling technique, in which 15 students from class XIa, and 15 students from class XIb. This study used documents (English test scores) and a Likert scale questionnaire as instruments. This study found that the average English achievement score of class XI MAN 2 Banda Aceh students who played the PUBG Mobile online game was 62, in the unsatisfactory category. Besides, the influence of the PUBG Mobile online game on the English learning of class XI MAN 2 Banda Aceh students had 90% negative effect. Therefore, it can be concluded that the PUBG Mobile online game had a negative impact on the students' English learning achievement.

Keywords: PUBG Mobile; Online Game; English Learning; Achievement

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A. Introduction

In this modern and digital era, the life sector is experiencing a very rapid growth spurt, including in the development of the virtual world (internet). According to Sibero (2011), the internet is a computer network that connects computers globally.

The development of technology in the form of the internet provides enormous benefits for progress in all areas of life, such as from serious activities of completing schoolwork or work to more fun activities including playing online games.

Online games are electronic and visual-based games that can be played with certain rules, so that some win and some lose, usually in the context of not being serious or with reasons to entertain themselves (Rini, 2011). Online games have a big difference from other games, where game players can not only play with people around them, but can also play with several other players from different locations, even in other parts of the world (Young, 2007). This online game means a game where players can participate together with other players. In this online game, players can compete with one another to get the highest or lowest points, which consequently become a losing or winning player. Online games can be played connected to an internet network that can connect with other people within a far radius and can also interact with other gamers.

Based on the definition of online games above, it can be concluded that the term online game refers to a type of game that can be accessed via the internet network. This online game contains a set of games in the form of attractive images that can be moved at the will of the game player himself. One example of that many online games is the PUBG Mobile online game, which is the most popular game today and is widely played among teenagers.

Player Unknown's Battlegrounds or commonly called PUBG is an MMOFPS (Massive Multiplayer Online First Person Shooter) genre game or more simply an online shooting game played together with many people (Desagita, 2018). This game was made by Brendan Greene and published by PUBG Corporation and the mobile version was recently released by one of the Chinese companies, Tencent Games.

Several previous relevant studies have been carried out by other studies, the first research was conducted at UIN Raden Intan Lampung by Setianingsih (2018) which examined the negative impact of the PUBG

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Mobile online game on students’ achievement. Based on the results of the analysis conducted, it shows that the PUBG Mobile online game had an effect on students’ learning achievement if played excessively. It particularly had an impact on the physical, psychological, time, and financial aspects of students, these things will have an impact on students’

achievement in school.

The second study was conducted at the University of Jember by Fauzi (2019) which examined the influence of the PUBG (Player Unknown's Battle Ground) Mobile online game on students’ achievement.

Based on the results of the analysis conducted by the second researcher, it shows that the online game PUBG also had an effect on students’

achievement if the students cannot manage time between playing online games and doing tasks and obligations as students. This can reduce academic achievement of students at school.

However, previous research did not discuss the influence of the PUBG Mobile online game on students' English learning achievement.

Therefore, researchers will conduct research on the influence of the PUBG Mobile online game on the English learning achievement of XI MAN 2 Banda Aceh students.

B. Method

This study used a descriptive research design. According to Arikunto (2019), descriptive research is a research that is intended to investigate the circumstances or conditions, and the results of this research are presented in the form of a research report. Therefore, in this study, the researcher described how the English learning achievement of class XI MAN 2 Banda Aceh students, and how the influence of the PUBG Mobile online game on the English learning achievement of class XI MAN 2 Banda Aceh students.

The population in this study were students of class XI MAN 2 Banda Aceh. While the sampling technique used was purposive sampling. According to Sugiyono (2016), purposive sampling is a sampling technique with certain considerations so that the data obtained later can be more representative.

The samples taken for this study were 30 students consisting of 15 students in class XIa and 15 students in class XIb. Each sample was taken by asking students who like to play PUBG Mobile online games. Then the researcher collected them in one room.

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The instruments used in this research were documents and questionnaires. At the document stage, the researcher took the students' English exam scores in class XI from the teacher to determine students’

achievement. At the questionnaire stage, the researcher gave 10 statements to research participants, each participant was asked to answer these statements according to their circumstances and experiences.

The results of the documentation were analyzed by using the Mean score formula by Sugiyono (2007):

M = Explanation:

M = Mean

∑fx = Total average score N = Total respondent

The results of the questionnaire was analyzed by using the percentage formula by Arikunto (2006):

P = X 100 Explanation:

P = Percentage

F = The frequency of respondents’ answer N = Total respondent

C. Research Findings

After collecting data from MAN 2 Banda Aceh, the researcher discussed how the English learning achievement of students playing the PUBG Mobile online game and the influence of the PUBG Mobile online game on students' English learning.

The Average Score of the Students' Midterm Exams in the Even Semesters of English Subjects

The table below describes the English learning achievement of students playing the PUBG mobile online game in class IX of MAN 2 Banda Aceh. Learning achievement is indicated by the learning outcomes obtained by students, which in this case was the average value of the student's midterm exam results in even semesters.

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Table 1. The Average Score of the Students' Midterm Exams in the Even Semesters of English Subjects

No Name Score

1 Student 1 60

2 Student 2 37

3 Student 3 47

4 Student 4 68

5 Student 5 68

6 Student 6 44

7 Student 7 69

8 Student 8 88

9 Student 9 44

10 Student 10 69 11 Student 11 82 12 Student 12 92 13 Student 13 71 14 Student 14 70 15 Student 15 65 16 Student 16 45 17 Student 17 62 18 Student 18 70 19 Student 19 62 20 Student 20 45 21 Student 21 50 22 Student 22 60 23 Student 23 50 24 Student 24 55 25 Student 25 49 26 Student 26 69 27 Student 27 55 28 Student 28 78 29 Student 29 76 30 Student 30 60

Total 1860

The learning achievement of all students in class XI shows the

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M = M = 62

The average English learning achievement of class XI students is interpreted using the learning assessment categorization table proposed by Arikunto (2014):

Table 2. Categorization Table

Interval Category

86 – 100 Very Good

66 – 85 Good

46 – 65 Enough

< 45 Not Enough

Thus, the average English learning achievement of students in class XI MAN 2 Banda Aceh is 62 with an enough category. Thus, the English learning achievement of students who play the online game PUBG Mobile in class XI MAN 2 Banda Aceh shows an unsatisfactory achievement.

The Influence of the PUBG Mobile Online Game on the English Learning of Students in Class XI of MAN 2 Banda Aceh

Data were obtained from the distribution of questionnaires to students. It is designed to have information about students' responses to the influence of online games on their English learning.

Table 3. The Influence of the PUBG Mobile Online Game on the English Learning of Student in Class XI of MAN 2 Banda Aceh.

No Statements Strongly

Agree Agree Disagree Strongly Disagree Learning Readiness

1 My readiness to learn was disturbed while I was playing the PUBG Mobile online game.

13 7 5 5

(43.33%) (23.33%) (16.67%) (16.67%)

2 My motivation when I started learning decreased while I was playing the PUBG Mobile online game.

10 15 5 0

(33.33%) (50.00%) (16.67%) (0.00%)

3 My interest in learning 14 11 2 1

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decreased while I was playing the PUBG Mobile online game.

(46.67%) (36.67%) (6.67%) (3.33%)

Learning Process 4 My learning process was

interrupted while I was playing the PUBG Mobile online game.

15 13 2 0

(50.00%) (43.33%) (6.67%) (0.00%)

5 My attitude when studying was not good while playing PUBG Mobile online games.

13 13 3 1

(43.33%) (43.33%) (10.00%) (3.33%)

6 My learning activities were interrupted while I was playing the PUBG Mobile online game.

14 13 2 1

(46.67%) (43.33%) (6.67%) (3.33%)

7 My attention while studying was always unfocused while I was playing the PUBG Mobile online game.

10 14 3 3

(33.33%) (46.67%) (10.00%) (10.00%)

Learning Outcomes 8 My Learning Outcomes

decreased as long as I played the PUBG Mobile online game.

16 10 4 0

(53.33%) (33.33%) (13.33%) (0.00%)

9 I couldn't answer when the teacher gave an evaluation because I often played PUBG Mobile online games.

15 13 2 0

(50.00%) (43.33%) (6.67%) (0.00%)

10 My English score is bad when I play PUBG Mobile online game.

13 14 1 2

(43.33%) (46.67%) (3.33%) (6.67%)

In the table, on learning readiness, there are 13 (43.33%) participants stated that their learning readiness was impaired and 15 (50.00%) participants answered that their learning motivation decreased when playing the online game PUBG Mobile. Then there were 14 (46.67%) who showed a decreased interest in learning when playing the online game PUBG Mobile.

Furthermore, during the learning process, there were 15 (50.00%) participants who strongly agreed if the learning process was disrupted,

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when playing PUBG Mobile online games. And there were 14 (46.67%) who stated that their learning activities were disturbed while playing the PUBG Mobile online game. A total of 14 (46.67%) participants answered that their attention was not focused when playing the online game PUBG Mobile.

In addition, related to learning outcomes, there were 16 (53.33%) participants who also strongly agreed that their learning outcomes also decreased when playing the online game PUBG Mobile, and 15 (50.00%) participants stated that they did not answer when the teacher gave an evaluation. And there were 14 (46.67%) participants who answered that their English scores were bad when playing the PUBG Mobile online game.

The results of the perception statement above can be grouped in the following figure:

90% 93%

87%

10% 7% 13%

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

Learning Readiness

Learning Process

Learning Outcomes

Affected Not Affected

Figure 1. The Results of the Influence of the PUBG Mobile Online Game on Students' English Learning.

Based on the diagram above, it can be seen that the influence of the PUBG Mobile online game on students’ learning readiness is 90%

influential and 10% of students answered no effect. Furthermore, in the diagram of the learning process, 93% of students answered that the

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PUBG Mobile online game also greatly affected the student's learning process and 7% of students felt that it did not have much effect on their learning process. The last diagram shows that 87% of students answered that their learning outcomes decreased while playing the PUBG Mobile only game and 13% stated that their learning outcomes were not too affected by the PUBG Mobile online game.

Thus, it can be concluded that the PUBG Mobile online game had a negative effects on the English learning of student in class XI of MAN 2 Banda Aceh.

D. Discussion

Based on the findings above, the results showed that the student's English learning achievement was 62 in the unsatisfactory category. The results of this study are the same as the result of previous research conducted by Setianingsih (2018) that the PUBG Mobile online game has a negative effect on student learning achievement.

And the data above also shows that the PUBG Mobile online game affects students' English learning with a 90% effect and a 10% no effect.

The results were taken from 3 points of learning activities, namely the preparation of learning, the learning process, and learning outcomes. The results of this study are the same as the results of previous research conducted by Fauzi (2019) that the PUBG Mobile online game affects student learning.

E. Conclusion

Based on the results of the analysis and discussion of the data, the researchers obtained the following conclusions:

1. From the results of the mid-semester examination obtained, it shows that the average score of students was 62 which is an unsatisfactory result. And there were 90% of participants stated that the PUBG online game had an effect on their English learning, and this was based on the results of questionnaire data collection.

2. Both results of the midterm exam and the questionnaire shows that the PUBG Mobileonline game has affected students' English learning.

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References

Arikunto, S. (2006). Metode Penelitian Kualitatif [Quantitative research method]. Bumi Aksara.

Arikunto, S. (2014). Prosedur penelitian: Suatu pendekatan praktik [Research procedure: A practical approach]. Rineka Cipta.

Arikunto, S. (2019). Prosedur penelitian. [Research procedure]. Rineka cipta.

Desagita, F. (2018). Fenomena game Player Unknown Battlegrounds di kalangan mahasiswa Bandung [The Phenomenon of PUBG game among Bandung university students]. Unpublished Undergraduate Thesis. Universitas Pasundan.

Fauzi, A. (2019). Pengaruh game online PUBG (Player Unknown’s Battle Ground) terhadap prestasi belajar peserta didik [The influence of PUBG Mobile online game towards the students learning achievement]. ScienceEdu: Jurnal Pendidikan IPA 2(1), 61-66.

Rini, A. (2011). Overcoming online game addiction in children. Pustaka Mina.

Setianingsih, A. (2018). Dampak negatif game online PUBG Mobile terhadap prestasi belajar siswa di SMK Negeri 7 Bandar Lampung [The negative effects of PUBG Mobile online game towards the students learning achievement at SMK Negeri 7 Bandar Lampung].

Unpublished Undergraduate Thesis. UIN Raden Intan Lampung.

Sibero, A. (2011). Web programming Bible. Mediakom.

Sugiyono. (2007). Metode Penelitian Administrasi Dilengkapi dengan Metode R & D [Administration research method completed with R & D method]. Alfabeta.

Sugiyono. (2016). Metode penelitian kuantitatif, kualitatif dan R&D [Research Method in Quantitative, Qualitative, and R&D]. PT Alfabet.

Young, K. S. (2007). Cognitive behavior therapy with Internet addicts:

treatment outcomes and implications. Cyberpsychology & behavior, 10(5), 671-679.

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