eprintid: 62843 rev_number: 10 eprint_status: archive userid: 12460 dir: disk0/00/06/28/43 datestamp: 2024-01-10 06:45:31 lastmod: 2024-01-10 06:45:31 status_changed: 2024-01-10 06:45:31 type: thesis metadata_visibility: show contact_email: muh.khabib@uin-suka.ac.id creators_name: Akbar Mohammad Zakkiy Beina, NIM.: 19107010114 title: HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DAN PROKRASTINASI AKADEMIK MAHASISWA ispublished: pub subjects: PF divisions: jur_psi full_text_status: restricted keywords: Game Online, Prokrastinasi Akademik, Mahasiswa note: Pembimbing: Nurus Sa’adah, S.Psi., M.Si., Psi. abstract: A student is someone who studies in higher education who is required to achieve the target Semester Credit Units (SKS) in order to obtain a bachelor's degree by studying, doing assignments to find lecture materials. Students often spend their time on inappropriate things such as staying up late at night and playing online games with frequent intensity. Because of this, students will have difficulty in managing time and tend to procrastinate. Procrastination is the behavior of someone who is unable to make optimal use of time by delaying to complete their tasks because they are more interested in carrying out more enjoyable activities. This study aims to determine the relationship between the intensity of playing online games and academic procrastination in college students. This study uses a correlational quantitative method that measures the correlation between variables. The population of this study were all Psychology students of UIN Sunan Kalijaga Yogyakarta. Sampling using purposive sampling technique. The data collection tool used a scale of intensity of playing online games from Horrigan's theory (2002) and also used an academic procrastination scale from Ferrari's theory (1995) modified from Basri (2022). Data analysis using Pearson Product Moment correlation technique with the help of SPSS. The results stated that the hypothesis was accepted, as evidenced by the significance value in the hypothesis test of 0.000 (p <0.05). The linearity test obtained a significance of 0.744 (p>0.05). So it can be concluded that there is a positive relationship between the intensity of playing online games and academic procrastination. The higher the intensity of playing online games in students, the higher the level of academic procrastination that will be experienced by students. date: 2023-12-14 date_type: published pages: 119 institution: UIN SUNAN KALIJAGA YOGYAKARTA department: FAKULTAS ILMU SOSIAL DAN HUMANIORA thesis_type: skripsi thesis_name: other citation: Akbar Mohammad Zakkiy Beina, NIM.: 19107010114 (2023) HUBUNGAN INTENSITAS BERMAIN GAME ONLINE DAN PROKRASTINASI AKADEMIK MAHASISWA. Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA. document_url: https://digilib.uin-suka.ac.id/id/eprint/62843/1/19107010114_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf document_url: https://digilib.uin-suka.ac.id/id/eprint/62843/2/19107010114_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf