MOTIVASI DAN HASIL BELAJAR PAI SISWA YANG SENANG DAN TIDAK SENANG BERMAIN GAME ONLINE DI SMAN 2 PALOPO

Idil Saptaputra, NIM.: 21204012043 (2024) MOTIVASI DAN HASIL BELAJAR PAI SISWA YANG SENANG DAN TIDAK SENANG BERMAIN GAME ONLINE DI SMAN 2 PALOPO. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

Learning motivation is the driving force for students to learn. Meanwhile, learning outcomes become the achievement of all learning processes. The presence of online games today can have an impact on PAI learning motivation and PAI learning outcomes. Students' responses to the presence of online games are divided into two groups, namely students who like and dislike to playing online games. This study aims to analyze: 1) the difference in PAI learning motivation of students who like and dislike to playing online games at SMAN 2 Palopo, the aspects that make students have PAI learning motivation, and the impact of online games on PAI learning motivation, 2) the diferrence in PAI learning outcomes of students who like and dislike to playing online games at SMAN 2 Palopo, and the impact of online games on PAI learning outcomes. This research applied concurrent embedded method, with quantitative method as the primary method and qualitative method as the secondary method. The weight of quantitative method is more than qualitative method. Quantitative research was conducted through questionnaire distribution and documentation of PAI learning outcome reports. Respondents were 90 students, 45 students who like and 45 students who dislike playing online games. Quantitative data analysis used comparative t-test on 2 independent samples with JASP. Qualitative research, through interviews with 10 Informant. Qualitative data analysis was carried out by researchers using the help of N-Vivo, the process is data condensation, data presentation, and conclusion drawing. The results showed that: 1) there is a significant difference in PAI learning motivation between students who like and dislike playing online games at SMAN 2 Palopo. P-value < sig. 5% (0,001<0,05). T-statistic value is -5,938, indicating the mean value of PAI learning motivation of students who like playing online games (79,11%), lower than students who dislike playing online games (83,17%). Aspects of instrinsic motivation are ideals, needs, interests, as well as religious understanding and internal beliefs of students. Aspect of extrinsic motivation are punishment, reward, praise, moderate learning materials, modernization of learning strategies and acquiring skills. Online games have a positive and negative impact on the aspects of ideals, interests, materials and PAI learning strategies. 2) There is a significant difference in PAI learning outcomes between students who like and dislike playing online games at SMAN 2 Palopo. P-value < sig. 5% (0,001<0,05). T-statistic value -5,322, indicating the mean value of PAI learning outcomes of students who like playing online games (84.42%), lower than students who dislike playing online games (90.31%). Online games cause addiction so students spend time playing online games, reduce eye function so the learning process is not effective, and reduce students' memory of the learning material that has been taught.

Item Type: Thesis (Masters)
Additional Information: Pembimbing: Prof. Dr. H. Sukiman, S.Ag., M.Pd.
Uncontrolled Keywords: Motivasi Belajar PAI, Hasil Belajar PAI, Siswa Senang Bermain Game Online, Siswa Tidak Senang Bermain Game Online
Subjects: Pendidikan Agama Islam
Psikologi > Motivasi
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Islam (S2) > Pendidikan Agama Islam
Depositing User: Muh Khabib, SIP.
Date Deposited: 23 Apr 2024 11:27
Last Modified: 23 Apr 2024 11:27
URI: http://digilib.uin-suka.ac.id/id/eprint/64931

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