Analisis Dampak Bermain Game Online Free Fire Terhadap Intraksi Sosial Anak Sekolah Dasar di Desa Jekulo

Ega Suryakusuma, Erik Aditia Ismaya, Muhammad Syaffruddin Kuryanto

Abstract


This research aims to determine the impact of playing the online game Free Fire on the social interactions of elementary school aged children in Jekulo Village.

The method used in this research is a qualitative descriptive approach to understand a phenomenon experienced by the subjects in the research. This research was conducted in Jekulo Village, with research subjects consisting of elementary school age children and their parents in Dukuh Karang in Jekulo Village. This research uses observation techniques, in-depth interviews, activity documentation, and recording as data collection methods. The data analysis technique for this research is carried out by reducing data, presenting data, and drawing conclusions. Data validity tests in this research include credibility, transferability, reliability and confirmability tests.

The research results show that the online game Free Fire has an impact on the social interactions of children in Jekulo village. This impact has both positive and negative impacts and depends on how children play online games properly and correctly. The negative impact that is commonly found is that children tend to prefer playing games rather than talking with their parents or family. This causes children to be unable to exchange stories and strengthen relationships with their families.


Keywords


Game online, free fire, social interactions, elementary schools

References


Adiningtyas, S, W. 2017. Peran Guru Dalam Mengatasi Kecanduan Game online. Jurnal Kopasta (4) 1, 28-40. https://doi.org/10.33373/kop.v4i1.1121

Anthony, W. L., Zhu, Y., & Nower, L. (2021). The Relationship Of Interactive Technology Use for Entertainment and School Performance and Engagement: Evidence From A Longitudinal Study in A Nationally Representative Sample of Middle School Students in China. Computers In Human Behavior, 122. https://doi.org/10.1016/j.chb.2021.106846

Cassie, J. (2021). Don’t Split The Party: Using Games To Enhance Social-Emotional Learning Strategies. In Teaching In The Game-Based Classroom: Practical Strategies For Grades 6-12 (Pp. 114–120). https://doi.org/10.4324/9781003042693-12

Chen, I.-H., Lee, Z.-H., Dong, X.-Y., Gamble, J. H., & Feng, H.-W. (2020). The Influence of Parenting Style and Time Management Tendency on Internet Gaming Disorder Among Adolescents. International Journal Of Environmental Research And Public Health, 17(23), 1–16. https://doi.org/10.3390/ijerph17239120

Fitriyani, N., Masfuah, S., & Rondli, W. S. (2023). Analisis Perilaku Siswa Kelas 5 SD N 4 Getassrabi Terhadap Game online. WASIS: Jurnal Ilmiah Pendidikan, 4(1), 37-43. https://doi.org/10.24176/wasis.v4i1.9690

Harjanto, A., Hidayat, N., Tanod, M. J., Wahyudi, A., Irawan, D., Nguyen, P. T., Lydia, E. L., & Shankar, K. (2019). Online Games, Brain and Communication Ability. International Journal Of Engineering And Advanced Technology, 8(6 Special Issue), 732–734. https://doi.org/10.35940/ijeat.f1177.0886s19

Iskandar, K., Wijaya, F. A., Aswin, L. F., Zalsabiella, F. T., & Herlina, M. G. (2024). Game on: Boosting Early Learning Through Fun Educational Games. Proceedings of 2024 International Conference on Information Management And Technology, Icimtech 2024, 19–24. https://doi.org/10.1109/icimtech63123.2024.10780914

Kowert, R., Domahidi, E., Festl, R., & Quandt, T. (2014). Social Gaming, Lonely Life? The Impact of Digital Game Play on Adolescents’ Social Circles. Computers In Human Behavior, 36, 385–390. https://doi.org/https://doi.org/10.1016/j.chb.2014.04.003

Lérida-Ayala, V., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Fernández-Campoy, J. M., & Luque-De La Rosa, A. (2023). Internet And Video Games: Causes of Behavioral Disorders in Children And Teenagers. Children, 10(1). https://doi.org/10.3390/children10010086

Lim-Fei, V., Woo, H. M., & Lee, M. Y. (2016). Serious Games To Develop Social and Emotional Learning in Students. Lecture Notes In Computer Science (Including Subseries Lecture Notes In Artificial Intelligence And Lecture Notes In Bioinformatics), 9894 LNCS, 3–12. https://doi.org/10.1007/978-3-319-45841-0_1

Matheus, F., & Jayadi, R. (2023). Which Gating System Can Prevent Addiction To Online Games? International Journal Of Computer Games Technology, 2023. https://doi.org/10.1155/2023/4490133

Moleong, L. J. (2010). Metodologi Penelitian Kualitatif. Bandung: PT Remaja.

Muñoz-Carril, P.-C., Souto-Seijo, A., Dans-Álvarez-De-Sotomayor, I., & Fuentes-Abeledo, E.-J. (2023). Parental Control Measures To Regulate Smartphones Use By Children. Psychology, Society And Education, 15(3), 39–47. https://doi.org/10.21071/psye.v15i3.16077

Muslim, S. M. (2013). Psikologi Komunikasi. Jakarta: PT. Raja Grafindo Persada.

Nikken, P., & Jansz, J. (2014). Developing Scales To Measure Parental Mediation of Young Children’s Internet Use. Learning, Media And Technology, 39(2), 250–266. https://doi.org/10.1080/17439884.2013.782038

Nowak, A. K., Vallacher, R. R., Praszkier, R., Rychwalska, A., & Zochowski, M. (2020). Synchronization in The Emergence of Social Relations. In Understanding Complex Systems (Pp. 87–112). https://doi.org/10.1007/978-3-030-38987-1_5

Priya, N., & Maheswari, P. U. (2023). A New Approach To The Parental Mediation Theory From Adolescents’ Perspective: Inclusion of Participatory Use And Participatory Learning. Merrill-Palmer Quarterly, 69(3), 215–239. https://doi.org/10.1353/mpq.2023.a928419

Ramírez, S., Gana, S., Garcés, S., Zúñiga, T., Araya, R., & Gaete, J. (2021). Use Of Technology And Its Association With Academic Performance And Life Satisfaction Among Children And Adolescents. Frontiers In Psychiatry, 12. https://doi.org/10.3389/fpsyt.2021.764054

Ramseyer, F. (2013). Synchronized Movement In Social Interaction. ACM International Conference Proceeding Series. https://doi.org/10.1145/2557595.2557597

Rasmussen, M., Meilstrup, C. R., Bendtsen, P., Pedersen, T. P., Nielsen, L., Madsen, K. R., & Holstein, B. E. (2015). Perceived Problems With Computer Gaming And Internet Use Are Associated With Poorer Social Relations In Adolescence. International Journal Of Public Health, 60(2), 179–188. https://doi.org/10.1007/s00038-014-0633-z

Rehim, M. H., Al-Tkhayneh, K. M., Zaitoun, E. A., & Khaled, A. (2023). The Effects of Electronic Games on Students’ Academic Achievement in The United Arab Emirates From A Parental Perspective. Journal Of Social Studies Education Research, 14(2), 217–235. https://jsser.org/index.php/jsser/article/view/4803

Sari, N.Z., Ismaya, E.A, & Ahsin, M.N. (2021). Peran Orang Tua Dalam Memotivasi Belajar Anak Pada Pembelajaran Daring. WASIS: Jurnal Ilmiah Pendidikan, 3(2), 83-87. https://doi.org/10.24176/wasis.v3i2.7502

Setiawan, H, S. (2018). Analisis Dampak Pengaruh Game Mobile Terhadap Aktifitas Pergaulan Siswa SD N Tanjung Barat 07 Jakarta. Jurnal Faktor Exacta (11)2, hal 146-157. http://dx.doi.org/10.30998/faktorexacta.v11i2.2338

Slovák, P., Rowan, K., Frauenberger, C., Gilad-Bachrach, R., Doces, M., Smith, B., Kamb, R., & Fitzpatrick, G. (2016). Scaffolding The Scaffolding: Supporting Children’s Social-Emotional Learning At Home. Proceedings Of The ACM Conference On Computer Supported Cooperative Work, CSCW, 27, 1751–1765. https://doi.org/10.1145/2818048.2820007

Stevic, A., & Matthes, J. (2021). A Vicious Circle Between Children’s Non-Communicative Smartphone Use And Loneliness: Parents Cannot Do Much About It. Telematics And Informatics, 64. https://doi.org/10.1016/j.tele.2021.101677

Surbakti, K. (2017). Pengaruh game online terhadap remaja. Jurnal Curere, 1(1), 28–39. http://dx.doi.org/10.36764/jc.v1i1.20

Sugiyono, (2013). Metode Penelitian Pendidikan. Bandung: Alfabeta.

Swider-Cios, E., Vermeij, A., & Sitskoorn, M. M. (2023). Young Children and Screen-Based Media: The Impact on Cognitive and Socioemotional Development and The Importance of Parental Mediation. Cognitive Development, 66, 101319. https://doi.org/https://doi.org/10.1016/j.cogdev.2023.101319

Tekman, T. K., & Yeniasır, M. (2023). The Impact of Play-Based Learning Settings on Reading, Writing, Listening, and Speaking Skills. Sustainability (Switzerland), 15(12). https://doi.org/10.3390/Su15129419

Widiawati, Masturi, & Hilyana, S. H. (2023). Analisis Faktor-Faktor Kebiasaan Anak Bermain Game online di SDN Angkatan Kidul 01. WASIS: Jurnal Ilmiah Pendidikan, 4(1), 49-54. https://doi.org/10.24176/wasis.v4i1.9817




DOI: https://doi.org/10.24176/wasis.v5i1.9726

Refbacks

  • There are currently no refbacks.


View My Stats

gs 

  

 

in Collaboration with:

gs

 Visitor:

Free counters!