Penelitian ini bertujuan untuk mengetahui pengaruh game online terhadap perilaku pada remaja di Desa Tebel, Kabupaten Sidoarjo. Metode yang digunakan yaitu kualitatif deskriptif dengan teknik pengambilan sampel purposive sampling (sampel bertujuan) dan maximum variety sampling yang melibatkan enam informan dari dua remaja tingkat ekonomi tinggi, satu remaja tingkat ekonomi menengah dan dua remaja tingkat ekonomi rendah. Temuan menyatakan bahwa pola konsumtif remaja membeli item dalam game favoritnya yaitu Mobile Legends Dan Free Fire. Remaja berperilaku konsumtif karena faktor pergaulan, ekonomi dan media informasi. Purchasing item game bekerja untuk memperbaiki karakter atau ingin diperhatikan di lingkungan.Mereka mendapatkan uang saku dari orangtuanya, uang saku yang digunakan untuk membeli item game melalui top up di Indomaret, Alfamart, Shopee, Dana Atau Gopay. Dengan demikian, pola konsumtif remaja akan menimbulkan dampak boros, ketergantungan dan transaksi besar di rekening orang tua. Sehingga perlu adanya upaya untuk meminimalisasi perilaku konsumtif remaja, antara lain ajakan menabung dari orang tua, playstore remaja dan menggunakan aplikasi Family Link . This study aims to determine the effect of online games on adolescent behavior in Tebel Village, Sidoarjo Regency. The method used is descriptive qualitative with purposive sampling technique and maximum variation sampling involving six informants from two middle to high economic youths, one middle economic youths and two low economic youths. This finding confirms that the pattern of teenage consumers buying items in their favorite s, namely Mobile Legends and Free Fire. Adolescents behave consumptively because of social, economic and informational factors. Purchase of items serves to beautify the character or want to be noticed in the environment. They get pocket money from their parents, pocket money is used to buy items through top up at Indomaret. Alfamart, Shopee, Dana or Gopay. Thus, adolescent consumptive patterns will lead to wasteful, dependent impacts and big transaction in parent's account. So it is necessary to make efforts to minimize adolescent consumptive behavior, including invitations to save from parents, differentiating needs, filling free time with positive activities, controlling youth playstore accounts, and using the Family Link application.
This study aims to develop a valid and practical VCT (Value Clarification Technique) learning model-based module as a learning resource for anthropology students on the basic concepts of sociology. By using the research method R&D (Research and Development). Carry out the stages of research carried out by Thiagarajan, namely define, design, and develop. The instrument used in this study was a validity questionnaire and questionnaire practicality whose results will be analyzed using the kappa moment formula. Three validators are social studies lecturers who conduct validity and practicality tests through questionnaires to students. This study resulted in a social studies module based on the VCT (Value Clarification Technique) learning model on the basic concepts of sociology. An average kappa moment of 0.80 means a high module validity category. Students' results of the practicality test got an average kappa moment of 0.86 with a convenient type.
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