Critical Studies of Technology, Psychology, and Education on Online Games

Main Authors: Sulisworo, Dwi, Setiyani, Ratna Yunita, Kalid, Khairul Shafee, Erviana, Vera Yuli
Format: Article info application/pdf Journal
Bahasa: eng
Terbitan: The Indonesian Institute of Science and Technology Research , 2022
Subjects:
Online Access: https://journal.iistr.org/index.php/BST/article/view/169
https://journal.iistr.org/index.php/BST/article/view/169/137
ctrlnum article-169
fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><title lang="en-US">Critical Studies of Technology, Psychology, and Education on Online Games</title><creator>Sulisworo, Dwi</creator><creator>Setiyani, Ratna Yunita</creator><creator>Kalid, Khairul Shafee</creator><creator>Erviana, Vera Yuli</creator><subject lang="en-US">online game</subject><subject lang="en-US">collaborative game</subject><subject lang="en-US">education</subject><subject lang="en-US">psychology</subject><subject lang="en-US">technology</subject><description lang="en-US">nline games are developing rapidly and have an impact on children's behaviour. This study aims to explain the phenomenon of online game addiction from the perspective of psychology, technology, and education. The method is narratively qualitative&#x2014;data obtained from online focus group discussions. The results of this study explain that online games today tend towards addictive behaviour. This situation is supported by the use of current technology in programming that allows the provision of varied features to increase the game's attractiveness. This addictive behaviour affects other behaviours that can affect the development of attitudes. This behaviour change affects learning performance. The teacher should adjust learning strategies in the digital era to adapt to children's new behaviours today related to online games.</description><publisher lang="en-US">The Indonesian Institute of Science and Technology Research</publisher><date>2022-12-07</date><type>Journal:Article</type><type>Other:info:eu-repo/semantics/publishedVersion</type><type>Journal:Article</type><type>File:application/pdf</type><identifier>https://journal.iistr.org/index.php/BST/article/view/169</identifier><identifier>10.56741/bst.v1i02.169</identifier><source lang="en-US">Bincang Sains dan Teknologi; Vol. 1 No. 02 (2022): Bincang Sains dan Teknologi; 83-91</source><source>2961-8746</source><source>2961-8932</source><source>10.56741/bst.v1i02</source><language>eng</language><relation>https://journal.iistr.org/index.php/BST/article/view/169/137</relation><rights lang="en-US">Copyright (c) 2022 Dwi Sulisworo, Ratna Yunita Setiyani, Khairul Shafee Kalid, Vera Yuli Erviana</rights><rights lang="en-US">https://creativecommons.org/licenses/by-sa/4.0</rights><recordID>article-169</recordID></dc>
language eng
format Journal:Article
Journal
Other:info:eu-repo/semantics/publishedVersion
Other
File:application/pdf
File
Journal:Journal
author Sulisworo, Dwi
Setiyani, Ratna Yunita
Kalid, Khairul Shafee
Erviana, Vera Yuli
title Critical Studies of Technology, Psychology, and Education on Online Games
publisher The Indonesian Institute of Science and Technology Research
publishDate 2022
topic online game
collaborative game
education
psychology
technology
url https://journal.iistr.org/index.php/BST/article/view/169
https://journal.iistr.org/index.php/BST/article/view/169/137
contents nline games are developing rapidly and have an impact on children's behaviour. This study aims to explain the phenomenon of online game addiction from the perspective of psychology, technology, and education. The method is narratively qualitative—data obtained from online focus group discussions. The results of this study explain that online games today tend towards addictive behaviour. This situation is supported by the use of current technology in programming that allows the provision of varied features to increase the game's attractiveness. This addictive behaviour affects other behaviours that can affect the development of attitudes. This behaviour change affects learning performance. The teacher should adjust learning strategies in the digital era to adapt to children's new behaviours today related to online games.
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institution Indonesian Institute of Science and Technology Research
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library Indonesian Institute of Science and Technology Research (IISTR)
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collection Bincang Sains dan Teknologi
repository_id 20047
subject_area Engineering in General
Engineering Education
Computer Science
Information Theory
city KOTA YOGYAKARTA
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