Critical Studies of Technology, Psychology, and Education on Online Games
Main Authors: | Sulisworo, Dwi, Setiyani, Ratna Yunita, Kalid, Khairul Shafee, Erviana, Vera Yuli |
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Format: | Article info application/pdf Journal |
Bahasa: | eng |
Terbitan: |
The Indonesian Institute of Science and Technology Research
, 2022
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Subjects: | |
Online Access: |
https://journal.iistr.org/index.php/BST/article/view/169 https://journal.iistr.org/index.php/BST/article/view/169/137 |
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article-169 |
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<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—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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IOS20047.article-169 |
institution |
Indonesian Institute of Science and Technology Research |
institution_id |
10707 |
institution_type |
library:public library |
library |
Indonesian Institute of Science and Technology Research (IISTR) |
library_id |
7954 |
collection |
Bincang Sains dan Teknologi |
repository_id |
20047 |
subject_area |
Engineering in General Engineering Education Computer Science Information Theory |
city |
KOTA YOGYAKARTA |
province |
DAERAH ISTIMEWA YOGYAKARTA |
repoId |
IOS20047 |
first_indexed |
2024-06-11T02:57:49Z |
last_indexed |
2024-06-11T02:57:49Z |
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1801532086635462656 |
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9.9049015 |