PENGARUH LAYANAN INFORMASI TERHADAP DAMPAK GAME ONLINE BAGI GENERASI MUDA ( STUDI DI PENGAJIAN PEMUDA HIANG KARYA)

Deskripsi/Abstract
The Hiang Karya village youth study group due to the impact of online games has low self-esteem, identified as having a level of difficulty (magnitude), level of strength (strength) and level of generalization (generality) in study activities, tends to be hesitant and does not have a clear target for achieving exams. The purpose of this study is to determine the impact of online games on youth study groups before the formation of information services, to determine the influence of information services on the impact of online games for the Hiang Karya village youth study group. The type of research used is experimental research. The location and time of the research were in Hiang Karya Village. The research design used an experimental design method. The operational definition of the variables consists of the Group Guidance Variable (X) and the dependent variable, namely Self-Efficacy (Y). Population of 45 young religious students and sample of 20 young religious students of Hiang Karya village. Data collection techniques consist of documentation, questionnaires. The research instrument uses a Likert scale. Research Instrument Test consists of Validity Test, Reliability Test. Data analysis techniques consist of Normality Test, Homogeneity Test and Hypothesis Test if the data is not normally distributed, it can use the non-parametric statistical test Mann Whitney U Test or can also use the Wilcoxon Signed Rank Test. The results of the study showed that there was an influence of the implementation of group guidance information services on young religious students of Hiang Karya village. t count Value = 5.236. Because the t count> t table = 2.01063 then ho is rejected and ha is accepted. This means that there is a difference between the posttest scores of young religious students of Hiang Karya village, where x ̅_experiment = 95.36> x ̅_control = 84.16 so it can also be concluded that "there is an influence of information services on the impact of online games on young religious students of Hiang Karya village".
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