THE INFLUENCE OF ONLINE GAMES ON STUDENT LEARNING CONCENTRATION AT PANCASAKTI UNIVERSITY TEGAL
Main Article Content
Abstract
The popularity of online games among college students has grown rapidly due to the quick development of digital technology, which may have an impact on their academic behavior, especially on their ability to concentrate when learning. Nowadays, online games are easily accessible through smartphones, computers, and various digital platforms, making them a common form of entertainment among students. While online games can provide relaxation and enjoyment, excessive engagement may influence students’ study habits and academic performance. The purpose of this study is to examine how playing online games affects Pancasakti University Tegal students' ability to focus during class. This study specifically focuses on third-semester students of the English Education Program in the 2025–2026 academic year.
A descriptive quantitative research design was used in this study to obtain objective and measurable results. A closed-ended questionnaire consisting of 24 items measured by a Likert scale was used to gather the data. The questionnaire evaluated several aspects, including students' levels of online gaming intensity, attentiveness during class, study time management, academic focus, self-control, and psychological factors associated with learning motivation. The instrument was distributed to thirty third-semester students who were selected using purposive sampling. To ensure the validity and reliability of the research instrument, the collected data were analyzed using descriptive statistical methods with the assistance of SPSS.
The results show that the majority of students regularly play online games every day. The findings also indicate that excessive online gaming tends to impair students' ability to concentrate during class, particularly when focusing during lectures, organizing study schedules, and completing academic assignments. Many students reported feeling distracted, experiencing shorter attention spans, and showing reduced motivation to study due to excessive gaming activities.
In conclusion, online gaming significantly affects students' ability to maintain concentration while learning. Therefore, students are encouraged to manage their gaming habits responsibly, while lecturers and educators are expected to provide guidance and effective strategies to help students maintain better academic focus and learning discipline.
Article Details
References
Schunk, D. H. (2012). Learning Theories: An Educational Perspective (6th ed.). Boston: Pearson.
Griffiths, M. D., & Pontes, H. M. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research & Therapy, 5(4)..
Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75–81..
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78.
A.A. Author, "Online Article Title," Periodical Title, vol. Volume, no. Issue, pp.-pp., Publication Year. Retrieved from URL.
American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Washington DC: APA.
Kuss, D. J., & Griffiths, M. D. (2012). Online gaming addiction in children and adolescents: A review of empirical research. Journal of Behavioral Addictions, 1(1), 3–22.
https://doi.org/10.1556/JBA.1.2012.1.1
Slameto. (2010). Belajar dan faktor-faktor yang mempengaruhinya. Rineka Cipta.
Stavropoulos, V., Anderson, E. E., Beard, C., Latifi, M. Q., Kuss, D., & Griffiths, M. (2019). A preliminary study of Hikikomori and internet gaming disorder: Moderating effects of game-playing time and living situation. Addictive Behaviors Reports, 9, 100137. https://doi.org/10.1016/j.abrep.2019.100137
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook. SAGE
Anderson, J. R. (2010). Cognitive psychology and its implications. Worth Publishers
Hayati & Roesdiana. (2023). Penelitian mengenai hubungan gaming dengan IPK pada mahasiswa kedokteran di Indonesia.
Ip, B., Jacobs, J., & Watkins, A. (2008). Gaming frequency vs. exam scores. Menunjukkan korelasi negatif antara frekuensi bermain game dengan hasil ujia
Santrock, J. W. (2011). Educational Psychology (5th ed.). McGraw-Hil
Wei, H. T., et al. (2012). The association between online gaming, social phobia, and depression.