Daniar Chandra Anggraini
Program Studi Pendidikan Agama Islam, Universitas Muhammadiyah Malang Jl. Raya Tlogomas No. 246 Kota Malang, Jawa Timur

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PENGARUH GAME ONLINE TERHADAP KETAATAN BERIBADAH MAHASISWA DI JURUSAN PENDIDIKAN AGAMA ISLAM UNIVERSITAS MUHAMMADIYAH MALANG Abdul Haris; Daniar Chandra Anggraini; Dina Mardiana
Jurnal Visi Ilmu Pendidikan Vol 13, No 2 (2021): Juli 2021
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jvip.v13i2.43475

Abstract

AbstractThis research discusses the influence of online gaming on the obedience of students at department of Islamic Education of University of Muhammadiyah Malang, especially in students of the class of 2017 and 2018. This research is based on the excessive intensity of online gaming that affects the obedience of student worship. This research is using field research, with a type of quantitative research. The sampling technique used in this study was Simple Random Sampling with 52 respondents. While data collection technique using questionnaire methods. The results of the correlation coefficient significant test using product moment correlation analysis the result was -0,276 < 0,279 < 0,361. The meaning is there is no positive and significant correlation between the intensity of online gaming to the obedience of students at the Department of Islamic Education of University of Muhammadiyah Malang.Keywords: Online Games, Obedience to Worship
PENGARUH GAME ONLINE TERHADAP KETAATAN BERIBADAH MAHASISWA DI JURUSAN PENDIDIKAN AGAMA ISLAM UNIVERSITAS MUHAMMADIYAH MALANG Abdul Haris; Daniar Chandra Anggraini; Dina Mardiana
Jurnal Visi Ilmu Pendidikan Vol 16, No 1 (2024): Januari 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jvip.v16i1.46300

Abstract

AbstractThis study aims to determine the intensity of students in the Department of Islamic Education, University of Muhammadiyah Malang, especially students of 2017 and 2018 class in playing online games, and the effect on their religious observance. This study uses a quantitative approach with a sample of 52 students. The research data were collected using a questionnaire and analyzed using the correlation analysis product moment. The results showed that the majority of students played intensely online games. However, their intensity of playing online games did not have a significant effect on their religious observance. The results of the analysis with the product-moment indicates 0.206 <0.279 where rcount is lower than rtable. Keywords: Online Games, Religious Observance