Cyber interactions have replaced conventional face-to-face interactions in the socialization of daily life. This situation is often encountered in generation Z, born in 1995-2011. The interaction of cyberspace in question is an online game. There were 8 students interviewed at SMK 4 Negeri Probolinggo City. 4 students who regularly play online games and 4 students who do not regularly play online games. The result is self-discipline, confidence in groups and communicating with teachers, understanding self-potential, being active in developing strategies so that achievement in the classroom becomes a positive result when students play online games.
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