PENGGUNAAN WAKTU YANG EFEKTIF DALAM MENGURANGI KECENDERUNGAN GAME ONLINE PADA ANAK KELAS 4 SDN MARGA MULYA 1 BEKASI UTARA

SAENANA, DE'ODIA NANDA (2020) PENGGUNAAN WAKTU YANG EFEKTIF DALAM MENGURANGI KECENDERUNGAN GAME ONLINE PADA ANAK KELAS 4 SDN MARGA MULYA 1 BEKASI UTARA. S1-Sarjana thesis, Universitas Mercu Buana Jatisampurna.

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Abstract

ABSTRAK Pelatihan ini bertujuan untuk mengajak siswa usia sekolah dasar menggunakan waktunya dengan efektif guna mengurangi kecenderungan pada game online. Populasi pelatihan ini adalah siswa kelas 4 SDN Marga Mulya 1 yang beranggotakan 34 siswa. Mereka diketahui cukup aktif dalam bermain game online setelah waktu pulang sekolah. Media komunikasi yang digunakan untuk pelatihan yakni media cetak leaflet dan poster untuk membantu siswa agar terus mengingat apa yang telah disampaikan. Dalam proses pelaksanaannya siswa aktif dalam memberikan tanggapan dari apa yang telah disampaikan. Mereka menyadari kebiasaan bermain game online terlalu lama dapat melalaikan tugas sekolah mereka. Hasil tersebut menunjukkan kesadaran diri yang ditunjukkan oleh siswa apabila berlebihan bermain game online yang menghasilkan dampak negatif bagi kehidupan mereka. Kata Kunci: Pelatihan,waktu efektif,game online,dampak negative ABSTRACT The purpose of this study is to encourage the elementary school students to use their time effectively to reduce addictions for playing online games. The populations of this training is grade 4 of Marga Mulya 1 Elementary School with 34 students. They are known to be quite active in playing online games after school time. Posters and leaflet are used as communication media about the material presented to facilitate student understanding. During the process, students are active in providing responses related to the material that has been submitted. They realize that the habit of playing online games too long can neglect their schoolwork. These results indicate the self-awareness shown by students when playing excessive online games which produces a negative impact on their lives. Keyword: Training, effective time, online games, negative impacts

Item Type: Thesis (S1-Sarjana)
Call Number CD: FK/PR 20 023
NIM: 44216210023
Uncontrolled Keywords: Pelatihan,waktu efektif,game online,dampak negative
Subjects: 600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 659 Advertising and Public Relations/Periklanan, Reklame, Pariwara, Iklan, Sponsor, Humas, Hubungan Masyarakat
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 659 Advertising and Public Relations/Periklanan, Reklame, Pariwara, Iklan, Sponsor, Humas, Hubungan Masyarakat > 659.2 Public Relations/Hubungan Masyarakat
Divisions: Fakultas Ilmu Komunikasi > Hubungan Masyarakat
Depositing User: Nasruddin Mansyur S.Hum
Date Deposited: 03 Aug 2020 07:26
Last Modified: 03 Aug 2020 07:26
URI: http://repository.mercubuana.ac.id/id/eprint/56572

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