PENGARUH TERPAAN KONTEN BUDAYA JERMAN PADA GAME GENSHIN IMPACT TERHADAP MINAT BELAJAR SISWA MAN 2 CIRACAS JAKARTA TIMUR

PUTRA, MAHADERA ARYA (2024) PENGARUH TERPAAN KONTEN BUDAYA JERMAN PADA GAME GENSHIN IMPACT TERHADAP MINAT BELAJAR SISWA MAN 2 CIRACAS JAKARTA TIMUR. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Communication is a process in which an individual or communicator passes stimulants usually with language symbols (verbal or non-verbal) to change the behavior of other people (Suprapto, 2018). The increasingly rapid development of technology in the last decade has had a significant impact on human life, especially on lifestyle and entertainment. One of the most popular forms of entertainment is games. One of the RPG games that is currently quite popular and has quite a large fan following, especially among students, is Genshin Impact. This type of game usually plays the role of imaginary characters and collaborates to weave a story together. RPGs usually lean more towards social collaboration than competition. In general, in RPGs, the players are members of one group (Aji, 2018). Media exposure is a condition when someone is exposed to a media message and then it is about how the media message hits someone (Epps, 2017). According to (Hidayat & Widjajanti, 2018) student interest in learning can be interpreted as a condition in which students can develop a sense of liking and can arouse self-enthusiasm in carrying out an activity which can be measured through feelings of liking, interest, attention and involvement in participating in the learning process. This research aims to determine the influence of exposure to German cultural content in the Genshin Impact game on students' interest in learning at MAN 2 Ciracas, East Jakarta. This research includes causal associative research using a quantitative approach. The population in the study was 914 respondents. The sampling technique used was purposive sampling to obtain a sample of 87 respondents. Data was collected using a questionnaire that had been tested for validity and reliability. The data analysis technique used is simple regression. The results of this research are that game exposure (X) on the learning interest variable (Y) has no effect because based on the calculated t value of the game exposure variable (X) is 8,300 > t table 1,988, it can be concluded that the first hypothesis is accepted and the second hypothesis is rejected, meaning there is an influence of Game Exposure (X) on Interest in Learning (Y). Keyword : Exposure, Games, Genshin, Interests, Learning Komunikasi merupakan suatu proses di mana seseorang individu atau komunikator mengoperkan stimulant biasanya dengan lambang-lambang bahasa (verbal, maupun non verbal) untuk mengubah tingkah laku orang lain (Suprapto, 2018). Perkembangan teknologi yang semakin pesat dalam dekade terakhir ini telah membawa dampak yang signifikan pada kehidupan manusia, terutama pada gaya hidup dan hiburan. Salah satu bentuk hiburan yang paling diminati adalah game. Salah satu game RPG yang saat ini cukup populer dan memiliki penggemar yang cukup besar, terutama di kalangan siswa adalah Genshin Impact. Jenis permainan ini biasanya memainkan peran tokohtokoh khayalan dan berkolaborasi untuk merajut sebuah cerita bersama. RPG biasanya lebih mengarah ke kolaborasi sosial daripada kompetisi. Pada umumnya dalam RPG, para pemain tergabung dalam satu kelompok (Aji, 2018). Terpaan media merupakan kondisi ketika sеsеorаng ditеrpа sebuah pesan mеdiа kemudian tentang bаgаimаnа pesan media tеrsеbut ketika mеnеrpа sеsеorаng (Epps, 2017). Menurut (Hidayat & Widjajanti, 2018) minat belajar siswa dapat diartikan sebagai suatu keadaan siswa yang dapat menumbuhkan rasa suka dan dapat membangkitkan semangat diri dalam melakukan suatu kegiatan yang dapat diukur melalui rasa suka, tertarik, memiliki perhatian dan keterlibatan dalam mengikuti proses pembelajaran. Penelitian ini bertujuan untuk mengetahui Pengaruh Terpaan Konten Budaya Jerman Pada Game Genshin Impact Terhadap Minat Belajar Siswa MAN 2 Ciracas Jakarta Timur. Penelitian ini termasuk penelitian asosiatif kausal dengan menggunakan pendekatan kuantitatif. Populasi dalam penelitian sebanyak 914 responden. Teknik sampel yang digunakan Purposive sampling sehingga diperoleh sampel sebanyak 87 responden. Data dikumpulkan dengan kuesioner yang telah diuji validitas dan reliabilitasnya. Teknik analisis data yang digunakan adalah regresi sederhana. Hasil dari penelitian ini yaitu terpaan game (X) terhadap variabel minat belajar (Y) tidak berpengaruh dikarenakan berdasarkan nilai t hitung variabel terpaan game (X) adalah sebesar 8.300 > t tabel 1.988, maka dapat disimpulkan bahwa hipotesis pertama diterima dan Hipotesis kedua ditolak artinya terdapat pengaruh Terpaan Game (X) terhadap Minat Belajar (Y). Kata kunci: Terpaan, Game, Genshin, Minat, Belajar

Item Type: Thesis (S1)
Call Number CD: FK/BRD. 24 046
NIM/NIDN Creators: 44117010105
Uncontrolled Keywords: Terpaan, Game, Genshin, Minat, Belajar
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 010 Bibliography/Bibliografi > 011 General Bibliographies/Bibliografi Umum > 011.7 General Bibliographies of Works Having Specific Kinds of Content/Bibliografi Umum Pekerjaan yang Memiliki Jenis Konten Tertentu
000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 020 Library and Information Sciences/Perpustakaan dan Ilmu Informasi > 028 Use of Other Information Media/Membaca > 028.5 Reading and Use of Other Information Media by Young People/Bacaan Anak dan Remaja > 028.55 Reading Interests and Habits of Young People/Membaca Minat dan Kebiasaan Orang Muda
200 Religion/Agama > 290 Other Religions/Agama Selain Kristen > 299 Other Religions/Agama-agama Lain > 299.6 Religion of amo Black Africans and People of Black African Descent/Agama Afrika Hitam dan Orang-orang Keturunan Afrika Hitam > 299.67 Specific Cults/Budaya Tertentu
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.9 Other Indoor Diversions/Hiburan dalam Ruangan Lainnya > 793.92 Battle Games/Game Pertempuran
Divisions: Fakultas Ilmu Komunikasi > Penyiaran
Depositing User: khalimah
Date Deposited: 27 Apr 2024 02:24
Last Modified: 27 Apr 2024 02:24
URI: http://repository.mercubuana.ac.id/id/eprint/88244

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