Pengaruh E-Sport (Olahraga Elektronik Mobile Legend) Terhadap Gaya Hidup Siswa disekolah Kelas X SMK Darul Muttaqien NWDI Perian
Keywords:
E-Sport, Mobile Legends, Gaya Hidup, Siswa Sekolah Menengah KejuruanAbstract
Abstract : The transformation of digital technology has altered the activity patterns of adolescents, particularly regarding how they spend their leisure time and their engagement with digital games. This study aims to examine the relationship between playing the e sport Mobile Legends and the lifestyle of tenth grade students at SMK Darul Muttaqien NWDI Perian. The study employs an explanatory quantitative approach with a correlational design, involving eleven tenth grade students as research subjects. Data were collected via questionnaires, and the analysis utilized Pearson correlation, Spearman correlation, and simple linear regression. The results indicate a trend toward a positive relationship between playing Mobile Legends and the students lifestyles: however, this relationship does not reach statistical significance. The Pearson correlation analysis yielded a correlation coefficient of 0.237 (p = 0.482), while the Spearman correlation resulted in a coefficient of 0.355 (p = 0.283). The regression analysis produced a correlation coefficient of 0.237 and a coefficient of determination of 0.056, with the regression equation: Y = 15.771 + 0.469X. The t test yielded a value of 0.733 (p = 0.482), and the F test resulted in a value of 0.537 (p = 0.482). Consequently, within the scope of this studys sample, playing the e-sport Mobile Legends does not show a statistically significant relationship with the students lifestyles.
Abstrak : Transformasi teknologi digital telah membawa perubahan pada pola aktivitas remaja, termasuk dalam pemanfaatan waktu luang dan keterlibatan dalam permainan digital. Penelitian ini bertujuan untuk mengkaji hubungan antara aktivitas bermain E Sport Mobile Legends dan gaya hidup siswa kelas sepuluh SMK Darul Muttaqien NWDI Perian. Penelitian ini menerapkan pendekatan kuantitatif eksplanatori dengan desain korelasional dan melibatkan sebelas siswa kelas sepuluh sebagai subjek penelitian. Pengumpulan data dilakukan melalui kuesioner, sedangkan analisis data menggunakan korelasi Pearson, korelasi Spearman, dan regresi linear sederhana. Hasil analisis menunjukkan adanya kecenderungan hubungan positif antara aktivitas bermain E Sport Mobile Legends dan gaya hidup siswa, tetapi hubungan tersebut tidak mencapai tingkat signifikansi statistik. Analisis korelasi Pearson memperoleh koefisien korelasi sebesar 0,237 dengan nilai signifikansi sebesar 0,482, sedangkan korelasi Spearman menghasilkan koefisien korelasi sebesar 0,355 dengan nilai signifikansi sebesar 0,283. Analisis regresi menghasilkan koefisien korelasi sebesar 0,237 dan koefisien determinasi sebesar 0,056, dengan persamaan regresi yaitu Y sama dengan 15,771 ditambah 0,469 dikalikan X. Uji t memperoleh nilai sebesar 0,733 dengan signifikansi sebesar 0,482, sedangkan uji F menghasilkan nilai sebesar 0,537 dengan signifikansi sebesar 0,482. Dengan demikian, aktivitas bermain E Sport Mobile Legends belum menunjukkan hubungan yang signifikan secara statistik dengan gaya hidup siswa dalam sampel penelitian ini.
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