Abstract
ABSTRACT In this modern era, online games are no stranger to the ears of teenagers. In the last10 years, electronic games or what is often referred to as online games have mushroomed everywhere. This is supported by the many game centers in the neighborhood, which offeraf fordable prices for teenagers. However, gadgets/smartphones are also increasingly sophisticated and offer so many games, both offline and online games. Online game players are usually dominated by students, starting from elementary, junior high, high school, university students, and even adults. Students who often play online games will cause them to become addicted. The formulation of the problem consists of: 1) Why do online games have a impact on the character of students at SMP Negeri 1 Sukasada, Buleleng Regency? 2) What characters are affected by the existence of online games in students at SMP Negeri 1 Sukasada, Buleleng Regency? 3) What are the efforts to overcome the negative impact of online games on students at SMP Negeri 1 Sukasada?The theory used to dissect is Developmental Psychology Theory, Behaviorism Theory, Character Theory, then this research is classified as a qualitative research with descriptive analysis with an experimental approach so that the researcher is the key instrument. Data collection techniques were carried out using triangulation, data analysis was inductive in nature and the results of qualitative research emphasized meaning rather than generalization. Primary data sources are from field observations and in-depth interviews with teachers and students who are considered to know the studies in this study. Secondary data sources in this study come from documents, namely in the form of written data such as books or literature related to the study of the problem. Informants were determined by purposive sampling, namely those who were really involved in it. From the results of data analysis, it can be found that the internet-based learning method at SMP Negeri 1 Sukasada has changed the negative impact of the internet into a positive direction. In the realm of parents also make breakthroughs and supervision in gadget-based learning at home in order to increase the achievement index in student learning. And by reducing the hours of online play, it can shape the social character of students. Keywords: Impact, Online Game, Student Character
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