Gambaran Kecerdasan Emosi Mahasiswa Asrama yang Bermain Game Online

Saragih, Lowi Br and Ernawati, Renatha and Deliviana, Evi (2023) Gambaran Kecerdasan Emosi Mahasiswa Asrama yang Bermain Game Online. Cendekia : Jurnal Pendidikan dan Pengajaran, 1 (1). pp. 73-91. ISSN 3025-1206

[img] Text
GambaranKecerdasanEmosi.pdf

Download (459kB)
[img] Text (Hasil_Turnitin)
HasilTurnitinGambaranKecerdasanEmosi.pdf

Download (4MB)
Official URL: http://jurnal.kolibi.org/index.php/cendikia/index

Abstract

Penelitian deskriptif kuantitatif ini dilakukan di asrama pada salah satu kampus swasta Jakarta Timur dengan subyek 54 mahasiswa asrama yang bermain game online (mobile legends). Penelitian ini memiliki tujuan untuk memberikan gambaran tentang tingkat kecerdasan emosi mahasiswa asrama yang bermain Mobile Legends. Kecerdasan emosi menjadi faktor penting dalam mengatasi tantangan emosi yang terlihat ketika seseorang berinteraksi dengan lingkungan sosialnya. Adapun data diperoleh melalui instrumen kecerdasan emosi yang disusun peneliti berdasarkan teori Goleman yang telah diuji validitas dan reliabilitasnya. Analisis data menggunakan SPPS versi 26 dan diperoleh hasil bahwa terdapat 8 mahasiswa (15%) yang termasuk pada kategori kecerdasan emosi tinggi, sedangkan 39 mahasiswa (72%) termasuk pada kategori kecerdasan emosi sedang, dan 7 mahasiswa (13%) termasuk ke dalam kategori kecerdasan emosi yang rendah. Berdasarkan indikator jenis kelamin, terdapat 14 mahasiswa laki-laki (25,9%) sulit dalam mengontrol emosi dan cenderung mudah marah dan emosi ketika gagal dalam bermain game online termasuk kategori kecerdasan emosi rendah, sedangkan 36 mahasiswa laki-laki dan perempuan (66,7%) yang menunjukkan bahwa mereka mampu mengenali dan mengatur emosi dengan cukup baik dalam berbagai situasi termasuk pada kategori sedang, dan 4 mahasiswa perempuan (4%) dapat mengekspresikan emosi yang jelas dan tidak didominasi oleh perasaan-perasaan negatif termasuk kategori kecerdasan emosi tinggi. Kata Kunci kecerdasan emosi, game online, mobile legends, mahasiswa asrama. / This quantitative descriptive research was conducted in a dormitory at one of the private campuses in East Jakarta with the subjects of 54 dormitory students playing online games (mobile legends). This study aims to provide an overview of the level of emotional intelligence of dormitory students who play Mobile Legends. Emotional intelligence becomes an important factor in overcoming emotional challenges that are seen when a person interacts with his social environment. The data was obtained through emotional intelligence instruments compiled by researchers based on Goleman's theory which has been tested for validity and reliability. Data analysis using SPPS version 26 and found that there were 8 students (15%) who belonged to the high emotional intelligence category, while 39 students (72%) belonged to the medium emotional intelligence category, and 7 students (13%) belonged to the low emotional intelligence category. Based on gender indicators, there were 14 male students (25.9%) who were difficult in controlling emotions and tended to be irritable and emotional when failing to play online games included in the low emotional intelligence category, while 36 male and female students (66.7%) who showed that they were able to recognize and regulate emotions quite well in various situations including in the medium category, and 4 female students (4%) were able to express clear emotions and were not dominated by negative feelings belonging to the high emotional intelligence category. Key Words emotional intelligence, online games, mobile legends, dorm students

Item Type: Article
Subjects: EDUCATION
Depositing User: Mr Sahat Maruli Tua Sinaga
Date Deposited: 29 Feb 2024 02:32
Last Modified: 29 Feb 2024 02:32
URI: http://repository.uki.ac.id/id/eprint/13925

Actions (login required)

View Item View Item