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Outlines

Name : Zulfikar
NIM : 1042016055
The Influence of Online Game Playing Activities on Learning Motivation of Grade
Proposed Tittle : VII Students of Junior High School 1 Junior High School.

Grade VII Students of Junior High School 1 Vocational Youth, Aceh Tamiang
Object :

Research Design : ex-post facto


The researcher will collect data from respondents using an instrument in the form of
a closed questionnaire. In this questionnaire various questions have been prepared
The Technique of
: regarding the variables studied, namely online game play activities and learning
Data Collection
motivation.

Retrieval technique sampling in this study using purposive sampling, this technique
includes people selected on the basis of criteria certain criteria that researchers make
The Technique of
: based on research objectives. Whereas people in the population do not comply with
Sampling Treatments
these criteria are not made sample.

Chapter One : Introductions


To construct the valid background, there are several part to be outlined to be
developed into one paragraph by its order the number below, they are: (4 pages
suggested)
1. (Main Ideas = Topic Sentence + Controlling Ideas) it is thesis statements about
your Proposal Focus for one paragraph.
Online games are starting to influence daily activities among school-
age adolescents. This condition can be proven by showing teenagers,
especially those at the level of junior high school (SMP) to spend their time
playing online games. This fact is obviously very worrying because school-
age teenagers like them should spend a lot of time on positive activities.
A. Background Of
:
Study 2. The second paragraph (main Ideas = Topic Sentence + Controlling Ideas) is
about the proposal contextual perspectives to the research focus. “One of the first
sentences of each paragraph should tell your reader the specific idea, example,
issue or subject that will be the focus of the rest of the paragraph. In some cases,
you may write more than one sentence if you feel your reader needs additional
background information.”
In a sociological perspective, someone who has made online games a priority
tends to develop and become an egocentric and individualist person. Both of these
characteristics are very clearly dangerous for the development of the individual
concerned in the future. Based on the results of research observations conducted by
researchers on 11-12 June 2019 in class VII A-C SMP N 1 Vocational young people

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found several problems. First, 50% of Vocational Grade A-C students in Vocational
Middle School 1 have spent their time playing online games.

3. The Third paragraph (main Ideas = Topic Sentence + Controlling Ideas) is about
the proposal contextual evidences, expert review about your research focus.
Having contextualized the evidence; you can now present it in whatever form
seems appropriate given your discipline. See our Quoting and Paraphrasing
handout for more information. And then, within this paragraph, you should
explain the quoted ideas, do not let the ideas stand alone.
This percentage is obtained through data collection using an instrument in the
form of a questionnaire. Second, the learning motivation of students in class VII A-C
SMP N 1 Young vocational is still classified as a low category where most students
still do other activities when learning. Among them are lazing, sleeping, playing,
joking and talking. Both of these problems can certainly hinder the achievement of
cognitive, affective and psychomotor goals from learning.

4. The fourth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is


about the additional of proposal contextual evidences, expert review about your
research focus. Having more contextualized the evidence; you can now present it
in whatever form seems appropriate given your discipline. See our Quoting and
Paraphrasing handout for more information, and again, and then, within this
paragraph, you should explain the quoted ideas, do not let the ideas stand alone.
When they are in the school environment, they always play games, it turns
out if they are faced with a condition where there are some friends who are careless
and cause them to lose, they will easily feel irritated and angry. This will encourage
students who feel disadvantaged to blame the person who caused losing play. Not
infrequently there is a fuss or ego between students, blaming each other and even
cursing at each other. So the example is not good to be done especially by students.

5. The fifth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is about
the proposal contextual explanations perspectives to the research focus. This fifth
paragraph conveys your explanations. In most situations, your evidence will not
be self-explanatory. This is especially true with quotations, which are highly
interpretive, so you will want to explain to your readers how they should
understand the significance of the evidence. This explanation can often be done
in conjunction with the last component.
Autism is a severe neurological development disorder that affects the way a
person communicates and interacts with other people around him. A study found that
online game players are usually just fixated on the game without caring about their
social environment which will cause personality problems, such as lack of
confidence, often experiencing excessive anxiety and excessive fear.

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Having explained what the evidencemeans, and why that is important, you can
now ‘wrap up’ this paragraphby showing your readers how this evidence
supports your thesis statement. Be sure, at this stage, to avoid simply restating
parts of your thesis. Instead, connect the specific discussion of this paragraph to
that part of your argument to which it is most closely related.

6. The sixth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is about
the proposal contextual perspectives to connection the problems (Expectations
vs. Reality). Having explained what the evidencemeans, and why that is
important, you can now ‘wrap up’ this paragraphby showing your readers how
this evidence supports your thesis statement. Be sure, at this stage, to avoid
simply restating parts of your thesis. Instead, connect the specific discussion of
this paragraph to that part of your argument to which it is most closely related.
The age of school adolescents because the focus is only directed at online
games also affects the decline in the concentration of learning which students are
generally. Spending a lot of time just playing games causes students to be more
active in thinking about how to complete the initial stage to progress to the next stage
or how to defeat the playing opponent, without caring about the lesson.

7. The seventh paragraph (main Ideas = Topic Sentence + Controlling Ideas) is


about the proposal focus gaps to be taken care of.
In their teens they often say mood-changers, what's the mood-
changer? Mood-changer, is a condition where this online game becomes the
mood determinant of a person or the student itself. Why? Because if we look
at someone who is cool and serious about playing online games, surely when
he feels annoyed at losing, unable to play well or unable to outperform his
opponent there will be explosive anger. There are even some students who
like to vent their anger by hitting their hands on the table or even shouting at
will.

8. The eighth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is


about the proposal focus gaps to be taken care of. (additional)
At the age of school teens when teenagers or students experience difficulties or at
least lose play, they will easily get less wearable words or terms to hear. The cool
term is, if you lose, bring an animal. Not to mention if the habit of saying these
words carried over into the scope of his life outside the game. For example, when
annoyed not because there are games that always say the same thing.

9. The ninth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is about
the proposal focus gaps to be taken care of. (additional)
Everything that is online is definitely not spared from the name of the internet quota.
Automatically if the game is played via a smartphone of course it requires an internet
quota. Internet quota must be purchased if it runs out. What happens if it becomes a
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repetitive cycle every day? Of course, students feel as if they are required to spend
money every day and that is certainly very wasteful. On the other hand, if the student
chooses to play internet cafe just the same, they are also required to spend their
money every hour of the game.

10. The tenth paragraph (main Ideas = Topic Sentence + Controlling Ideas) is about
the proposal contextual perspectives to the research focus. This third paragraph
still conveys your research perspectives.
Apparently there is a study that states that the brain will not be stimulated if
constantly playing computer games. This is based on Ryuta's research that compares
the 1brain performance of children who often play computer games with children
who learn more arithmetic. In online game play can damage eye health, radiation
caused by computers and other digital devices such as smartphones or laptops have a
lot of adverse effects on health. By playing online games every day and for hours
using a smartphone or computer it turns out that the bad effects make it easier for
gamers. Therefore, it is necessary to conduct research with the title Effect of Online
Game Playing Activities on Learning Motivation of Grade VII Students in Junior
High School 1 Vocational Youth.

1. Research Design (experimental or CAR)


This research is an ex-post facto design, where researchers try to examine something
that has happened in the field. The approach used in this study is quantitative so as to
produce data in the form of a collection of numbers.

2. Research Variables
the variables studied were online game play activities and learning motivation.

3. Population and Samples


a) Research Instruments
The researcher will collect data from respondents using an instrument in the
form of a closed questionnaire

b) The Procedures of Data Collections


. In this questionnaire various questions have been prepared regarding the
variables studied, namely online game play activities and learning motivation.

Is there any influence of online game play on the learning motivation of VII
B. Research
: grade junior high school 1 grade VII students?
Questions

C. Hypotheses : There is a positive and significant influence between the variables of online game

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Ryuta-Game-Effect-Against-Performance

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play with the learning motivation of students of class VII A-C in Junior High School
1 Vocational Youth.

D. The Objectives Grade VII Students of Junior High School 1 Vocational Youth, Aceh Tamiang
:
of study

E. Research Method : kuantitatif

definition according to experts / understanding - perspective - or views

https://jagad.id/efek-bahaya-dampak-negatif-game-online-bagi-pelajar
F. References
alodokter.com/autism

Ryuta-Game-Effect-Against-Performance

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