STUDENTS LEARNING ACHIEVEMENT IN THE ERA OF SOCIAL MEDIA AND ONLINE GAMES
Abstract
This research was conducted in Yogyakarta and tested the influence of social media and online games on college students learning achievement. The population used here is all college students with a sample of 200 respondents. Validity is tested using Analysis Factors and reliability is tested using Cronbach Alpha. Data analysis to test hypotheses using multiple regression. Social media used by the majority of college students are Whatsapp, Instagram, Youtube, and Facebook. The use of social media was shown to have a significant effect on learning achievement with a B coefficient value of 0.525 significant at 0.000. There were 7 online games played by college students who were respondents in this study, namely Call of duty: mobile, Clash of Clans, Candy Crush Saga, Free Fire, Hago, Mobile Legends: Bang Bang, and PUBG Mobile. Games that can be played in groups and that require analytical power and strategic thinking turned out to be a favorite choice of college students. The results showed that online games proved to have a significant effect on college students learning achievement with a B coefficient value of 0.226 and significant at 0.000.
Keywords: Learning Achievement, Online Games, Social Media, Analysis Factors, Multiple Regression.