HUBUNGAN SELF-REGULATED LEARNING (SRL) DENGAN KECANDUAN GAME ONLINE PADA MAHASISWA

Authors

  • Nadila Putri Ananda Universitas Negeri Padang, Indonesia
  • Nurmina Nurmina Universitas Negeri Padang, Indonesia
  • Hanifa Laura Dalimunthe Universitas Negeri Padang, Indonesia

DOI:

https://doi.org/10.34125/jkps.v11i4.3538

Keywords:

Self-Regulated Learning, Kecanduan Game Online, Mahasiswa

Abstract

This study aims to examine the relationship between self-regulated learning and online game addiction among students at Universitas Negeri Padang. A quantitative method with a correlational design was employed. The sample consisted of 269 active students from the 2022–2024 cohorts who play Mobile Legends: Bang-Bang. Participants were selected using purposive sampling based on specific research criteria. Data were collected using self-regulated learning and online game addiction scales and analyzed via the Pearson Product-Moment correlation test using IBM SPSS Statistics 25 for Windows. The results indicate a significant negative relationship between self-regulated learning and online game addiction, with a correlation coefficient of -0.488 and a significance value of 0.000 (p < 0.05). This relationship falls into the moderate category. In other words, higher levels of self-regulated learning are associated with lower levels of online game addiction, and conversely, lower levels of self-regulated learning are associated with higher levels of online game addiction. This study offers empirical insight into the relationship between self-regulated learning abilities and the tendency toward online game addiction among university students.

References

Adam, M. F., & Rahman, A. (2023). Dampak Game Online Bagi Pelajar. Pinisi Business Administration Review, 3(2), 402-406.

Adila, T. F. (2024). Stres Pada Ibu Yang Mendampingi Anak Dalam Pembelajaran Jarak Jauh. Jurnal Ilmiah Wahana Pendidikan, 10(8), 1151-1159. https://doi.org/10.5281/zenodo.12176255

Agustian, I., Saputra, H. E., & Imanda, A. (2019). Pengaruh sistem informasi manajamen terhadap peningkatan kualitas pelayanan di pt. jasaraharja putra cabang Bengkulu. Professional: Jurnal Komunikasi dan Administrasi Publik, 6(1). https://doi.org/10.37676/professional.v6i1.837

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Publishing

Andryani, N., Aspin, & Silondae, D. P. (2022). Manajemen waktu dengan self-regulated learning. Jurnal Sublimapsi, 3(2), 141–149.

Aziz, A., & Rahardjo, P. (2013). Faktor-faktor prokrastinasi akademik pada mahasiswa tingkat akhir yang menyusun skripsi di universitas muhammadiyah purwokerto tahun akademik 2011/2012. Psycho idea, 11(1).https://doi.org/http://dx.doi.org/10.30595/psychoidea.v11i1.257

Azwar, S. (2007). Metode Penelitian. Yogyakarta: Pustaka Pelajar

Azwar, S. (2012). Metode Penelitian. Yogyakarta: Pustaka Pelajar.

Azwar, S. (2014). Metode Penelitian. Yogyakarta: Pustaka Pelajar.

Azwar, S. (2017). Metode Penelitian Psikologi Edisi ll. Pustaka Belajar.

Azwar, S. (2018). Metode Penelitian. Yogyakarta: Pustaka Pelajar.

Badudu, J. S., & Zain, S. M. (2001). Kamus Bahasa Indonesia Umum. Cet ke-4 Jakarta: Pustaka Sinar Harapan.

Baggio, S., Dupuis, M., Studer, J., Spilka, S., Daeppen, J. B., Simon, O., ... & Gmel, G. (2016). Reframing video gaming and internet use addiction: Empirical cross‐national comparison of heavy use over time and addiction scales among young users. Addiction, 111(3), 513-522. https://doi.org/10.1111/ add.13192

Bahasa, P. (2005). Kamus Besar Indonesia. Jakarta: Balai Pustaka.

Brown, I. (1997). Addicted to crime? Chichester: John Wiley.

Budhi, F. H., & Indrawati, E. S. (2016). Hubungan antara kontrol diri dengan intensitas bermain game online pada mahasiswa pemain game online di game center X Semarang. Jurnal empati, 5(3), 478-481.

Chen, C. Y., & Chang, S. L. (2008). An Exploration of the Tendency to Online Game Addiction Due to User's Liking of Design Features. Asian Journal of Health and Information Sciences, 3(1-4), 38-51. https://www.researchgate. net/publication/255590068

D Griffiths, M., J Kuss, D., & L King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318.

Dwi, S. (2007). Ilmu pendidikan. Yogyakarta: UNY Pers.

Effendi, R. M. S. (2017). Regulasi diri dalam belajar (self-regulated learning) pada remaja yang kecanduan game online. Jurnal Psikoborneo, 5(2), 187-191. http://dx.doi.org/10.30872/psikoborneo.v5i2.4362

Fitriani, D. D., Kasumawati, F., Lestari, R. T. R., & Herawanti, A. (2022). Correlation between parental interactions with online game addicted adolescents. Nursing Analysis: Journal of Nursing Research, 2(2), 78–85.

Ghozali, I. (2018). Aplikasi Analisis Multivariate Dengan Program IBM SPSS 25 (edisi sembilan) Semarang: Universitas Diponegoro.

Ghuman, D., & Griffiths, M. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(1), 13-29.

Grant, J. E., Won Kim, S., & Potenza, M. N. (2003). Advances in the pharmacological treatment of pathological gambling. Journal of Gambling Studies, 19(1), 85-109.

Haswati, D., Fitriani, R., Fatonah, Y. R., & Rohmah, A. M. (2020). Hubungan Kecanduan Game Online terhadap Kemampuan Berpikir Kreatif Matematis dan Self-Regulation Mahasiswa. Majamath: Jurnal Matematika dan Pendidikan Matematika, 3(2), 101-108.

Imanuel, N. (2009). Gambaran profil kepribadian pada remaja yang kecanduan game online dan yang tidak kecanduan game online. Depok: Universitas Indonesia.

Islamiati, N. B., & Fitri, A. (2015). Gambaran prokrastinasi akademik pada mahasiswa bina nusantara yang kecanduan game online (Doctoral dissertation, Doctoral Dissertation, BINUS).

Jamila, J. (2020). Konsep prokratinasi akademik mahasiswa. EduTech: Jurnal Ilmu Pendidikan dan Ilmu Sosial, 6(2), 257-261.

Julisia, N., & Nursalim, M. (2025). The Relationship between Learning Motivation and Self-Regulated Learning with Online Game Addiction of Junior High School Students. QUANTA: Kajian Bimbingan dan Konseling dalam Pendidikan, 9(1), 40-48. https://doi.org/10.22460/quanta.v9i1.5551

Khairunnisa, A. S. A., Daud, M., & Nur, H. (2022). Pengaruh Dukungan Sosial Terhadap Self-Regulated Learning Siswa dalam Belajar Daring di Kota Makassar. Jurnal Psikologi Talenta Mahasiswa, 2(2), 81–91. https://doi.org/10.26858/jtm.v2i2.38414

King, D., & Delfabbro, P. (2018). Internet gaming disorder: Theory, assessment, treatment, and prevention. Academic Press.

Lejap, E. V. H. L., Wijaya, R. P. C., & Keraf, M. K. A. (2022). Self-Regulated Learning and Online Game Addiction in College Student. Journal of Health and Behavioral Science, 4(2), 341-351. https://doi.org/10.35508/ jhbs.v4i2.6507

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media psychology, 12(1), 77-95. https://doi.org/10.1080/15213260802669458

Lupe, S. P. (2021). Dampak Bermain Game Online Terhadap Keaktifan Kuliah Mahasiswa. Skripsi, Universitas Nusa Cendana.

Manuella, B. D., & Mangunsong, F. M. (2017). Enhancing an Underachieving Middle School Student’s Motivation and Self-Regulation in Learning Mathematics with Self-Regulated Learning Program. 1st International Conference on Intervention and Applied Psychology (ICIAP 2017), 135, 222–233. https://doi.org/10.2991/iciap-17.2018.19

Maulana Putra, B. D., Ervina, I., & Sari, A. S. (2023). Hubungan Intensitas Bermain Game Online Mobile Legend dengan Self-Regulated Learning Siswa SMAN 1 Prajekan di Bondowoso. Jurnal Psikologi, 1(1), 8. https://doi.org/10.47134/pjp.v1i1.1943

Mawarni, A. (2024). Hubungan kecanduan game online terhadap self-regulated learning pada mahasiswa Bimbingan dan Konseling Universitas Lampung. Skripsi, Universitas Lampung.

Novrialdy, E. (2019). Kecanduan game online pada remaja: Dampak dan pencegahannya. Buletin psikologi, 27(2), 148-158.

Pande, N. P. A. M., & Marheni, A. (2015). Hubungan kecanduan game online dengan prestasi belajar siswa SMP Negeri 1 Kuta. Jurnal Psikologi Udayana, 2(2), 163-171. https://doi.org/10.24843/jpu.2015.v02.i02.p05

Paul R. Pintrich. (2004). A conceptual framework for assessing motivation and self-regulated learning in college students. Educational Psychology Review, 16(4), 385–407. https://doi.org/10.1007/s10648-004-0006-x

Pinasti, A. Y., & Khoirunnisa, R. N. (2022). Hubungan antara kontrol diri dengan perilaku kecenderungan kecanduan game online selama pandemi covid-19 pada remaja di Kota Surabaya. Character Jurnal Penelitian Psikologi, 9(5), 125–133. https://doi.org/10.26740/cjpp.v9i5.47489

Pintrich, P. R. (1995). Understanding self-regulated learning. New Direction for Teaching and Learning, (63), 3-12.

Pontes, H. M., Király, O., Demetrovics, Z., & Griffiths, M. D. (2014). The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: The development of the IGD-20 Test. PLoS ONE, 9(10), e110137. https://doi.org/10.1371/journal.pone.0110137)

Pratama, R. A., Widianti, E., & Hendrawati, H. (2020). Tingkat kecanduan game online pada mahasiswa fakultas keperawatan. Journal of Nursing Care, 3(2).

Rengat, I. S., Sarif, P., & Prayoga, A. (2022). Fenomena Game Online Dalam Kehidupan Sosial Kaum Muda Dalam Perspektif Herbert Blumer. Jurnal Borneo Akcaya, 8(2), 171-182.

Rosana, A. S. (2010). Kemajuan teknologi informasi dan komunikasi dalam industri media di Indonesia. Gema Eksos, 5(2), 218225.

Rumbaru, N. R. (2021). Pengaruh Game Online Terhadap Kecerdasan Matematis Siswa (Doctoral dissertation, IAIN Ambon).

Salim, A. (2005). “Pengaruh Game Online Terhadap Perilaku Belajar Mahasiswa Jurusan Pendidikan Agama Islam Fakultas Tarbiyah dan Keguruan UIN Alauddin Makasar”. Fakultas Tarbiyah dan Keguruan, UIN Alauddin Makasar.

Saptutyningsih, E., & Setyaningrum, E. (2019). Penelitian kuantitatif metode dan alat analisis. Yogyakarta: Gosyen Publishing.

Saputri, I. A. D., & Ayriza, Y. (2021). Hubungan perilaku prososial dengan persepsi penerimaan teman sebaya pada remaja awal. Acta Psychologia, 3(1), 21-28. https://doi.org/10.21831/ap.v3i1.40013

Savira, F., & Suharsono, Y. (2013). Self-regulated learning (SRL) dengan prokrastnasi akademik pada siswa akselerasi. Jurnal Ilmiah Psikologi Terapan, 1(1), 66-75.

Siregar, S. (2013). Stastistik Parametrik Untuk Penelitian Kuantitatif. Bumi Aksara. https://opac.perpusnas.go.id/DetailOpac.aspx?id=855000

Sugiyono. (2012). Metodologi Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta

Sugiyono. (2013). Metodologi Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta

Sugiyono. (2015). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.

Sugiyono. (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta

Susanti, I., Utomo, B., & Makhfudli. (2021). Regulasi diri terhadap gangguan perilaku internet gaming. Jurnal Telenursing, 3(2), 401–410.

Torrano Montalvo, F., & González Torres, M. (2004). Self-regulated learning: Current and future directions.

Tsanya, R., Syukriadi, S., & Kala, P. R. (2025). Hubungan Manajemen Waktu dengan Self-Regulated Learning pada Mahasiswa Program Studi Diploma Tiga Keperawatan Universitas Abulyatama. Inovasi Kesehatan Global, 2(4), 24-37. https://doi.org/10.62383/ikg.v2i4.2344

Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for taiwanese adolescents. Cyberpsychology & behavior, 9(3), 317-324.

Wan, C. S., & Chiou, W. B. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychology & behavior, 9(6), 762-766.

Widyastuti, F. S. (2012). Kecanduan Mahasiswa Terhadap Game Online. Skripsi. Universitas Negeri Yogyakarta.

Yee, N. (2002). Motivation of Play in Online Games. Cyberpsycho behavior. Vol.9 Page 772-775.

Young, K. S. (1996). Internet Addiction: A New Clinical Phonomenon and its Consequences. Journal St. Bonaventura University Center for Online Addiction American Behavioral Scientist. vol. 48 no. 4.

Young, K. S. (2007). Cognitive Behavior Therapy with Internet Addicts: Treatment Outcomes and Implications. Cyberpsychology & behavior, 10(5), 671-679.

Zimmerman, B. J. (1989). A social cognitive view of self-regulated academic learning. Journal of Educational Psychology, 81(3), 329-339.

Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory into practice, 41(2), 64-70. https://doi.org/10.1207/S15430421TIP41022

Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory Into Practice, 41(2), 64-70.

Downloads

Published

2026-09-01

How to Cite

HUBUNGAN SELF-REGULATED LEARNING (SRL) DENGAN KECANDUAN GAME ONLINE PADA MAHASISWA. (2026). Jurnal Kepemimpinan Dan Pengurusan Sekolah, 11(4), 3325-3341. https://doi.org/10.34125/jkps.v11i4.3538