Ketagihan Permainan Mudah Alih dan Pencapaian Akademik dalam Kalangan Pelajar Sekolah Menengah Atas: Satu Kajian Kaedah Campuran Konvergen di Sebuah Sekolah Awam di Filipina
DOI:
https://doi.org/10.70148/rise.v3i4.4Kata kunci:
Ketagihan Permainan Mudah Alih, Psikologi Pendidikan, Penglibatan Akademik, Pembelajaran Kendiri Terkawal, Tingkah Laku PembelajaranAbstrak
Kajian ini menggunakan Reka Bentuk Kaedah Campuran Konvergen untuk meneliti bagaimana permainan mudah alih mempengaruhi tingkah laku pelajar, tabiat belajar, kesejahteraan fizikal, dan tanggungjawab akademik dalam konteks pendidikan sekolah menengah atas. Komponen kuantitatif melibatkan 58 orang pelajar Tingkatan 11 dari Seksyen Punzalan di Filipina yang menjawab soal selidik skala Likert 10 item bagi menilai tabiat permainan, gangguan akademik, masalah tidur, simptom fizikal, dan strategi daya tindak. Data dianalisis menggunakan min berwajaran, taburan kekerapan, dan korelasi Pearson. Komponen kualitatif pula terdiri daripada temu bual separa berstruktur dengan sepuluh orang peserta yang dipilih secara bertujuan. Analisis tematik mendedahkan tiga tema utama: (1) permainan sebagai sumber keseronokan dan pelarian, (2) ketidakselesaan fizikal dan kekurangan tidur, dan (3) kesukaran mengurus tanggungjawab akademik yang disertai dengan kegagalan kawalan kendiri. Proses triangulasi menunjukkan keselarasan yang kuat antara corak kuantitatif dan naratif peribadi pelajar. Berbeza dengan kajian terdahulu yang bergantung terutamanya pada korelasi berasaskan soal selidik, kajian ini mengintegrasikan pengalaman hidup pelajar bagi menjelaskan kelangsungan ketidaklibatan akademik serta kemerosotan tingkah laku pembelajaran yang berkesan walaupun pelajar menyedari kesan negatif permainan berlebihan. Dapatan kajian menunjukkan bahawa permainan berlebihan membawa kepada penurunan tumpuan, kekurangan tidur, motivasi yang menurun, dan pengabaian akademik, seterusnya melemahkan keupayaan pelajar untuk mengekalkan rutin pembelajaran yang produktif. Kajian ini mencadangkan pengukuhan program literasi digital, inisiatif kaunseling bimbingan, dan penggalakan tabiat permainan yang bertanggungjawab dalam kalangan pelajar bagi menyokong penglibatan akademik dan pembelajaran kendiri terkawal.
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