Ketagihan Permainan Mudah Alih dan Pencapaian Akademik dalam Kalangan Pelajar Sekolah Menengah Atas: Satu Kajian Kaedah Campuran Konvergen di Sebuah Sekolah Awam di Filipina

Pengarang

DOI:

https://doi.org/10.70148/rise.v3i4.4

Kata kunci:

Ketagihan Permainan Mudah Alih, Psikologi Pendidikan, Penglibatan Akademik, Pembelajaran Kendiri Terkawal, Tingkah Laku Pembelajaran

Abstrak

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.

Biografi Pengarang

  • Mhel Cedric D. Bendo, Polytechnic University of the Philippines

    Mhel Cedric D. Bendo is a student researcher specializing in educational psychology, curriculum and instruction, educational measurement and evaluation, psychometrics, educational technology, and business and financial technology (FinTech). He is pursuing a Bachelor of Science in Entrepreneurship at the Polytechnic University of the Philippines. As of 2026, he is a member of the Editorial Board of SIAR Publications, an Editorial Board Member of the International Journal of Multidisciplinary Research and Exploration (IJMRE), and an Editorial Board Member and Review and Technical Committee Member of the International Journal of Advanced Multidisciplinary Application (IJAMA), where he contributes to peer review, subject-area feedback, manuscript evaluation, and research assessment. He also serves as a Technical Editor for the Journal of Student-Run Clinics (JSRC), contributing to editorial review processes and the technical evaluation of submitted manuscripts. He is an invited peer reviewer for international peer-reviewed journals, including Cogent Education (Taylor & Francis), a peer-reviewed journal published by a leading global academic publisher, contributing to the evaluation of scholarly work in education and interdisciplinary research. His reviewing contributions cover education, psychology, artificial intelligence in education, educational technology, educational evaluation, interdisciplinary undergraduate research, health education, business, and entrepreneurship, including journals indexed in Web of Science (ESCI), Scopus (Q1–Q3), ERIC, and DOAJ.

Rujukan

American Academy of Pediatrics. (2016). Media and young minds. Pediatrics, 138(5), e20162591. https://doi.org/10.1542/peds.2016-2591

Arreola, P. J., Santos, L. R., & Vega, A. J. (2023). Video gaming and stress reduction: Behavioural and psychological perspectives. Journal of Behavioral Health & Digital Engagement, 5(1), 45–58. https://doi.org/10.20849/jbhde.2023.05145

Choi, S. W., Kim, H. D., & Shin, S. H. (2018). Associations between internet gaming behavior and health outcomes among adolescents. Journal of Adolescent Health, 62(1), 65–72. https://doi.org/10.1016/j.jadohealth.2017.07.012

Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). SAGE Publications. https://us.sagepub.com/en-us/nam/designing-and-conducting-mixed-methods-research/book241842

Tai, C.-L., Liu, Y.-C., & Chao, C.-F. (2004). Computer use and musculoskeletal disorders among university students: An epidemiological study. Ergonomics, 47(6), 594–601. https://doi.org/10.1080/00140130410001682435

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4

Skinner, B. F. (1957). Verbal behavior. Copley Publishing Group.

Sayeed, M. A., Rasel, M. S. R., Habibullah, A. A., & Hossain, M. M. (2021). Prevalence and underlying factors of mobile game addiction among university students in Bangladesh. Global Mental Health, 8, e35. https://doi.org/10.1017/gmh.2021.34

Demir, Y., & Kutlu, M. (2018). The relationship between video game addiction and academic achievement. Educational Research and Reviews, 13(23), 1156–1163. https://doi.org/10.5897/ERR2018.3602

Islam, M. S., Hossin, M. Z., Amar, S. A., & Iqbal, M. N. (2020). Association between excessive online gaming and academic performance among secondary school students in Bangladesh. Heliyon, 6(5), e03977. https://doi.org/10.1016/j.heliyon.2020.e03977

Israel, V. (2018). Gaming disorder and effects of gaming on health: An overview. Journal of Addiction Medicine and Therapeutic Science, 4(1), 1–4.

Shiers, J. (2020, January 6). Expert advice on gaming addiction in young people and children. InternetMatters. https://www.internetmatters.org/hub/news-blogs/expert-advice-on-gaming-addiction-in-young-people-and-children/

Jackson, L. A., von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race, and income in these relationships. Computers in Human Behavior, 27(1), 228–239. https://doi.org/10.1016/j.chb.2010.08.001

Zamani, E., Chashmi, M., & Hedayati, N. (2009). Effect of addiction to computer games on physical and mental health of female and male students of guidance school in the city of Isfahan. Addiction & Health, 1(2), 98–105. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/

Montag, C., Wegmann, E., Sariyska, R., Demetrovics, Z., & Brand, M. (2021). On the psychology of TikTok use: A first glimpse from empirical findings. Frontiers in Public Health, 9, 641673. https://doi.org/10.3389/fpubh.2021.641673

Männikkö, N., Billieux, J., & Kääriäinen, M. (2015). Problematic digital gaming behaviour and its relation to the psychological and physical health symptoms. Journal of Behavioral Addictions, 4(3), 178–186. https://doi.org/10.1556/2006.4.2015.040

Tholl, C., Bickmann, P., Wechsler, K., Froböse, I., Grieben, C., & et al. (2022). Musculoskeletal disorders in video gamers – A systematic review. BMC Musculoskeletal Disorders, 23(1), 614. https://doi.org/10.1186/s12891-022-05614-0

Jenkins, P. J., Srikantharajah, D., Duckworth, A. D., Watts, A. C., & McEachan, J. E. (2013). Carpal tunnel syndrome: The association with occupation at a population level. Journal of Hand Surgery (European Volume), 38(1), 67–72. https://doi.org/10.1177/1753193412455790

Sheppard, A. L., & Wolffsohn, J. S. (2018). Digital eye strain: Prevalence, measurement and amelioration. BMJ Open Ophthalmology, 3(1), e000146. https://doi.org/10.1136/bmjophth-2018-000146

We Are Social & Meltwater. (2024). Digital 2024: The Philippines. Retrieved from https://datareportal.com/reports/digital-2024-philippines

Király, O., Griffiths, M. D., & Demetrovics, Z. (2015). Internet gaming disorder: Concepts, assessment, and epidemiology. Current Addiction Reports, 2(2), 254–262. https://doi.org/10.1007/s40429-015-0058-6

Griffiths, M. D. (2005). A “components” model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https://doi.org/10.1080/14659890500114359

World Health Organization. (2019). Gaming disorder. International Classification of Diseases (11th ed.). https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder

King, D. L., Delfabbro, P. H., Wu, A. M. S., Doh, Y. Y., Kuss, D. J., Pallesen, S., ... Sakuma, H. (2020). Treatment of Internet gaming disorder: An international systematic review and CONSORT evaluation. Clinical Psychology Review, 54, 123–133. https://doi.org/10.1016/j.cpr.2017.04.002

Hawi, N. S., Samaha, M., & Griffiths, M. D. (2021). The digital addiction scale for children: Development and validation. Cyberpsychology, Behavior, and Social Networking, 24(2), 82–89. https://doi.org/10.1089/cyber.2020.0320

Adams, B. L., Stavropoulos, V., Burleigh, T., Liew, L., Beard, C., & Griffiths, M. D. (2022). Internet gaming disorder behaviors in adolescence: A systematic review and meta-analysis. Journal of Behavioral Addictions, 11(2), 278–296. https://doi.org/10.1556/2006.2022.00030

Kwok, C., Leung, P. Y., Poon, K. Y., & Fung, X. C. (2021). The effects of internet gaming and social media use on sleep and academic performance among adolescents. Sleep and Biological Rhythms, 19(2), 189–198. https://doi.org/10.1007/s41105-020-00296-0

Scott, H., Biello, S. M., & Woods, H. C. (2019). Social media use and adolescent sleep patterns: A systematic review. Sleep Medicine Reviews, 47, 59–70. https://doi.org/10.1016/j.smrv.2019.05.001

Research Poster

Muat turun

Diterbitkan

2026-08-05

Cara Memetik

Bendo, M. C. D. (2026). Ketagihan Permainan Mudah Alih dan Pencapaian Akademik dalam Kalangan Pelajar Sekolah Menengah Atas: Satu Kajian Kaedah Campuran Konvergen di Sebuah Sekolah Awam di Filipina. Journal of Research, Innovation, and Strategies for Education (RISE), 3(4), 57-71. https://doi.org/10.70148/rise.v3i4.4