HUBUNGAN BERMAIN GAME ONLINE DENGAN KECERDASAN EMOSIONAL SISWA KELAS XI SMK MUHAMMADIYAH 3 YOGYAKARTA
Kata Kunci:
Bermain Game Online, Kecerdasan Emosional, SiswaAbstrak
Latar Belakang: Perkembangan teknologi digital telah meningkatkan popularitas game online di kalangan remaja, termasuk Siswa SMK. Aktivitas bermain game online dapat memiliki dampak positif maupun negatif terhadap kecerdasan emosional Siswa, yang mencakup kemampuan mengenali, memahami, dan mengelola emosi serta berinteraksi secara efektif dengan orang lain. Tujuan: Mengetahui hubungan antara bermain game online dengan kecerdasan emosional Siswa kelas XI SMK Muhammadiyah 3 Yogyakarta. Metode: Penelitian ini menggunakan metode kuantitatif dengan desain analitik korelasional dan pendekatan cross-sectional. Sampel terdiri dari 78 siswa kelas XI SMK Muhammadiyah 3 Yogyakarta yang dipilih dengan teknik simple random sampling. Data dikumpulkan menggunakan kuesioner bermain game online dan kuesioner kecerdasan emosional, kemudian dianalisis menggunakan uji chi-square. Hasil: Mayoritas responden memiliki tingkat bermain game online yang rendah (80,8%), dan sebagian besar memiliki kecerdasan emosional positif (51,3%). Hasil uji chi-square menunjukkan nilai p = 0,031 (p < 0,05), yang mengindikasikan adanya hubungan signifikan antara bermain game online dan kecerdasan emosional siswa. Simpulan dan Saran: Terdapat hubungan signifikan dan positif antara bermain game online dengan kecerdasan emosional Siswa kelas XI SMK Muhammadiyah 3 Yogyakarta. Pihak sekolah disarankan untuk mengintegrasikan materi pengembangan kecerdasan emosional dalam kegiatan ekstrakurikuler serta program pembinaan karakter guna meningkatkan kesejahteraan emosional siswa.
Background: The development of digital technology has increased the popularity of online games among teenagers, including vocational high school students. Online gaming activities can have positive or negative impacts on students' emotional intelligence, which includes the ability to recognize, understand, and manage emotions and interact effectively with others. Objective: To determine the relationship between playing online games and the emotional intelligence of class XI students of SMK Muhammadiyah 3 Yogyakarta. Method: This study used a quantitative method with a correlational analytical design and a cross-sectional approach. The sample consisted of 78 class XI students of SMK Muhammadiyah 3 Yogyakarta who were selected using a simple random sampling technique. Data were collected using an online game playing questionnaire and an emotional intelligence questionnaire, then analyzed using the chi-square test. Results: The majority of respondents had a low level of online game playing (80.8%), and most had positive emotional intelligence (51.3%). The results of the chi-square test showed a p value = 0.031 (p <0.05), which indicated a significant relationship between playing online games and students' emotional intelligence. Conclusion and Suggestion: There is a significant and positive relationship between playing online games and emotional intelligence of class XI students of SMK Muhammadiyah 3 Yogyakarta. Schools are advised to integrate emotional intelligence development materials into extracurricular activities and character building programs to improve students' emotional well-being.


