Rizky, Aufar (2026) Dampak Game Online Mobile Legends terhadap Akhlak Siswa. Jurnal Tarbawi, 17 (2). pp. 1-21. ISSN 2252-5882
Artikel Ilmiah_Aufar Rizqi_20221550025-1.pdf
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Abstract
Penelitian ini dilatarbelakangi oleh maraknya permainan game online Mobile Legends di kalangan remaja yang diduga kuat berpengaruh terhadap akhlak siswa, khususnya di lingkungan masyarakat kepulauan yang religius seperti SMP Negeri 1 Sapeken. Tujuan penelitian ini adalah mendeskripsikan intensitas penggunaan Mobile Legends di kalangan siswa serta menganalisis dampaknya terhadap akhlak, meliputi kedisiplinan, etika berkomunikasi, pengendalian emosi, dan tanggung jawab religius maupun sosial. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik purposive sampling, melalui wawancara mendalam, observasi, dan dokumentasi terhadap siswa, guru, serta orang tua. Hasil penelitian menunjukkan bahwa mayoritas siswa tergolong heavy user dengan durasi bermain tinggi, yang memicu kecenderungan perilaku toxic dalam berbahasa, sulit mengontrol emosi, pengabaian ibadah, serta melemahnya hubungan dengan orang tua. Meskipun terdapat sisi positif berupa peningkatan kerjasama dan kemampuan berpikir strategis, secara umum dampak negatif terhadap akhlak lebih dominan. Penelitian ini menyimpulkan bahwa problem utama bukan hanya keberadaan game, tetapi pola penggunaan yang berlebihan dan minim pendampingan, sehingga diperlukan sinergi sekolah, keluarga, dan masyarakat dalam pengelolaan game dan pembinaan akhlak digital siswa..
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Abstract: The This study is motivated by the widespread popularity of the online game Mobile Legends among adolescents, which is strongly suspected to affect students’ morality, particularly in religious island communities such as SMP Negeri 1 Sapeken. The aim of this research is to describe the intensity of Mobile Legends use among students and to analyze its impact on their morals, including discipline, communication ethics, emotional control, and religious as well as social responsibility. The study employs a descriptive qualitative approach with purposive sampling, using in-depth interviews, observations, and documentation involving students, teachers, and parents. The findings show that most students fall into the heavy user category with high playing duration, which triggers tendencies toward toxic language, poor emotional regulation, neglect of worship, and weakened relationships with parents. Although there are positive aspects such as improved teamwork and strategic thinking skills, the negative impact on students’ morals is generally more dominant. This research concludes that the main problem is not merely the existence of the game, but the excessive usage patterns and lack of guidance, thus requiring synergy between schools, families, and the community in managing gaming activities and fostering students’ digital morals..
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | Game online, Mobile Legends, akhlak siswa, remaja, pendidikan Islam, Online games, Mobile Legends, student morality, Islamic education |
| Subjects: | B Philosophy. Psychology. Religion > BP Islam. Bahaism. Theosophy, etc L Education > L Education (General) L Education > LB Theory and practice of education |
| Divisions: | 01. Fakultas Studi Islam dan Peradaban > S1 Pendidikan Agama Islam |
| Depositing User: | AUFAR RIZQI |
| Date Deposited: | 03 Nov 2026 02:34 |
| Last Modified: | 03 Nov 2026 02:34 |
| URI: | https://repository.um-surabaya.ac.id/id/eprint/15725 |
