Publication:
Permainan Dalam Talian: Trend Terkini di Kalangan Murid Sekolah Menengah di Malaysia

dc.contributor.authorWan Muhammad Iskandar Firdaus Wan Ahmad,en_US
dc.contributor.authorSiti Munirah Mohd,en_US
dc.contributor.authorAmelia Natasya Abdul Wahab,en_US
dc.contributor.authorNurhidaya Mohamad Jan,en_US
dc.contributor.authorShafinah Kamarudin,en_US
dc.contributor.authorHatika Kacoen_US
dc.date.accessioned2024-05-28T05:51:10Z
dc.date.available2024-05-28T05:51:10Z
dc.date.issued2022
dc.date.submitted2022-4-28
dc.descriptionVolume 7 Issue 45 (March 2022) PP. 492-500en_US
dc.description.abstractOnline gaming is a very popular electronic game among the 21st-century generation now. This century's generation prefers to play to fill their free time. One of the factors contributing to this trend of electronic games is the stress factors experienced by students. Among the effects of these electronic games are causing addiction and health problems such as antisocial and depression. Thus, the main purpose of this study is to look at the trends of online gaming from the aspect of the types of games and the time allocated for each type of game played. This study can be achieved by implementing an online questionnaire distributed to secondary school students who play online games throughout Malaysia. Findings from the questionnaire that has been implemented: female students spend more time than male students. The game MultiPemain Online Battle (Multiplayer Online Battle Arena, MOBA) is an online game that is very popular among high school students. In conclusion, female students are no exception to playing online games previously pioneered by male students. MOBA is the type of game most preferred by secondary school students throughout Malaysia.en_US
dc.identifier.citationWan Ahmad, W. M. I. F., Mohd, S. M., Abdul Wahab, S. M., Jan, N. M., Kamarudin, S., & Kaco, H. (2022). Permainan Dalam Talian: Trend Kini Di Kalangan Murid Sekolah Menengah Di Malaysia. International Journal of Education, Psychology and Counseling, 7 (45), 492-500.en_US
dc.identifier.doi10.35631/IJEPC.745037
dc.identifier.epage500
dc.identifier.issn0128-164X
dc.identifier.issue45
dc.identifier.other2222-17
dc.identifier.spage492
dc.identifier.urihttp://www.ijepc.com/archived.asm?dataid=439&iDisplayStart=0&aaSorting=&isSearchDetail=1&dataidExtend=4472&iDisplayStartExtend=0&aaSortingExtend=&isSearchDetailExtend=1
dc.identifier.urihttps://oarep.usim.edu.my/handle/123456789/6673
dc.identifier.volume7
dc.language.isootheren_US
dc.publisherGLOBAL ACADEMIC EXCELLENCE (M) SDN BHDen_US
dc.relation.ispartofInternational Journal of Education, Psychology and Counselingen_US
dc.subjectSecondary School Pupil, Online Games Trend, Secondary School, Malaysiaen_US
dc.titlePermainan Dalam Talian: Trend Terkini di Kalangan Murid Sekolah Menengah di Malaysiaen_US
dc.title.alternativeOnline Game: Current Trend Among Malaysian Secondary School's Studenten_US
dc.typeArticleen_US
dspace.entity.typePublication

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