Prosiding Seminar Nasional Ilmu Komputer Universitas Semarang 2020
Efektivitas Playerunknown’s Battlegrounds (PUBG) Sebagai Alternatif Kegiatan Team-Building Selama Pandemi

Dublin Core

Title

Prosiding Seminar Nasional Ilmu Komputer Universitas Semarang 2020
Efektivitas Playerunknown’s Battlegrounds (PUBG) Sebagai Alternatif Kegiatan Team-Building Selama Pandemi

Subject

Team Effectivenes, PlayerUnknown’s Battlegrounds (PUBG), COVID-19, OSPEK, SPSS, SmartPLS
Team Effectivenes, PlayerUnknown’s Battlegrounds (PUBG), COVID-19, OSPEK, SPSS, SmartPLS.

Description

Selama pandemi COVID-19 pemerintah menghimbau masyarakat untuk tetap di dalam rumah dan mewajibkan pihak kampus untuk melaksanakan kegiatan pembelajaran secara online. Hal tersebut secara tidak langsung mempengaruhi pelaksanaan kegiatan di luar pembelajaran. Salah satunya adalah kegiatan Orientasi Studi dan Pengenalan Kampus atau OSPEK. Studi ini meneliti tentang efektivitas game-based study sebagai pengganti alternatif kegiatan team-building untuk mahasiswa baru. Dalam penelitian ini penulis menggunakan game online PlayerUnknown’s Battlegrounds (PUBG) sebagai medianya. Data dikumpulkan dengan teknik Simple Random Sampling menggunakan Google Form yang disebarkan melalui media sosial. Data sampel terdiri dari 149 pemain PlayerUnknown’s Battlegrounds (PUBG). Pada penelitian ini dilakukan pengujian validitas dan konvergen diskriminan menggunakan SPSS serta pengembangan model dengan teknik permodelan Partial Least Squares (PLS) menggunakan SmartPLS. Hasil dari penelitian ini menunjukkan bahwa PlayerUnknown’s Battlegrounds (PUBG) secara positif dapat menjadi media game-based study yang efektif dalam kegiatan team-building selama pandemi COVID-19.
During the COVID-19 pandemic, the government urged the public to stay indoors and obliged the campus to carry out online learning activities. This indirectly affects the implementation of activities outside of learning. One of them is student orientation or freshman orientation programs. This study examines the effectiveness of PlayerUnknown’s Battlegrounds (PUBG) as an alternative substitute for team-building activities for freshman during online student orientation. The data was collected using simple random sampling technique using Google Form which was distributed through social media. The sample data consisted of 149 players. In this study, the validity and convergent discriminant testing was conducted using SPSS and model development with the Partial Least Squares (PLS) modeling technique using SmartPLS. The results of this study indicate that PlayerUnknown’s Battlegrounds (PUBG) can positively become an effective game-based study media in team-building activities during the COVID-19 pandemic.

Creator

Sahda Armandiva Usman, Ryanis Naufalia, Dinda Husnaa Dhiyaulhaq

Publisher

Universitas Semarang

Date

27 Oktober 2020

Contributor

Sri Wahyuni

Rights

ISSN: 2614-1205

Format

PDF

Language

Indonesian

Type

Text

Coverage

Prosiding Seminar Nasional Ilmu Komputer Universitas Semarang 2020

Files

Tags

,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , ,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon ,

Citation

Sahda Armandiva Usman, Ryanis Naufalia, Dinda Husnaa Dhiyaulhaq, “Prosiding Seminar Nasional Ilmu Komputer Universitas Semarang 2020
Efektivitas Playerunknown’s Battlegrounds (PUBG) Sebagai Alternatif Kegiatan Team-Building Selama Pandemi,” Repository Horizon University Indonesia, accessed April 5, 2025, https://repository.horizon.ac.id/items/show/3475.