Minat Mahasiswa Pendidikan Olahraga terhadap Cabang Olahraga E-Sports di Universitas Pendidikan Mandalika
DOI:
https://doi.org/10.36312/ej.v4i2.1717Keywords:
Minat, E-Sports, Mobile Legends.Abstract
Penelitian ini dilatarbelakangi oleh perkembangan teknologi yang semakin maju, muncul beberapa cabang olahraa baru yang memanfaatkan model terbaru yaitu dengan media elektronik yang sering disebut E-Sports. Kemudian banyaknya mahasiswa pendidikan olahraga semester 3 di Universitas Pendidikan Mandalika Mataram yang bermain video game. E-Sports merupakan permainan video games yang kompetitif. E-Sports merupakan cabang olahraga Exhibition Asian Games 2018 dan merupakan cabang olahraga SEA Games 2019. Tujuan penelitian ini untuk mengetahui bagaimana minat mahasiswa pendidikan olahraga semester 3 terhadap E-Sports Divisi Mobile Legends Bang-Bang di Universitas Pendidikan Mandalika Mataram. Metode penelitian ini menggunakan pendekatan deskriptif kuantitatif. Jumlah populasi mahasiswa pendidikan olahraga semester 3 di Universitas Pendidikan Mandalika Mataram adalah 400 mahasiswa. Teknik sampling menggunakan teknik proportionate stratified random sampling, sehingga sampel dalam penelitian ini berjumlah 150 mahasiswa. Pengumpulan data menggunakan observasi, dokumentasi dan angket/kuesioner. Dengan instrumen berupa angket/kuesioner yang disebar melalui goggle form. Analisis data statistik deskriptif presentase sebagai teknik analisis data. Hasil penelitian ini menunjukkan bahwa mahasiswa pendidikan olahraga semester 3 sangat suka terhadap E-Sports Divisi Mobile Legends Bang-Bang di Universitas Pendidikan Mandalika Mataram dengan persentase sebesar 84,7%. Peneliti memiliki saran kepada pihak kampus, agar lebih memperhatikan perkembangan mahasiswanya dalam setiap hal, termasuk perkembangan dalam bidang teknologi terkini, alangkah lebih baik mahasiswa yang memiliki minat yang tinggi terhadap E-Sports tersebut dibuatkan wadah atau sebuah perkumpulan (komunitas) atau kegiatan non-akademik agar mahasiswa yang berminat tersebut dapat menyalurkan minatnya dengan tepat dan terorganisir.
Sports Education Students' Interest in E-Sports at Mandalika University of Education
Abstract
This research is motivated by increasingly advanced technological developments, several new sports branches have emerged that utilize the latest models, namely electronic media which is often called E-Sports. Then there are many 3rd semester sports education students at the Mandalika Mataram University of Education who play video games. E-Sports is a competitive video game. E-Sports is a sport for the 2018 Asian Games Exhibition and a sport for the 2019 SEA Games. The aim of this research is to find out how interested 3rd semester sports education students are in E-Sports in the Mobile Legends Bang-Bang Division at the Mandalika University of Education, Mataram. This research method uses a quantitative descriptive approach. The total population of 3rd semester sports education students at the Mandalika Mataram University of Education is 400 students. The sampling technique used proportionate stratified random sampling technique, so that the sample in this study was 150 students. Data collection uses observation, documentation and questionnaires. With an instrument in the form of a questionnaire distributed via goggle form. Descriptive percentage statistical data analysis as a data analysis technique. The results of this research show that 3rd semester sports education students really like E-Sports in the Mobile Legends Bang-Bang Division at the Mandalika Mataram University of Education with a percentage of 84.7%. The researcher has suggestions for the campus to pay more attention to the development of its students in every way, including developments in the latest technological fields. It would be better for students who have a high interest in E-Sports to create a platform or an association (community) or non-academic activities. so that interested students can channel their interests appropriately and in an organized manner.
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