Crossmark

Main Article Content


Abstract

This study is motivated by the increasing intensity of online gaming among adolescents, particularly Mobile Legends: Bang Bang, which potentially influences the development of students' Islamic character. The objective of this research is to analyze the intensity and patterns of online gaming and to identify its impact on the formation of Islamic character among ninth-grade students at MTs. Nurul Huda Sumur Wangi, Bogor City, while also exploring the roles of teachers, parents, and the surrounding environment in reinforcing students’ Islamic values. A descriptive qualitative approach was employed, conducted from July to August 2025, with primary data obtained from interviews and observations, and secondary data drawn from documents and supporting publications. Data collection techniques included in-depth interviews, participatory observation, and documentation, while data validity was ensured through source and method triangulation. The findings reveal that students exhibit relatively high gaming intensity, playing 2–3 hours per day with a frequency of 10–20 sessions per week. This habit negatively affects Islamic character development, particularly in areas such as discipline in worship, sense of responsibility, emotional regulation, and ethical language use. These results underscore the crucial role of teachers, parents, and the environment in guiding and directing students to balance digital activities with Islamic values. The study concludes that a contextualized religious education strategy aligned with digital phenomena is essential as both a preventive and curative measure to mitigate the adverse effects of online gaming on students’ character development.

Keywords:
Download Full-Text PDF Direct PDF file • 7647.pdf

Share Article:

Citation Metrics:

Scopus

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
0
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Li Z. (2027)
    Optimal pricing and charging design of the EVCS-EVs network based on a Stackelberg mean field game approach
    Electric Power Systems Research, 265
  2. Manoli A.E. (2027)
    Introducing a Conditional Support Framework: How young residents view the Olympic games
    Tourism Management, 119
  3. Najjarpoura M. (2027)
    A Game-Theoretic Approach for Probabilistic Reactive Power Management with Flexibility and Stability Assessment
    International Journal of Engineering Transactions A Basics, 40(4), 1071-1081

Article Details

How to Cite
Thamrin, M. B. I., Subagiya, B., & Dewi, R. S. (2025). Eksplorasi Pola Bermain Game Online Mobile Legends: Bang Bang dan Dampaknya terhadap Pembentukan Karakter Islami Siswa Kelas IX MTs Nurul Huda Sumur Wangi Kota Bogor. ANWARUL, 5(5), 688-700. https://doi.org/10.58578/anwarul.v5i5.7647

References

Alfatimah, A. (2022). Analisis Dampak Game Online Mobile Legends Bang Bang Terhadap Konsentrasi Belajar Di Sman 1 Seputih Agung Kecamatan Seputih Agung Kabupaten Lampung Tengah. 43–45.
Amran, A., Marheni, E., Sin, T. H., & Yenes, R. . (2020). Kecanduan Game Online Mobile Legends dan Emosi Siswa SMAN 3 Batusangkar. Jurnal Patriot, 2, 1118–1130.
Andriani, A. (2021). Pembentukan Karakter Islami Siswa SMP Teuku Nyak Arif Fatih Bilingual School Banda Aceh. Doctoral Dissertation, UIN AR-RANIRY. https://repository.ar-raniry.ac.id/id/eprint/18604/
Barseli, M., & Sriwahyuningsih, V. (2023). Peran game online mobile legends sebagai pemicu turunnya motivasi belajar siswa. Jurnal EDUCATIO: Jurnal Pendidikan Indonesia, 9(1), 164. https://doi.org/10.29210/1202322743
Hamid, H., & Saebani, B. A. (2021). Pendidikan Karakter Perspektif Islam (ke-2). CV PUSTAKA SETIA.
Kusumawardani, S. P. (2015). Game Online Sebagai Pola Perilaku ( Studi Deskriptif Tentang Interaksi Sosial Gamers Clash Of Clans Pada Clan Indo Spirit ). Jurnal Antropologi FISIP Universitas Airlangga, 2.
Murdianto. (2024). Pendidikan Karakter Islami Membangun Generasi Berakhlak Mulia di Era Digital.
Norhadi, M. (2022). Game Online Dalam Perspektif Maqashid Al Syari’Ah. Jurnal Ilmu Syariah Dan Hukum (JISYAKU), 1(1), 100–112. https://doi.org/10.23971/jisyaku.v1i1.4112
Pratiwi, E. Y. R., Rochmania, D. D., Asmarani, R., & Edi, M. B. (2019). Positif Negatif Game Online, Pengaruh Fenomena Game Online Terhadap Prestasi Belajar (pertama). LPPM UNHASY TEBUIRENG JOMBANG. https://www.scribd.com/document/692590119/buku-game-online
Qhomariah, E. N., Fatimah, A., Fuad, N., Darraz, M. A., Muhammadiyah, U., & Hamka, P. (2024). Mobile Legends dan Dampak Toksik: Refleksi Sikap dan Perilaku Remaja dalam Perspektif Pendidikan Agama Islam. 4(1), 402–415.
Reksiana. (2018). Kerancuan Istilah Karakter, Akhlak, Moral, dan Etika. 3(2), 91–102.
Santi, Ikhtiono, G., & Gustiawati, S. (2018). Peran Guru Pendidikan Agama Islam Dalam Membangun Kesadaran Berjilbab Siswi di SMAN 2 Kota Bogor. 2(1), 667–678. https://journal.melek.id/index.php/ilhjie/article/view/58%0Ahttps://journal.melek.id/index.php/ilhjie/article/download/58/13
Sapitri, D., Rosyadi, A. R., & Rahman, I. K. (2022). Pendidikan Karakter Islami Anak Usia Dini Berbasis Fitrah di Taman Kanak-kanak. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(6), 7334–7346. https://doi.org/10.31004/obsesi.v6i6.3657
Sugiyono. (2017). METODE PENELITIAN Kuantitatif, Kualitatif, dan R&D (26th ed.). ALFABETA.
Syarif, M. Z. H. (2024). Strategi pembangunan pendidikan Islam di Indonesia Timur. Islamic Learning Horizons: Journal of Islamic …, August. https://journal.melek.id/index.php/ilhjie/article/view/58%0Ahttps://journal.melek.id/index.php/ilhjie/article/download/58/13
Wahid, M., & Fauzan, A. (2021). Game Online Sebagai Pola Perilaku (Studi Pada Mahasiswa Ilmu Komunikasi Universitas Tadulako). Kinesik, 8(3), 275–283. https://sobatgame.com/sejarah-game/
Yonatan, A. Z. (2024). 95% Pengguna Internet Indonesia Bermain Video Games. Goodstats. https://goodstats.id/article/95-pengguna-internet-indonesia-bermain-video-games-82uYx