<?xml version="1.0" encoding="UTF-8" ?>
<modsCollection xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" xmlns:slims="http://slims.web.id" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd">
<mods version="3.3" ID="30815">
<titleInfo>
<title>Correlation Between Students’ Habit of Playing Online Games and English Learning Achievement (A Correlative Study of XI Grade Students At SMAN 13 Kabupaten Tangerang)</title>
</titleInfo>
<name type="Personal Name" authority="">
<namePart>Hafizh Prasetyo Wibowo</namePart>
<role><roleTerm type="text">Primary Author</roleTerm></role>
</name>
<typeOfResource manuscript="yes" collection="yes">mixed material</typeOfResource>
<genre authority="marcgt">bibliography</genre>
<originInfo>
<place><placeTerm type="text">serang</placeTerm></place>
<publisher></publisher>
<dateIssued>2025</dateIssued>
<issuance>monographic</issuance>
<edition></edition>
</originInfo>
<language>
<languageTerm type="code">id</languageTerm>
<languageTerm type="text">Indonesia</languageTerm>
</language>
<physicalDescription>
<form authority="gmd">Text</form>
<extent>xiii + 51 hlm.; 18 x 25 cm</extent>
</physicalDescription>
<note>This study aims to examine the correlation between students’ habit of playing online games and their English learning achievement among the eleventh-grade students at SMAN 13 Kabupaten Tangerang. The background of this research is based on the growing popularity of online games among teenagers and the potential influence of such activities on academic performance, particularly in English learning. This research employs a quantitative method with a correlational approach. Data were collected through questionnaires regarding students’ gaming habits and documentation of their English subject scores. The sample consisted of randomly selected eleventh-grade students. The results indicate a significant correlation between the habit of playing online games and English learning achievement. The findings suggest that playing online games, especially those involving English content, can have a positive impact on vocabulary acquisition and language comprehension. However, the correlation is moderate, indicating that online gaming is not the sole factor affecting academic performance. This study recommends that teachers and parents consider the potential of online games as an innovative learning medium when used wisely.</note>
<classification>428</classification><identifier type="isbn"></identifier><location>
<physicalLocation>UIN SMH Banten Perpustakaan Pusat</physicalLocation>
<shelfLocator>SKRIPSI TBI 2557</shelfLocator>
<holdingSimple>
<copyInformation>
<numerationAndChronology type="1">SKRIPSI TBI 2557</numerationAndChronology>
<sublocation>My Library</sublocation>
<shelfLocator>SKRIPSI TBI 2557</shelfLocator>
</copyInformation>
</holdingSimple>
</location>
<recordInfo>
<recordIdentifier>30815</recordIdentifier>
<recordCreationDate encoding="w3cdtf">2025-08-20 10:52:02</recordCreationDate>
<recordChangeDate encoding="w3cdtf">2025-08-20 10:52:25</recordChangeDate>
<recordOrigin>machine generated</recordOrigin>
</recordInfo></mods></modsCollection>