Campus Esports Community Activities as a Stimulus to Strengthen the National Character of Moonton Student Leader Members of IKIP PGRI Bojonegoro

Muhammad Luqman Hakim, Fifi Zuhriah, Heru Ismaya

Abstract


Digital technological advancements have transformed online gaming from a recreational activity into a social space that influences youth character development. This study aims to examine the effect of student involvement in the Moonton Student Leader community on strengthening civic and national character among students at IKIP PGRI Bojonegoro. The research employed a quantitative ex post facto approach with a correlational design. The sample consisted of 80 students selected through purposive and proportional sampling techniques. Data were collected using a validated Likert-scale questionnaire and analyzed using simple linear regression and t-tests. The results produced the regression equation Y = 25.929 + 0.385X, indicating a positive relationship between community involvement and the strengthening of national character. The t-test showed a significance value of p < 0.001 with a calculated t-value of 4.064, exceeding the critical t-value of 1.991. These findings demonstrate that participation in the Moonton Student Leader community significantly contributes to the development of students' civic and national character in the digital era.


Keywords


Gaming Communities; National Identity; Moonton Student Leader; Digital Generation.

References


Arikunto, S. (2019). Research Procedure: A Practical Approach. Rineka Cipta.

Arikunto, Suharsimi. (2019). Prosedur Penelitian Suatu Pendekatan Praktik. Rineka Cipta.

Creswell, J. W., & Creswell, J. D. (2023). Research design: Qualitative, quantitative, and mixed methods approach. In Sage Publications.

Field, A. (2018). Discovering Statistics Using IBM SPSS Statistics (5th ed.). SAGE Publications.

Ghozali, I. (2021). Aplikasi Analisis Multivariate dengan Program IBM SPSS 26 (10th ed.). Badan Penerbit Universitas Diponegoro.

Lestari, S. (2024). Reorientasi Pendidikan Karakter Bangsa Generasi Muda dalam Menghadapi Tantangan Budaya Digital Global. Jurnal Ilmiah Pendidikan Pancasila Dan Kewarganegaraan, 9(1), 45–53.

Likert, R. (1932). A Technique for the Measurement of Attitudes. In Archives of Psychology (Vol. 140).

Pratama, R. A., & Setiawan, B. (2024). E-Sports Sebagai Ruang Aktualisasi Diri dan Pembentukan Karakter Sosial Mahasiswa. Jurnal Kajian Kepemudaan Kontemporer, 5(2), 112–125.

Putra, A. P., & Handayani, T. (2025). Internalisasi Nilai Nasionalisme Melalui Organisasi Kemahasiswaan Berbasis Komunitas Digital. Jurnal Pendidikan Dan Kebudayaan Nusantara, 3(2), 88–97.

Ramadhan, F., & Wijaya, M. (2026). Dampak Positif Komunitas Esports Kampus Terhadap Jiwa Gotong Royong dan Solidaritas Mahasiswa. Jurnal Sosiologi Kontemporer, 7(1), 14–25.

Suandy, S. Q., & Susanti, R. (2025). Hubungan Intensitas Bermain Game Online Terhadap Interaksi Sosial Anggota Komunitas Akid Pekanbaru. J-CEKI: Jurnal Cendekia Ilmiah, 4(3).

Sugiyono. (2022). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (2nd ed.). Alfabeta.

Suryadi, D., & Utami, P. (2025). Pengembangan Karakter Sosial dan Tanggung Jawab Civitas Akademika dalam Ekosistem Gaming Modern. Jurnal Etika Dan Moralitas Publik, 6(3), 150–162.

Wibowo, T., & Nugroho, A. (2026). Peran Laboratorium Sosial Nonformal dalam Memfilter Dampak Negatif Digitalisasi pada Mahasiswa. Jurnal Pengembangan Karakter Bangsa, 4(1), 32–41.

Widhiawan, I. D., Lahpan, N. Y. K., & Hidayatun, I. S. (2025). E-Sports dan Interaksi Subkultur Gamer di Indonesia. Jurnal Etika, 9(1), 2042–2051.

Widiasih, S., & Akhidah, D. P. (2025). Strategi Penguatan Karakter Kebangsaan Mahasiswa dalam Menghadapi Disinformasi Digital dan Perubahan Sosial Budaya. Jurnal Ilmu Administrasi Publik, 5(4), 4915–4924.




DOI: https://doi.org/10.31004/jele.v%25vi%25i.2721

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Muhammad Luqman Hakim, Fifi Zuhriah,Heru Ismaya

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.