Studi Deskriptif Decision Making Competence pada Mahasiswa Pemain Game Tom Clancy Rainbow Six Siege di Komunitas X

Muhammad Iqbal Mirza Ratman, Endah Nawangsih

Abstract


Abstract. Students are required to be able to make decisions correctly, so they do not harm themselves. There are students in Community X who often make irrational decisions in dealing with the problem. This illustrates that the decisions made by these students are not appropriate in solving the problem. Students who do not fulfill their responsibilities are mostly Tom Clancy's: Rainbow Six Siege player. In playing Tom Clancy's: Rainbow Six Siege there are many factors that can help individuals to practice their decision making competence. The sampling technique used is population study sampling technique. Measurements are made by looking at the accuracy and consistency of the decisions made by the subject. The measurement instrument to be used is A-DMC from Parker and Fischhoff's (2005). The results of this study found that most Tom Clancy's: Rainbow Six Siege players have irrational decision making competencies.

Keyword : Decision Making Competence, Tom Clancy’s: Rainbow Six Siege, A-DMC

 

Abstrak. Mahasiswa dituntut untuk bisa mengambil keputusan dengan benar dan tepat sehingga tidak merugikan dirinya sendiri. Terdapat mahasiswa di Komunitas X yang sering kali membuat keputusan yang tidak rasional dalam menghadapi masalahnya. Hal tersebut menggambarkan bahwa keputusan yang dibuat oleh mahasiswa ini kurang tepat dalam menyelesaikan permasalahannya. Mahasiswa yang tidak memenuhi tanggung jawabnya sebagian besar merupakan pemain Tom Clancy’s: Rainbow Six Siege. Dalam bermain Tom Clancy’s: Rainbow Six Siege terdapat banyak faktor yang dapat membantu individu untuk melatih decision making competence yang dimiliki. Teknik sampling yang digunakan adalah teknik sampling studi populasi. Pengukuran dilakukan dengan melihat akurasi dan konsistensi dari keputusan yang dibuat oleh subjek. Instrumen pengukuran yang akan digunakan adalah A-DMC dari Parker and Fischhoff’s (2005). Hasil dari penelitian ini menemukan bahwa sebagian besar pemain Tom Clancy’s: Rainbow Six Siege memiliki decision making competence yang tidak rasional.

Kata Kunci : Decision Making Competence, Tom Clancy’s: Rainbow Six Siege, A-DMC

Keywords


Decision Making Competence

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References


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DOI: http://dx.doi.org/10.29313/.v0i0.17386

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