Publication Search

56,082 articles from 441 journals · 1,579 citations tracked

Showing 81-100 of 134

Analytics

Dzikrian Muarif; Syahrul Ramdani; Zuriatri putri; Titin Sumarni

Jurnal Strategi Bisnis Teknologi 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of information technology, especially through gadgets, has changed the business landscape significantly, even among students. This study aims to investigate the role of gadgets in increasing the business effectiveness of students majoring in Sharia Economics at STAIN Bengkalis. Qualitative research methods were used to gain a deeper understanding of how gadgets influence student business practices. The research results show that gadgets make a major contribution to increasing student business effectiveness. By using gadgets, students can access real-time market information, facilitate communication with clients and business partners, and optimize time management and productivity. Apart from that, gadgets are also an important tool in developing business networks and promoting products or services. These findings highlight the importance of integrating technology in Sharia Economics education to prepare students to face business challenges and opportunities in the digital era.

Tri Wahyudi Ramdhan; Bustomi Arisandi; Muhammad Tohir; Mufaizin Mufaizin; Bahrul Ulum

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

With the open access to information in the era of the Industrial Revolution 4.0 and the rapid development of technology, teachers are no longer the main source of learning. This requires teachers to use technology in the learning process. With the presence of gadgets that they carry everyday, they can be utilised for learning activities. The purpose of this activity is to improve teacher competence in developing digital classroom design using the google classroom application. The methods used were lectures, questions and answers, discussions, group practices, guidance services, simulations and group presentations. The results obtained show that the fourth grade teachers of elementary school in Burneh District as training participants have skills in developing digital classroom design using google classroom applications from the beginning of the learning process to learning evaluation

Shafira Andani

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Nowadays technology is developing increasingly rapidly, nowadays gadgets are not only used by adults, but also used by teenagers and children. Humans are very dependent on gadgets, the use of gadgets has become an important part of life. Gadgets can make it easier to access and reach anything. However, gadget addiction is very vulnerable to children. One of the initial factors causing this could be the child's parents, who are willing to give them a gadget just to make their child calm when they cry. This often happens in everyday life and this is the factor that makes children become dependent on gadgets. And another case that makes children dependent on gadgets is because of online games that children like, such as free fire, mobile legend and pubg games.    

Ali Mahdi, Azra; Utami, Nabila; Syahrani, Nur; Br. Ginting, Siti Salamah

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This research aims to examine community service activities in an effort to realize healthy and wise use of gadgets among children in Bandar Magodang Village, Bintang Bayu District. Stages include planning, education, training and mentoring children. The service team from the Mathematics Education Study Program, North Sumatra State Islamic University carried out outreach on 19-20 August 2023, involving 10 village children. The results include preparation, coordination with related parties, outreach materials, and implementation activities. The research also looked at the positive and negative impacts of gadget use on children's development, emphasizing the need to limit gadget use to maintain physical and mental health. Activity documentation is available for further reference.

Artha Meifanny Wiharjo

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Parenting or parenting is a relationship between parents and children who are close and share effective parenting models. Technological advances in the era of globalization have greatly influenced the parenting process which is no longer limited to local culture. Various problems arise related to parenting and communication between parents and children. Interpersonal communication is communication carried out in two directions individually or in groups which elicits responses from both. This research aims to describe the application of digital parenting concepts by parents to children aged 2 -5 years in RT005/RW 007 Gunung Anyar Emas Housing Complex and determine the role of digital parenting in interpersonal communication between parents and children aged 2 -5 years. The method used is qualitative with a descriptive analysis approach. The subjects studied were parents and children aged 2-5 years, totaling 5 people who implemented digital parenting. The research results showed that the application of the digital parenting concept includes: 1) implementing rules and agreements in using gadgets; 2) guiding and accompanying children; 3) use child mode as parental control; 4) balance children's play time. In this way, interpersonal communication between parents and children develops as expected. This means that children's use of gadgets does not have a negative effect. This cannot be separated from the role of parents in caring for children digitally.

I Wayan Widi Karsana; Rai Riska Resty Wasita; Agus Donny Susanto; Nyoman Ngurah Adi Sanjaya; Bambang Hadi Kartiko +5 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

In the current digital era, gadget use has become an inseparable part of everyday life, including among children. However, excessive use of gadgets can have a significant impact on children's health. This service activity aims to provide education regarding the negative impact of gadget use on children's health. Excessive use of gadgets can cause mental health and physical health problems, including disturbances in body posture and vision problems due to exposure to blue light which can affect their growth and development. Results The pre-test carried out before the educational activity resulted in only 27.5% understanding the impact of using gadgets on health, while the test carried out after the education resulted in 77.5% understanding the impact of gadgets on health. This shows an increase in understanding of 50% after it was carried out. education regarding the impact of gadget use on children's health.

Nabila Putri Chania; Darmawati Darmawati

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to describe and reveal the Review of Tabuik Dance Choreography at Mustika Minang Art Studio in Pariaman City. This type of research is qualitative with descriptive methods. This research instrument is the researcher himself and is assisted by supporting instruments stationery, cameras and gadgets / smartphones. Data were collected through literature study, observation, interviews and documentation. The steps of analyzing data are collecting data, describing the data and inferring the data. The results showed that this Tabuik dance has 3 parts, namely the beginning as the opening of the dance, the middle, and the end as the climax. In this Tabuik dance there are elements of dance composition consisting of; motion, floor design, group composition, top design, dancers, music design, costumes and makeup as well as props. The movements worked on by the choreographer were taken from the traditional procession carried out at the time of making Tabuik itself. This dance work also looks very interesting with floor patterns and diverse group compositions so that the audience does not get bored in watching the performance and dancers who master strong movements and movements. The costumes used in the Tabuik dance are simple costumes. This Tabuik dance raised the theme of the Hoyak Tabuik procession in Pariaman City.The music that accompanies the dancer's movements uses a fast tempo to the end of the dance with dang singing. The property used in Tabuik dance is the miniature Tabuik itself.

Najwa Rahmi; Khadijah Khadijah; Yola Adela Sindy; Rama Yuspika

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

He increasing development of technology and information means that everyone can never leave the hands of this Smartphone. Because, this gadget is very useful as a means or medium for exchanging information. Apart from just exchanging information, smartphones are used as a medium for seeking knowledge. However, many young children abuse the use of smartphones without parental supervision, which ultimately has negative impacts, one of which can endanger children's motor skills and endanger children's activities and lives. This research aims to find out how mobile phones influence the social emotional development of early childhood. In this research the author also uses qualitative methods with a literature approach. The results of the research show that the influence of these gadgets is very influential on children's emotional development because this includes mental disturbances, emotional instability. So, children's use of smartphones should be accompanied by strict supervision by parents.

Muhamad Haykal Muttaqin; Adam Andreansyah; Reza Mauldy Raharja

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The alpha generation is the children that the millenial generation has left behind. This article was written by Mark Mc Crindle and published in the Business Insider magazine (Christina Sterbenz, 2015). The Alpha Generation (2011–2025) is the most advanced generation in terms of digital technology and the least advanced generation in comparison to the previous generation. Every day, almost 2.5 million children of the Alpha Generation are born into the world. The generation most familiar with the internet over the long term is Gen A. Mc Crindler also asserts that the Alpha generation is not averse to technology, somewhat socially adept, somewhat creative, and somewhat independent. Alpha generators require quick and somewhat chaotic processes. By enticing them with a technology, they become socially alienated. This article aims to understand the challenges faced by the Alpha Generation in the Industrial Revolution. For many people, literacy is a familiar language. Literasi is a concept with a complex, dynamic, and ever-changing definition that is defined by several methods with extreme caution. According Keywords: Literacy, Technology, Development, and Generation Alpha. to an online Merriam-Webster dictionary, the words "literature" and "letter" come from the Latin and English languages, respectively. Literasi is quality, or the ability to read and write with huruf/aksara that is included in the text. Technology is described as a concept that has to do with the type of application and knowledge about how it might improve human ability to identify and modify objects that are around. At this point in time, technological advancement is experiencing relatively slow advancement. The idea of technological advancement is to advance technology from one era to the next, making it more advanced or better. The ability of the Alpha generation to communicate (read, write, study, and sketch) has somewhat declined as a result of the rapid advancement of technology. Many Alpha children nowadays are highly dependent on their gadgets (games, YouTube videos, and other apps). However, due to technological developments, alpha generation children are lagging behind in literature, which is why they are interested in reading at an age when they should be able to read and understand the content of what they read.  

Budi Santoso; Dita Hendriani

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This research is motivated by the rapid development of technology in the current era of digitalization, one of which is a gadget that is very common in use in Krandegan Village, Gandusari District, Trenggalek Regency, especially by teenagers who almost always carry their gadgets anywhere. The objectives of this study are 1) Knowing how the social behavior of teenagers due to the use of gadgets in Krandegan Village, Gandusari District, Trenggalek Regency, 2) Knowing how the impact of gadget use on teenagers in Krandegan Village, Gandusari District, Trenggalek Regency. This research uses a descriptive qualitative approach. The data collection techniques used were observation, interview, and documentation. Observation is used to observe the use of gadgets by teenagers in Krandegan Village, Gandusari District, Trenggalek Regency, interviews and documentation are used to dig up information about the problem under study. The results showed that: the use of gadgets in the current era is unavoidable and users must be more able to control their use. However, a technology will always have an impact on its users, both positive and negative impacts. Likewise for teenagers where the use of gadgets has an impact on the social behavior they show everyday, there are several changes in social behavior that appear such as reduced intensity of direct interaction with the environment, too fixated on gadgets when interacting directly with the community, being more closed, the emergence of laziness so that they often forget time, procrastinate work, the level of teenage participation in social activities also decreases.The use of gadgets also has several positive impacts and negative impacts on teenagers such as facilitating communication, accelerating the dissemination of information, as a means of entertainment, facilitating the learning and learning process, expanding the network of friends, making it easier to find work, making it easier for teenagers to shop with e-commerce. While the negative impact is that the intensity of direct interaction is reduced, too fixated with their gadgets, making teenagers more closed, teenagers often procrastinate work and neglect their obligations and responsibilities in the real world, making teenagers lazy in learning, decreasing their sense of concern and empathy for the surrounding environment, reducing the level of youth participation in social activities, the spread of hoax news is increasing, impacting on health and patterns, affecting the family economy and vulnerable to fraud.

Suarman Zai; Suardin Zai; Elieser R Marampa; Marthen Mau

International Journal of Christian Education and Philosophical Inquiry 2024 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This article aims to contribute ideas in preventing phubbing behavior in young children who are addicted to gadgets and to place an active, interactive-based approach in order to help children develop social skills well in their social environment. The method used is descriptive analysis with a systematic literature review approach. The findings of this research show that the internet or digital world which is easily accessed by young children via gadgets opens up space for ignoring the person they are talking to when communicating, which is also known as phubbing which is caused by irregular use of gadgets. Additionally, children who grow up in environments where excessive gadget use is allowed or even encouraged by parents tend to experience problems with social skills, including the ability to give others their full attention without being distracted by gadgets. Therefore, parents must pay full attention to this problem through holistic assistance to prevent bad things from happening in the future.

Nazwa Syifa Azzahra; Mustopa Mustopa; Rindu Rindu

Jurnal ilmu Kesehatan Umum 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Sleep is something that must be fulfilled, if it it fulfilled it will cause disturbances in a person's biology and psychology. Many factors influence insomnia, including disease, fatigue, environment, stress, medication, diet, and alcohol and nicotine. The use of gadgets can also affect insomnia because addiction to bluelight gadgets will shift your sleep rhythm, causing insomnia. This research aims to determine the relationship between intensity of gadget and stress with insomnia in final class adolescents at Logos Health Vocational School. The research method used is Cross-Sectional. involving 99 final grade students of Logos Health Vocational School. By using the Chi-Square Statistical Test and the results of this research, the P value = 0.001, which means that the value is <0.05. Conclusion: There is a relationship between the intensity of gadget and stress and insomnia in final class adolescents at Logos Health Vocational School, Kabupaten Bogor in 2023. The results of this research are expected to provide benefits for parents and schools in efforts to prevent the occurrence of insomnia, as well as handling stress and use. gadgets.

Muhammad Fiqri Abdul Thoriq; Taukhid Mubarok

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to understand the impact of gadget use on  childhood as well as implement  solutions on the impact of gadget use on  childhood. This gadget is a medium  used as a  modern communication tool. Gadgets make human communication easier. Today, communication has become more advanced with the advent of gadgets. Among them, 4,444 are smartphones such as iPhones, Androids and laptops. In preschool psychology, development refers to children from 0 to 6 years old. The research method used is literary research. Results show that amenities impact  social development in young children. Excessive use of gadgets harms children's social and emotional development. Harmful effects of electronic device use on children include isolation, sleep disturbances, loneliness, violent behavior, reduced creativity and threats of cyberbullying. Solution to device use in  childhood by limiting device use, supervising children's screen time with parents who play a crucial role, and providing a schedule timely  when children play with devices, so that devices do not hinder young children's social development.

Resqita Mautiah Anshar; Muhammad Akhir; Besse Syukroni

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

The main problem in the research is identifying the factors that hinder the initial reading learning process for class I UPT SPF SD Inpres Jongaya students, Tamalate District. The research aims to analyze the factors inhibiting beginning reading in class I UPT SPF SD Inpres Jongaya, Tamalate District. The type of research is qualitative research with descriptive methods. Researchers collect data through observation, interviews and documentation. The subjects in the research were 5 students in class I UPT SPF SD Inpres Jongaya, Tamalate District, who were classified as having low initial reading ability. The results of the research show that there are two factors that hinder the initial reading learning process at UPT SPF SD Inpres Jongaya, Tamalate District, namely internal factors and external factors. Internal factors include children's lack of memory, children's slow understanding of learning, students' lack of attention to learning in class, excessive pressure on children, and children's lack of motivation and interest. External factors include lack of parental attention, lack of learning media available at home, lack of teacher skills, students never attending PAUD, lack of focus on reading activities at students' previous school (TK), limited time and attention of the community as well as the use of gadgets and playing excessive online games. Thus, it can be concluded that these factors hinder the initial reading learning process for class I students at UPT SPF SD Inpres Jongaya, Tamalate District.

Mohamad Hilal Farizqi; Adi Wijaya; Sancka Stella

Jurnal Ventilator: Jurnal riset ilmu kesehatan dan Keperawatan 2024 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Gadgets are a real form of the development of science and technology (Science and Technology) in the present and future. Of course, with the development of Science and Technology, this greatly influences human life patterns both in terms of thought patterns and behavior. Nowadays, not only adults, children can also use gadgets in everyday life and also enjoy using them, but this can lead to gadget addiction, mental, emotional and negative behavioral disorders. Research objective: to determine the relationship between the role of parents, use of gadgets, growth and development with the social behavior of children aged 6-12 years in Pabuaran Village rt05/rw13 Cibinong, Bogor, 2023. Method: The type of research used in this research is quantitative research , namely with a cross sectional approach. The population of this study was 80 respondents aged 6-12 years at Rt 05/Rw 13 Pabuaran Cibinong, Bogor. The sampling technique used total sampling with a total of 60 respondents. Data collection uses a questionnaire. Data analysis was carried out in the form of a frequency distribution and used the Chi Square test. Research results: There is a relationship between the role of parents and social behavior at Rt 05/Rw 13 Pabuaran Cibinong, Bogor in 2023, with a p-value of 0.005 with an OR value of 0.231. There is a relationship between gadget use and social behavior at Rt 05/Rw 13 Pabuaran Cibinong, Bogor in 2023, with a p-value of 0.006 with an OR value of 5.000. There is a relationship between growth and development and social behavior at Rt 05/Rw 13 Pabuaran Cibinong, Bogor in 2023, with a p-value of 0.003 with an OR value of 0.184. Conclusion: There is a relationship between the role of parents, use of gadgets, growth and development and the social behavior of children aged 6-12 years in Rt05/Rw13 pabuaran Cibinong, Bogor in 2023.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Astigmatism is a refractive disorder caused by uneven curvature of the cornea or lens, causing light not to focus on the retina. This study aims to measure the prevalence of astigmatism among students at Ma Chung University and identify the relationship between the duration and position of gadget use with astigmatism. The study method used a cross-sectional design involving 125 students aged 17–24 years. Data were collected through questionnaires and eye examinations using a Snellen chart and keratometer. The results showed that 38.4% of students had astigmatism. Most students (96.8%) used gadgets for more than 2 hours a day, and 91.2% used gadgets in a lying position. Using gadgets in this position and for long durations increases the risk of astigmatism. The conclusion of this study is that astigmatism is a significant problem among students. Implementation of the 20-20-20 rule and increasing outdoor activities are recommended for prevention. Routine eye examinations are also needed so that disorders can be detected and treated early.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Astigmatism is a refractive disorder caused by uneven curvature of the cornea or lens, causing light not to focus on the retina. This study aims to measure the prevalence of astigmatism among students at Ma Chung University and identify the relationship between the duration and position of gadget use with astigmatism. The study method used a cross-sectional design involving 125 students aged 17–24 years. Data were collected through questionnaires and eye examinations using a Snellen chart and keratometer. The results showed that 38.4% of students had astigmatism. Most students (96.8%) used gadgets for more than 2 hours a day, and 91.2% used gadgets in a lying position. Using gadgets in this position and for long durations increases the risk of astigmatism. The conclusion of this study is that astigmatism is a significant problem among students. Implementation of the 20-20-20 rule and increasing outdoor activities are recommended for prevention. Routine eye examinations are also needed so that disorders can be detected and treated early.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Hypermetropia is a refractive disorder that affects the eye's focus on close objects and can affect academic activities. This study involved 125 students from Ma Chung University Malang, aged 17–24 years, to determine the prevalence of hypermetropia and explore factors that affect their visual health. Data collection was carried out through visual acuity examination using the Snellen chart and questionnaires related to visual habits and duration of gadget use. The results showed that 3.2% of respondents had hypermetropia. Most students (96.8%) used gadgets for more than two hours per day, with 91.2% of them doing so in a lying position, which can increase the risk of eye strain. In addition, symptoms such as blurred vision (58.4%) and eye fatigue (38.4%) were frequently reported. Other risk factors, such as lack of outdoor activities, also contributed to the decline in eye health. Education about healthy visual habits, such as the application of the 20-20-20 rule and regular eye examinations, is essential to prevent worsening of the condition. The results of this study are expected to be a basis for universities in increasing student awareness of the importance of maintaining eye health in the digital era.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Hypermetropia is a refractive disorder that affects the eye's focus on close objects and can affect academic activities. This study involved 125 students from Ma Chung University Malang, aged 17–24 years, to determine the prevalence of hypermetropia and explore factors that affect their visual health. Data collection was carried out through visual acuity examination using the Snellen chart and questionnaires related to visual habits and duration of gadget use. The results showed that 3.2% of respondents had hypermetropia. Most students (96.8%) used gadgets for more than two hours per day, with 91.2% of them doing so in a lying position, which can increase the risk of eye strain. In addition, symptoms such as blurred vision (58.4%) and eye fatigue (38.4%) were frequently reported. Other risk factors, such as lack of outdoor activities, also contributed to the decline in eye health. Education about healthy visual habits, such as the application of the 20-20-20 rule and regular eye examinations, is essential to prevent worsening of the condition. The results of this study are expected to be a basis for universities in increasing student awareness of the importance of maintaining eye health in the digital era.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

The prevalence of myopia is increasing, especially among students, along with the increasing use of gadgets. This study aims to measure the prevalence of myopia and identify the relationship between the duration of gadget use and the incidence of myopia among students of Ma Chung University Malang in July 2023. This study design uses a quantitative approach with a cross-sectional method, involving 125 students aged 17–24 years who were selected using convenience sampling techniques. The research instruments were questionnaires and direct eye examinations. Data analysis used a simple linear regression test to see the relationship between independent and dependent variables. The results showed that 96.8% of respondents used gadgets for more than 2 hours per day and 58.4% of them experienced symptoms of myopia. Factors such as visual habits and outdoor activities moderate the relationship between the duration of gadget use and the incidence of myopia. This study confirms that unhealthy gadget usage habits increase the risk of myopia. Education is needed regarding good visual habits and increased activity.