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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.

Trivol Yasman; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

Technology has advanced and developed, so that various ways to improve quality and creativity can be accessed easily through gadgets and computers, video editing refers to a program or collection of programs that allow audio visuals to be manipulated intuitively on computers and gadgets. This creativity can be improved if you continue to hone your skills and look for references to edit videos. Capcut application is one of the free video editing applications that is widely used by beginners when editing videos, because in Capcut there is a template feature that makes it easier for users. Most of the users of the Capcut application based on value are students, students, and teenagers. The active students of UKKPK Padang State University also mostly use this application, by applying descriptive qualitative, which explains the use of the Capcut application, with the aim of knowing more about creativity in video editing by getting positive value. So from these problems, the Capcut application offers template features to support video editing practically and quickly.

Asrianti Asrianti; Hariati Lestari; Fifi Nirmala G

Jurnal ilmu Kesehatan Umum 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Humans are social creatures, they will always have social contact and communication. Gadgets are one of the most advanced communication tools available today. The use of gadgets by Indonesian youth has been increasing every year, reaching 38% in 2011, 72% in 2015, and again increasing 80% in 2015. Children use gadgets to play at least once a week, and some use them several times a week. As they get older and enter puberty, they use gadgets more frequently. Children aged between 10 and 14 years old will use their gadgets more often each week-from 8 to 15 hours. The method in this study is quantitative with observational correlation with a cross sectional approach. The population in this study were 86 students of TK Negeri Pembina Ranomeeto. The sample in this study were 70 students. The sampling technique in this study was using random sampling technique with data collection method using questionnaire. The findings of this investigation show that there is a relationship between parenting (0.018) and parental supervision (0.036) with gadget addiction in early childhood, and there is no relationship between the duration of gadget use (0.108) with gadget addiction in early childhood at TK Negeri Pembina Ranomeeto Year 2023. Children can easily get addicted to gadgets because they are still too young to make decisions.

Wahyu Putra Alja; Angga Elpatsa

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This work aims to visualize the author's childhood in the past that will never be repeated in contemporary painting. At that time every day the author enjoyed various games and activities that provided fun such as: playing ball, kites, playing old tires, jumping rope, playing bicycles, exploring.  The author recalls childhood in the past which was a period of transition from traditional games to modern games with gadgets and online games. Technology has changed and replaced traditional games to games that exist on technological media such as games in mobile phones (cellphones). The method of creating this work follows five stages, namely preparation, looking for ideas and ideas. Then, at the elaboration stage, recall and talk with the author's childhood friends by looking back at the excitement and joy of childhood. In the third stage, the synthesis stage, choosing ideas that will be applied in a work of art. Next, the stages of concept realization, sketching and asking for the approval of the supervisor. Finally, the completion stage, presenting the painting work in the form of a final exhibition. The work featuring visualizations of the author's childhood consists of 10 works with the title, "Shepherd Boy", "Jumping Rope", "Playing Marbles", "After School", "Cycling", "Going Home Quran", "Brother", "Monitoring","Old Tires", "Kite Playing".

Ode Yahyu Herliany Yusuf; Rosmawati Rosmawati; Febrianti Febrianti; Heryana Mahdani Zahra Ningrum; Sabaria Sabaria +4 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This community service is an effort to increase a positive image about the dangers of gadgets for children and increase parents' attention to children about the dangers of gadgets. This effort will be packaged in the form of community service, in this case protecting children from the dangers of gadgets. The aim of this PKM is to reduce children's addiction to gadgets and change the behavior of those who have been poisoned by gadgets. The methods we use are approach methods and implementation methods. The implementation method includes what impacts are caused by inappropriate use of gadgets, as well as providing understanding to children, including early childhood, to prevent worse things that might occur as a result of excessive use of gadgets in the future. Outcomes It is hoped that this socialization activity will reduce the use of gadgets among children and young children, because they are aware of the negative impacts of gadget use

Iqlima Zahari; Natalinda Pamungkas; Gery Gadman Rachmad; Syafira Putri Yuanita; Christiawan Yosua Hertinando +4 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Currently, almost everyone must be able to master technology, especially information technology. The progress of information technology is increasingly rapid, nowadays humans are expected to be able to use computers, laptops, gadgets in everyday life. The aim of this activity is to provide assistance and training in word processing applications (Microsoft Word) and presentation processing (Microsoft Power Point) to Nurul Ikhsan SLB children, because their existence in society is often underestimated. The methods used are introduction, implementation and evaluation. The introduction was carried out by conducting observations and interviews to obtain a general overview of Nurul Ikhsan Ngadiluwih SLB with its various activities. Implementation was carried out by providing training and mentoring to SLB students. After this training the students were very enthusiastic and enthusiastic because our presence was able to provide a different color, their computer training activities were only carried out with limited time in the life skills activity agenda, computer life skills were also very limited because their computer staff and infrastructure were also very limited. There were no obstacles experienced during this service, because they were very welcoming of our presence, and hoped that there would be training on other occasions.

Naufal Hafizh Basuki; Muhammad Hafizh Heryanto

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Technological developments are growing rapidly in line with the times. Technology is an important need today. This is because early childhood education is for children aged 0-6 years, early childhood education has a very important role in developing children's personalities and preparing children to enter a further level of education because technology is needed for many purposes. Technology is very easy to obtain because some prices are cheap and some are expensive according to the user's economic needs. This research uses descriptive research methods, namely by creating a detailed description of the condition of a subject or object. Gadgets are media that are used as modern communication tools. Gadgets make human communication activities easier. Now communication activities have developed even more advanced with the emergence of gadgets. Excessive use of gadgets will have a negative impact on children's social and emotional development. The bad impacts of using gadgets on children include children becoming closed individuals, sleep disorders, liking to be alone, violent behavior, fading creativity, and the threat of cyberbullying. This research uses a descriptive research method, namely by creating a detailed description of the condition of a subject or object. Descriptive research focuses on solving real problems as they existed at the time the research was conducted. In education, descriptive research works more for practical solutions than for the development of science

Puput Yulianingrum; Wasis Eko Kurniawan; Indri Heri Susanti

Jurnal Ilmu Keperawatan dan Kebidanan 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Today's youth cannot be separated from gadgets. Gadgets are not only used as a communication tool, but tend to be used to carry out online activities, one of which is online games. The environment of the game is based on violent plot activity, aggression and even gender intimidation. Aggressive actions taken by children as a result of playing games can appear because they lack or even do not care about real life. The study aims to determine the relationship between the use of online games and aggressive verbal behavior in adolescents in Bumisari Village, Bojongsari District, Purbalingga Regency. The sampling technique with a total sampling of 89 teenagers. Data collection was carried out using a questionnaire on the use of online games and aggressive behavior. The results showed that there was a relationship between the use of online games and verbal aggressive behavior in adolescents in Bumisari Village, Bojongsari District, Purbalingga Regency. The results of the correlation test using the Spearman Rho test showed a value of p = 0.001 or p = ≤ 0.05. The correlation value (r) was obtained r = 0.349 which indicates a moderate (moderate) correlation strength between the use of online games and verbal aggressive behavior. The correlation value of r = 0.349 shows a positive relationship, which means that the higher the intensity of using online games, the higher the aggressive verbal behavior will be. The conclusion is that online games are related to verbal aggressive behavior in adolescents

Nur Hidayah; Ahmad Fauzan; Mhd Irfan Ash; Muhammad Tabroni; Nurul Aini +4 more

Maeswara : Jurnal Riset Ilmu Manajemen dan Kewirausahaan 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Indonesia faces challenges and opportunities in the digital era, where industry becomes a threat if human resources do not have sufficient skills to support this change. The digital industry offers great benefits if people have sufficient skills to engage in it. Many entrepreneurs have emerged in the digital era, generating income through online businesses or e-commerce. The use of this industry can provide optimal benefits, especially because the needs of modern humans are fast-paced and practical. Even though many people use gadgets with an internet connection, being just a spectator without actively participating in the digital era can cause losses. Sidingkat Village, which is rich in natural resource potential, especially ibus plants, has not utilized the internet optimally for development and marketing. Karang Taruna youth in this village have free time that has not been used productively. The aim of this Real Work Lecture (KKN) is to develop marketing of ibus plants and provide an understanding of online marketing media to Karang Taruna youth. The method used is the Participation Action Research (PAR) approach, which aims to increase public awareness of the potential and problems they have, as well as providing solutions through change programs. Through this approach, it is hoped that young people can be more productive and use their free time more effectively in the digital era

Izanatul Baroroh; Dwi Ragil Wiyaningrum; Eva Dwi Kurniawan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Hologram technology in its development can provide information and views which contain three-dimensional objects (3D). Hologram technology is often found in literary works. This study aims to determine the description of the use of hologram technology in the Minor Komet novel by Tere Liye. The method used in this study is to use the hermeneutics approach, which is to provide descriptive to the text. Based on the results of the analysis and discussion found several hologram technology contained in the novel, including 1. advertising media, 2. gadgets found in the description directly or in dialogue between characters.

Izanatul Baroroh; Dwi Ragil Wiyaningrum; Eva Dwi Kurniawan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Hologram technology in its development can provide information and views which contain three-dimensional objects (3D). Hologram technology is often found in literary works. This study aims to determine the description of the use of hologram technology in the Minor Komet novel by Tere Liye. The method used in this study is to use the hermeneutics approach, which is to provide descriptive to the text. Based on the results of the analysis and discussion found several hologram technology contained in the novel, including 1. advertising media, 2. gadgets found in the description directly or in dialogue between characters.

Salwa Azizah Rahman; Khoirunnisa Maharani; Arif Rahman Hakim; Muhammad Rifky Fauzan; Ahmad Fu’adi

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

One of the basic skill methods to begin learning or mastering a foreign language, especially in Arabic is listening skills (istima'). So for teaching and learning foreign languages, especially Arabic, it is very important to have the ability to hear or listen (istima'). This istima' proficiency can help learners to easily understand a word that is heard well and clearly. The success of istima' learning is highly dependent on 3 stages, namely the planning stage (intention), the implementation stage, and finally the evaluation stage. Tools are very important to improve istima' skills such as media, both audio and audio-visual media. In this very modern era, habituation of istima' is very easy to do, because students do not need to visit Arab countries to be able to hear Arabic directly from local residents there, but students only need to open gadgets or other electronic devices such as laptops, computers, etc. to access audios or videos containing Arabic to help students in the process of habituation of istima'. If students have done istima' habituation regularly, then of course it will be easier for students to learn Arabic, because they have previously been accustomed to hearing it.

Ageng Saepudin Kanda S; Didah Nurhidayah

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Education is the key to the development of a nation. Education is carried out through efforts to determine all the natural strengths that children have, both as humans and as members of society, to achieve the highest safety and happiness. In line with this, the educational process should also be focused on the process of developing all human potential so that we can become ourselves with superior abilities and personalities so that we can create adequate resources. The method used in writing this article is a qualitative method. Qualitative research is research that looks at the perspective of social reality, namely by seeing the world as it is, therefore a qualitative researcher must be someone with an open mind. Basically, qualitative research has two objectives, namely: first, describing and revealing and second, describing and explaining. According to Ma'Tuf in M.Hatis, a gadget is a small technological electronic device or item that has a special function, but is often associated as an innovation or new item. A gadget among the public is no longer foreign, in this advanced era it is very sophisticated because the gadgets that are made are small and have many benefits and there are positive and negative sides to the use of gadgets. The use of gadgets in young children aged 5-6 years is indeed the use of gadgets It has a big influence on children because nowadays children are more concerned with playing with gadgets than studying and some of these children's families give their children a personal gadget.

Rayhendi Alvio

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

In this review, the creator features research on multiple ways of enhancing the improvement of electrical control framework execution in working on the exhibition of electrical gadgets. This examination plans a voltage stabilizer utilizing a Programmable Logic Controller (PLC) TM221ME16R with a comparator framework. The assessment procedure utilized is to utilize a composed study by taking a gander at books, journals and different works that can be utilized as purposes behind research, with instructive arrangements it will fabricate researchers' understanding and foster data about the issues brought up in the exploration. The technique in view of enhancement with these limitations has likewise been applied to agent electric power frameworks. The adequacy of these devices in working on the unique execution of the framework has been affirmed through the aftereffects of eigenvalue computations. Further confirmation has likewise been brought out through time-area reproductions where shortcoming conditions have been utilized to start framework homeless people.

Asrina Pitayanti; Kuswanto Kuswanto; Nashrul Wahyu Suryawan

Jurnal Publikasi Ilmu Psikologi. 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

The use of gadgets in children requires important attention for all parents because it influences the disruption of children's social interaction patterns, gadgets become a strong thing in children's memories. They use gadgets to watch YouTube, games, TikTok, listen to children's songs, cartoons, etc. When using gadgets, children tend to be engrossed in themselves, ignoring their surroundings, which has an impact at school, children prefer to play alone, when they try to call or talk to them, these children tend to remain silent, don't answer, don't look at the person they are talking to, children tend to be shy. , not confident. The aim of this research was to determine the relationship between gadget use and social interaction in children aged 3-5 years. The research design that will be used to identify the relationship between gadget use and children's social interactions is an observational analytical design using a cross-sectional approach. The independent variable or what is called independent from this research is the use of gadgets in PAUD age children, while the dependent variable or what is usually called dependent from this research is the social interaction of children aged (3-5 years). The sample for this research is: In this study, the sample used was as many as respondents from all children aged (3-5 years) in PAUD Kuwiran Village, Kare District, Madiun Regency, totaling 42 children/students. The sampling technique in this study used the Simple Random Sampling research technique. The research instrument used is a closed questionnaire which will be given to the respondent's parents. The use of gadgets among children aged (3-5 years) is high for 26 children (68.4%). Social Interaction in Children Aged (3-5 Years) is moderate for 25 children (65.8%). There is a significant relationship of -0.362 which is categorized as sufficient (0.26-0.599) between the use of gadgets and the social interaction of children aged (3-5 years) in PAUD. Providing positive guidance and direction regarding the use of gadgets so that children's interactions with the surrounding environment are not disturbed, children can build social interaction relationships.

Ajeng Sri Hadimiati; Riska Dewi; Siti Nurmala; Siti Salamah Br Ginting

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

Community Service activities are mandatory activities carried out by UIN North Sumatra students, especially at the Faculty of Tarbiyah and Teacher Training. PMM-4 students carry out Community Service activities in Bandar Magodang Village, Bintang Bayu District. One of the series of activities planned by PMM-4 students is the Learning House which is attended by the children of Bandar Magodang Village. The existence of this learning house program aims to help the children of Bandar Magodang village in increasing their interest in reading and writing skills in the midst of the widespread use of gadgets. This program runs well, this service activity is carried out through 3 stages, namely planning, implementation, and evaluation.  The method used in the implementation of community service is a qualitative approach.  The research subjects of this study were Bandar Magodang village children who were actively learning when a learning house was held by PMM-4 students children are asked to read books and their questions are also asked to write questions and answer questions in their notebooks.  This learning house activity will be carried out on August 18-19, 2023 at 14.00 – 16.00 WIB in one of the yards of Bandar Bagodang Village residents, Bintang Bayu District.

M. Rosyid Ridlo; Ulya Nurul Laili

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2023 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this writing is to determine the factors that influence reading interest and interest in class X MA Nurul Huda Lumajang students through the sociodrama method. This type of research is qualitative research with a descriptive approach. Class X students are the subjects. The influencing factors are internal and external factors. Internal factors include intelligence, interest and attention, motivation, perseverance, attitude, reading habits, as well as physical fitness and health. Students will not be interested in reading if they do not have the desire, health, physical fitness, intelligence and motivation. Bad libraries, outdated reading materials, some even unused, little encouragement from teachers, no encouragement from parents, parents who do not provide encouragement due to lack of funds, no parental attention to children's reading. Most parents focus more on learning outcomes, reading habits that students have not acquired since childhood. The influence of the reading environment and playmates indirectly influences students' interest in reading. The uncontrolled influence of technology. For example, the influence of misuse of smartphones or gadgets, the influence of television programs on students who forget their student responsibilities.    

M. Rosyid Ridlo; Ulya Nurul Laili

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2023 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this writing is to determine the factors that influence reading interest and interest in class X MA Nurul Huda Lumajang students through the sociodrama method. This type of research is qualitative research with a descriptive approach. Class X students are the subjects. The influencing factors are internal and external factors. Internal factors include intelligence, interest and attention, motivation, perseverance, attitude, reading habits, as well as physical fitness and health. Students will not be interested in reading if they do not have the desire, health, physical fitness, intelligence and motivation. Bad libraries, outdated reading materials, some even unused, little encouragement from teachers, no encouragement from parents, parents who do not provide encouragement due to lack of funds, no parental attention to children's reading. Most parents focus more on learning outcomes, reading habits that students have not acquired since childhood. The influence of the reading environment and playmates indirectly influences students' interest in reading. The uncontrolled influence of technology. For example, the influence of misuse of smartphones or gadgets, the influence of television programs on students who forget their student responsibilities.    

Sri Delviana Daud; Sri Wahyuni; Nelfa F. Takahepis

Jurnal Ilmu Kesehatan Umum, Psikolog, Keperawatan dan Kebidanan 2023 Asosiasi Riset Ilmu Kesehatan Indonesia

The excessive use of gadgets can be interfere in children's development, especially in preschool children. Children who are accustomed to overusing gadgets will have an impact on their emotional development. The aims of this study is  to determine the relationship between gadgets uses on emotional development in preschool age children in RA Character Assalam Manado. This is analytical descriptive research method with the cross sectional design. The sample of respondents in this study was 52 people using Total Sampling. Data collection using questionnaire sheets. In analysis using Chi-Square with Continuity Correction α ≤ 0,05. Results of the study were obtained: Out of 52 there were 32 (61,5%) parents having children with good emotional development; 34 (65.4%) parent having children using gadgets with an abnormal duration (> 1 hour/day), There was a significant relationship between gadget use and emotional developments in preschool age children in RA Character Assalam Manado. The conclusion in this study; there is a relationship between gadgets use and emotional development in preschool children at RA Character Assalam Manado. Based on the results of the research, it is suggested the teachers at the school should be able to coordinate with the student parents to more understanding the impact of the gadget use on the children emotional development.

Obit Dwi Pratama; Mustafa Kamal Rokan; Nurul Inayah

Jurnal Manajemen dan Ekonomi Bisnis 2023 Pusat Riset dan Inovasi Nasional

The millennial generation is very techno minded, where they interact using gadgets in their daily activities, so they have the potential to become muzakki, especially in online zakat payments. There are several perceptions of the millennial generation in paying zakat online, namely awareness, level of trust, transparency, accountability and income level. The aim of this research is to determine the influence of brand awareness, level of trust, transparency, accountability and level of income on online payments and to determine the most dominant independent variables in online zakat payments. The type of data collected was primary data by distributing questionnaires directly to the millennial generation, totaling 100 respondents. The analysis method used is multiple linear regression analysis and assisted with SPSS 20. The research results show that brand awareness and the level of trust have a positive and significant influence on online zakat payments. Transparency, accountability and income level do not have a positive and insignificant influence on online zakat payments. The most dominant variable influencing online zakat payments is the level of trust.