Publication Search

70,493 articles from 608 journals · 1,760 citations tracked

Showing 121-140 of 182

Analytics

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.

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.

Azniah Syam; Syaifuddin Zainal; Indra Dewi; Kartika Sari Wijayaningsih; Musni Musni

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

Abstract and Keywords must be written Teens navigate a digital environment that never sleeps, leading to potential disruptions in sleep patterns and overall health. The use of gadgets is increasingly widespread, as is the increase in gadget addiction among teenagers. The aim of this activity is to create a school environment that supports teenagers' social development without triggering unhealthy gadget addiction. In this way, teenagers can be guided towards conscious and self-responsible behavior in using devices. The awareness and awareness campaign will focus on how students can recognize the dimensions of gadget addiction and some of the signs and symptoms of mental disorders. The method of conveying information is carried out in the classroom in the form of a focus group discussion. Before the campaign is carried out, students will be given the SAS and PHQ9 forms as basic measuring instruments that detect the possibility of potential gadget addiction and mental disorders. Based on the results of addiction scores and mental health disorders, it shows that there is a significant correlation between addiction scores and mental health disorder scores with a p value <0.037. Even though the magnitude of this relationship is very weak linearly, several dimensions have a fairly clear cause and effect path, thus providing confirmation that excessive exposure to the use of digital devices will threaten the health of adolescents.

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.

Eneng Martini; Jajang Hendar H; Lili Halimah; Purwanto Purwanto

Jurnal Pengabdian Masyarakat Waradin 2024 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Character is very important to instill from an early age, because nowadays quite a few children grow up with global flows and intense use of gadgets. The implication of this is their character development in the future. In this program, the service activities we hold are given the theme "Growing the Character of Orphanage Children Through Educational Games", with a case study at the Ulul Azmi Orphanage, Cimahi City. This program aims to provide alternative positive activities for children so they can be free from using gadgets and at the same time refresh their minds. Character development in this activity is carried out through two main stages. First, this program targets elementary school children from grade one to grade six, with a more interactive method so that it is not boring. Second, through the medium of educational games, various moral messages can be conveyed in a way that is more interesting and easy for children of their age to understand. Thus, it is hoped that this program can help orphanage children to form positive characters from an early age.

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