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Anita Puspa Meilina; Meysila Sesilia Putri; Bunga Regina Andini; Erliza Azzahra

Hidayah : Cendekia Pendidikan Islam dan Hukum Syariah 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze strategies for increasing reading interest in developing a literate generation among elementary school students and to identify factors influencing literacy culture within school and family environments. The phenomenon of low reading interest among elementary school students has become a significant concern because the rapid development of digital technology tends to shift students’ attention from reading activities to audiovisual entertainment. This research employed a descriptive qualitative approach using a case study method at SDN 1 Notoharjo. Data were collected through semi-structured interviews, observations, and documentation studies. The participants consisted of one classroom teacher and four third-grade students of SDN 1 Notoharjo. Data analysis was conducted through data reduction, data display, and conclusion drawing, while data validity was tested using source triangulation and method triangulation. The findings revealed that literacy strengthening was implemented through morning reading activities, book discussions, the use of visual and digital media such as e-books, and the utilization of reading corners and school libraries. The study also found that students’ reading interest was influenced by the availability of reading materials, the comfort of literacy environments, family support, and the dominant use of gadgets for entertainment purposes. This study contributes scientifically by strengthening the concept of collaborative literacy involving schools, families, and digital technology in developing reading culture among elementary school students. The findings imply the need for more integrated, adaptive, and sustainable literacy programs to improve students’ reading interest in the digital era.  

Fitria, Egi Des; Mediatati, Nani

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2026 LPPM Universitas 17 Agustus 1945 Semarang

The development of information and communication technology has increased the use of gadgets among high school students. Gadgets provide convenience in the learning process, but also have the potential to affect students' social behavior patterns. This study aims to describe and analyze the influence of gadget use on the social behavior patterns of students at SMA Negeri 3 Salatiga. This study uses a mixed methods approach, which is a combination of qualitative and quantitative methods. Qualitative data was obtained through observation, interviews, and documentation, while quantitative data was obtained through the distribution of questionnaires to 72 students in grades XI-5 and XI-7 who were selected using purposive sampling techniques. The results of the study showed that the use of gadgets had an effect on decreasing the intensity of direct social interaction, reduced empathy for the surrounding environment, weakening interpersonal communication with peers and teachers, and low cooperation in group activities. Students tend to focus more on the use of gadgets than active involvement in social activities in the school environment. Therefore, it is necessary for schools, teachers, and parents to supervise and guide the use of gadgets wisely so as not to hinder students' social development.

Neisya Adhasita; Hasrian Rudi Setiawan

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The importance of education as a foundation for developing an intelligent and qualified generation, with an emphasis on Islamic religious education as a tool for shaping students' character and morals. Islamic religious education, particularly in the study of faith and morals, emphasizes ethical values ​​such as caring and honesty. With the challenges in education becoming increasingly complex, one example is that many educators are unable to utilize learning media in today's advanced technology. One proposed solution is the use of the digital platform Kahoot, which has been proven to attract student interest in learning faith and morals, overcoming the boredom often encountered with traditional methods, such as lectures. It is emphasized that schools need adequate facilities and strategies for using gadgets to enhance students' learning experiences.The quantitative method used in this study is a pre-experimental study. In this study, the researcher used the one-group pretest and posttest design model. Based on the research results, there was a pretest score with a mean of 93.46, a median of 95, and a mode of 95. The posttest score had a mean of 84.62, a median of 90, and a mode of 100. The sig. (2-tailed) table showed 0.002 with a research alpha of 5% or 0.005. It can be concluded that there is no effect because 0.002 < 0.005. Therefore, H1 is rejected. Therefore, there is no effect of using the Kahoot application on the subject of faith and morals on improving student learning outcomes at MAS Tarbiyah Islamiyah.

Fahmi Kurniawan; Luthfan Jiwa Pangestu; Sri Mulyeni

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid and significant development of technology in the world has made online games a very popular form of entertainment among teenagers and students. Easy access to online games through gadgets has led to an increase in the number of teenagers playing online games. This condition has both positive and negative impacts on education, particularly on students' interest in learning. This study aims to analyze in depth the influence of online games on the lives and learning achievements of teenagers based on previous articles. We chose a literature study method for this research, and the data sources were obtained from articles relevant to the discussion. The data collection technique was carried out by reading and examining important information from the articles used. The results of the study show that online games have both positive and negative impacts on teenagers. The positive impacts can be seen in games that are educational and relevant to learning, as they can increase motivation, curiosity, and skills in teenagers. However, if played excessively and without supervision, online games tend to reduce concentration, decrease study time, and impact academic achievement, psychological well-being, and the health of adolescents. Therefore, the role of parents and teachers is crucial in controlling, guiding, and monitoring the use of online games so that adolescents can use them wisely and support the learning process wherever they are.

Dinda Febta Meliyana; Sri Nurul Utami; Kharisma Orchida; Aliyati Maninda; Tubagus Sena Mulya +3 more

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Technological developments and modern lifestyles have indirectly changed the way elementary school children interact with their surroundings. Most of them spend all day playing with gadgets. The lack of physical interaction with the natural environment is not just a matter of preference, but can also affect many important aspects of child development. Therefore, an innovative approach is needed to bridge this gap, namely, through aquascape training. Aquascape is the art of arranging and combining aquatic plants, water, sand, stones, driftwood, and other elements in a playful manner through a combination of underwater aesthetic styles in an aquarium. The purpose of this training is for children to be invited to directly recognize and understand aquatic ecosystems, but also to actively practice their responsibility, creativity, and awareness. Thus, it is hoped that aquascape training can divert a small portion of screen time to more meaningful real experiences, shaping a generation that is more connected to nature and the surrounding environment. The community service program was conducted for 110 fifth-grade students at Kebalenan State Elementary School in Banyuwangi Regency on January 14, 2025. The activity was carried out in person. Session 1 focused on Environmental Education and Ornamental Fish, while Session 2 involved training in creating a simple aquascape. During the training, the students showed high motivation, enthusiasm, and interest in participating in the activity.

Asika Zahrah; Siti Nurharisha; Melisa Febrianti Sofyan; Rismawati Rismawati

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Reading ability is a basic skill that plays a crucial role in the success of students' learning process. However, various studies indicate that the reading ability of junior high school students remains low. This study aims to analyze the reading ability of students at the UPT SMP Negeri 2 Mappakasunggu using Alfred Schutz's social phenomenology perspective. The research approach used was qualitative with descriptive methods. Data collection techniques included in-depth interviews, observation, and documentation of students and teachers. The results indicate that students' low reading ability is not solely caused by cognitive factors but is also influenced by subjective meanings formed through students' social experiences. The lack of a literacy culture in the family and school environment results in reading not being perceived as an important or enjoyable activity. Furthermore, the dominant use of gadgets for entertainment creates habits that reduce students' interest and concentration in reading texts. From Alfred Schutz's social phenomenology perspective, these conditions are related to students' lifeworlds and stock of knowledge, which shape their perspectives and actions toward reading. This study concludes that improving students' reading ability requires a comprehensive approach, taking into account experiences, social interactions, and the formation of meaning in reading in students' daily lives.

Resti Septikasari; Ratih Purnama Pertiwi; Sri Enggar Kencana Dewi; Tri Ratna Dewi; Nor Kholidin +1 more

Jurnal Pengabdian Sosial dan Kemanusiaan 2026 Lembaga Pengembangan Kinerja Dosen

The increasing use of electronic devices, specifically gadgets, among elementary school children has caused various problems, such as addiction, decreased social interaction, health problems, and decreased concentration in learning. These problems involve not only children but also objects and things around them, as well as parents in managing them. Gadget use is not just a matter of quantity that exacerbates this condition. As a solution, the community service team held a socialization focused on improving healthy digital literacy through counseling, interactive discussions, and practical simulations. Results achieved included increased knowledge about the risks of excessive gadget use, increased collective awareness in limiting usage time, and the formation of practical guidelines for healthy gadget use in school and family environments. The results of the activity were documented in the form of a scientific article published in the community service journal as an academic contribution. Overall, the activity has gone according to plan in terms of planning, implementation, and partner involvement. Active participation of participants was evident in the enthusiasm in the discussions and the school's commitment to continuously monitoring gadget use. Thus, this program is expected to have a long-term positive impact in shaping wise behavior in using technology among elementary school children.

Fenie Oktafiani Budi; Diniwati Mukhtar

Jurnal Riset Rumpun Ilmu Kesehatan 2026 Pusat riset dan Inovasi Nasional

The increasing use of digital devices among adolescents raises concerns regarding eye health, particularly myopia. Non-ergonomic postures, such as using gadgets in a lying position, may increase accommodative stress on the eyes and contribute to visual impairment. To analyze the association between the duration and viewing distance of gadget use in a lying position and the occurrence of myopia among eighth-grade students at SMPN 119 Central Jakarta. An observational analytic study with a cross-sectional design was conducted involving 74 eighth-grade students. Data on gadget use habits, including duration and viewing distance, were collected using a structured questionnaire. Visual acuity was assessed using a Snellen chart. Bivariate analysis was performed using the Chi-square test with a significance level of p < 0.05. Decreased visual acuity was found in 62.2% of respondents. There was no significant association between viewing distance and myopia (p = 0.080). However, a significant association was identified between gadget use duration exceeding two hours per day and the occurrence of myopia (p = 0.002). The duration of gadget use in a lying position was significantly associated with myopia, whereas viewing distance was not. Limiting the duration of gadget use may help prevent visual impairment among adolescents.