Authors retain the copyright without restrictions for their published content in this journal. HSSR is a SHERPA ROMEO Green Journal.
Publishing License
This is an open-access article distributed under the terms of
GADGETS PLAYING BEHAVIOR OF STUDENTS IN INDONESIA
Corresponding Author(s) : Isnanita Noviya Andriyani
Humanities & Social Sciences Reviews,
Vol. 8 No. 1 (2020): January
Abstract
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua Junior High School students in Yogyakarta, Indonesia, find the score of gadget playing behavior on Budi Mulia Dua Junior High School students in Yogyakarta, Indonesia, and find the dominant factor of gadget playing behavior on Budi Mulia Dua Junior High School Yogyakarta, Indonesia.
Methodology: The method used in this study mix method research design with an exploratory mix method approach. The research subjects were students of Budi Mulia Dua Junior High School in Yogyakarta, Indonesia with a sample of 151 students, 7 teachers, 3 educational staff, and the head of Budi Mulia Dua Junior High School Yogyakarta, Indonesia. Research data were collected through observation, interview, questionnaire, and documentation.
Main Findings: The results of this study indicate that the gadgets playing behavior of students in Budi Mulia Dua Yogyakarta, Indonesia are included in the good category, which is in the range of scores between 379-492. The score of the gadgets playing behavior was 484.3.
Applications of this study: The students still have emotionally stable and controlled when using gadgets, have self-control over the use of gadgets, still pay attention to personal health in the use of gadgets, and discipline in the selection of gadget usage.
Novelty/Originality of this study: The novelty of this research confirms that the physical-motor condition in gadget playing behavior is the most dominant factor for creating good behavior for students in playing gadgets because the physical-motor becomes a reference in playing gadget behavior because physical-motor can reflect in a complex way how Student cognitive knowledge about gadgets. and their use, as well as how students are social-emotional when using gadgets.
Keywords
Download Citation
Endnote/Zotero/Mendeley (RIS)BibTeX
-
1. Aditya, P. (2017). Hasil Survei Pemakaian Internet Remaja Indonesia. Kompas. https://tekno.kompas. com/read/2014/02/19/1623250/Hasil.Survei.Pemakaian.Internet.Remaja.Indonesia?page=all
2. Anggraeni, E. W. (2018). Pendidikan Partisipatif Pada Komunitas Belajar Qaryah Thayyibah Salatiga. Spektrum Analisis Kebijakan Pendidikan, 7(1), 71–83.
3. Astrid. (2016). Bahaya Kecanduan Gawai di Usia Dini. ttps://sains.kompas.com/read/2016/11/30/08420052 3/bahaya.kecanduan.gawai.di.usia.dini?page=all.
4. Aulia Nurmasari. (2016). The Relationship between the Intensity of Using Gadgets and the Delay of Development in the Speaking and Language Aspects of Toddlers in Tambakrejo Surabaya District. Airlangga University.
5. Auliya, F., & Suminar, T. (2016). Strategi Pembelajaran Yang Dapat Mengembangkan Kemandirian Belajar Di Komunitas Belajar Qaryah Thayyibah. Journal of Nonformal Education and Community Empowerment, 5(1). https://journal.unnes.ac.id/sju/index.php/jnfc/article/view/10077
6. Derry Iswidharmajaya. (2014). When Your Little One Play Gadget: A Guide For Parents To Understand The Factors That Cause Children Addicted To Gadgets. EGC.
7. D.R., A., & H, W. (2007). Hubungan Antara Intensitas Bermain Game Online Dengan Kompetensi Sosial. Universitas Islam Indonesia.
8. Hayyumas, M. (2016). Pola Interaksi Hubungan Orang Tua Dengan Anak Di Era Digital (Studi Deskriptif Kualitatif Pola Interaksi Hubungan Orang Tua Dengan Anak Di Era Digital Dalam Mengatasi Ketergantungan Anak Terhadap Teknologi Informasi Dan Komunikasi Di Era Digital Di Kalangan Komunitas Cinta Anak Solo). Universitas Sebelas Maret.
9. Malik, L. R. (2011). Relasi Orang Tua—Anak Di Era Teknologi Media: Elemen Dan Bentuk Pengasuhan. IAIN Samarinda.
10. Mujib. (2013). Pengaruh Penggunaan Internet Terhadap Hasil Belajar Siswa SMA Di Kota Yogyakarta.
11. Naisbit, N. N. J., & Douglas Philips. (2001). High Tech High Touch: Pencarian Makna Ditengah Perkembangan Pesat Teknologi (Terjemahan: Dian R. Basuki). Mizan.
12. Nakita, N. (2014). Perkembangan Anak Sekolah Dasar. Gramedia.
13. Puspitasari, T., Mitsalia, & Asma, A. (2016). Pengaruh Penggunaan Gadget Terhadap Personal Sosial Anak Usia Prasekolah di TK Al Mukminun. Surakarta, 13(2).
14. Sadiq Sangawi, H., Adams, J., & Reissland, N. (2015). The Effects of Parenting Styles on Behavioral Problems in Primary School Children: A Cross-Cultural Review. Asian Social Science, 11(22), p171. https://doi.org/10.5539/ass.v11n22p171
15. Sulaiman. (2017). Pendidikan Madrasah di Era Digital. Jurnal Al-Makrifat, 6(5).
16. Supriyanta, I. (2017). Sisi Positif dan Negatif Anak Bermain Ponsel. Kompas. https://lifestyle.kompas .com/read/2017/09/22/171412720/sisi-positif-dan-negatif-anak-bermain-ponsel.
17. Trinika, Y. (2015). The Effect of Using Gadgets on Psychosocial Development of Children Age Pre-School in TK Immanuel Christian Private School 2014-2015 Academic Year. Universitas Tanjungpura.
18. Tu’u, T. (2004). The Role of Discipline in Learning Behavior and Achievement. Grasindo.
19. Wang, M.-T., & Holcombe, R. (2010). Adolescents’ Perceptions of School Environment, Engagement, and Academic Achievement in Middle School. American Educational Research Journal, 47(3), 633–662. https://doi.org/10.3102/0002831209361209
20. Wendi, et. al. (2015). Young School Children’s Use of Digital Devices and Parental Rules. Telematics and Informatics Journal. www.elsevier.com/locate/tele.
21. Yuliandi, K., & D. Ardhy. (2011). Internet untuk Anak Tercinta. PT. Gramedia Widiasarana Indonesia.
References
2. Anggraeni, E. W. (2018). Pendidikan Partisipatif Pada Komunitas Belajar Qaryah Thayyibah Salatiga. Spektrum Analisis Kebijakan Pendidikan, 7(1), 71–83.
3. Astrid. (2016). Bahaya Kecanduan Gawai di Usia Dini. ttps://sains.kompas.com/read/2016/11/30/08420052 3/bahaya.kecanduan.gawai.di.usia.dini?page=all.
4. Aulia Nurmasari. (2016). The Relationship between the Intensity of Using Gadgets and the Delay of Development in the Speaking and Language Aspects of Toddlers in Tambakrejo Surabaya District. Airlangga University.
5. Auliya, F., & Suminar, T. (2016). Strategi Pembelajaran Yang Dapat Mengembangkan Kemandirian Belajar Di Komunitas Belajar Qaryah Thayyibah. Journal of Nonformal Education and Community Empowerment, 5(1). https://journal.unnes.ac.id/sju/index.php/jnfc/article/view/10077
6. Derry Iswidharmajaya. (2014). When Your Little One Play Gadget: A Guide For Parents To Understand The Factors That Cause Children Addicted To Gadgets. EGC.
7. D.R., A., & H, W. (2007). Hubungan Antara Intensitas Bermain Game Online Dengan Kompetensi Sosial. Universitas Islam Indonesia.
8. Hayyumas, M. (2016). Pola Interaksi Hubungan Orang Tua Dengan Anak Di Era Digital (Studi Deskriptif Kualitatif Pola Interaksi Hubungan Orang Tua Dengan Anak Di Era Digital Dalam Mengatasi Ketergantungan Anak Terhadap Teknologi Informasi Dan Komunikasi Di Era Digital Di Kalangan Komunitas Cinta Anak Solo). Universitas Sebelas Maret.
9. Malik, L. R. (2011). Relasi Orang Tua—Anak Di Era Teknologi Media: Elemen Dan Bentuk Pengasuhan. IAIN Samarinda.
10. Mujib. (2013). Pengaruh Penggunaan Internet Terhadap Hasil Belajar Siswa SMA Di Kota Yogyakarta.
11. Naisbit, N. N. J., & Douglas Philips. (2001). High Tech High Touch: Pencarian Makna Ditengah Perkembangan Pesat Teknologi (Terjemahan: Dian R. Basuki). Mizan.
12. Nakita, N. (2014). Perkembangan Anak Sekolah Dasar. Gramedia.
13. Puspitasari, T., Mitsalia, & Asma, A. (2016). Pengaruh Penggunaan Gadget Terhadap Personal Sosial Anak Usia Prasekolah di TK Al Mukminun. Surakarta, 13(2).
14. Sadiq Sangawi, H., Adams, J., & Reissland, N. (2015). The Effects of Parenting Styles on Behavioral Problems in Primary School Children: A Cross-Cultural Review. Asian Social Science, 11(22), p171. https://doi.org/10.5539/ass.v11n22p171
15. Sulaiman. (2017). Pendidikan Madrasah di Era Digital. Jurnal Al-Makrifat, 6(5).
16. Supriyanta, I. (2017). Sisi Positif dan Negatif Anak Bermain Ponsel. Kompas. https://lifestyle.kompas .com/read/2017/09/22/171412720/sisi-positif-dan-negatif-anak-bermain-ponsel.
17. Trinika, Y. (2015). The Effect of Using Gadgets on Psychosocial Development of Children Age Pre-School in TK Immanuel Christian Private School 2014-2015 Academic Year. Universitas Tanjungpura.
18. Tu’u, T. (2004). The Role of Discipline in Learning Behavior and Achievement. Grasindo.
19. Wang, M.-T., & Holcombe, R. (2010). Adolescents’ Perceptions of School Environment, Engagement, and Academic Achievement in Middle School. American Educational Research Journal, 47(3), 633–662. https://doi.org/10.3102/0002831209361209
20. Wendi, et. al. (2015). Young School Children’s Use of Digital Devices and Parental Rules. Telematics and Informatics Journal. www.elsevier.com/locate/tele.
21. Yuliandi, K., & D. Ardhy. (2011). Internet untuk Anak Tercinta. PT. Gramedia Widiasarana Indonesia.