Pemahaman Peserta Didik Mengenai Dampak Penggunaan Gadget

This research was prompted by observations of students exhibiting various unfocused behaviors during class, such as playing games, taking photos, and using social media. Additionally, some students struggled with socializing and maintaining concentration while learning. The study aimed to describe students' understanding of: 1) the positive impacts of gadget use, and 2) the negative impacts of gadget use. Employing a quantitative descriptive analysis method, this research included a population of 42 students. Total sampling was used to select participants, and data was collected via questionnaires. The findings reveal that students' understanding of the positive impacts of gadget use was in the "fairly high" category, with 64.29% of respondents demonstrating this level of understanding. Similarly, their understanding of the negative impacts of gadget use was also categorized as "fairly high," at 88.10%. Overall, the study conducted at SMP Negeri 5 Sungai Limau, Padang Pariaman Regency, found that students' understanding of the impacts of gadget use was "fairly high," with a combined percentage of 88.10%. This indicates that most students have a good grasp of both the positive and negative consequences of using gadgets. Nevertheless, there's still an opportunity to further educate students on how to use gadgets wisely to minimize potential negative effects

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Publication Details

Journal
Indonesian Journal of Counseling & Development
Published
2024-12-22
DOI
https://doi.org/10.32939/ijcd.v6i2.4510
Primary Topic
Educational Methods and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Pemahaman Peserta Didik Mengenai Dampak Penggunaan Gadget

Yasrial Chandra, Shinta Muslimah, Fuaddhilah Putra
Indonesian Journal of Counseling & Development
Educational Methods and Impacts
article

Pemahaman Peserta Didik Mengenai Dampak Penggunaan Gadget

Yasrial Chandra, Shinta Muslimah, Fuaddhilah Putra
article en

Abstract

This research was prompted by observations of students exhibiting various unfocused behaviors during class, such as playing games, taking photos, and using social media. Additionally, some students struggled with socializing and maintaining concentration while learning. The study aimed to describe students' understanding of: 1) the positive impacts of gadget use, and 2) the negative impacts of gadget use. Employing a quantitative descriptive analysis method, this research included a population of 42 students. Total sampling was used to select participants, and data was collected via questionnaires. The findings reveal that students' understanding of the positive impacts of gadget use was in the "fairly high" category, with 64.29% of respondents demonstrating this level of understanding. Similarly, their understanding of the negative impacts of gadget use was also categorized as "fairly high," at 88.10%. Overall, the study conducted at SMP Negeri 5 Sungai Limau, Padang Pariaman Regency, found that students' understanding of the impacts of gadget use was "fairly high," with a combined percentage of 88.10%. This indicates that most students have a good grasp of both the positive and negative consequences of using gadgets. Nevertheless, there's still an opportunity to further educate students on how to use gadgets wisely to minimize potential negative effects

Indonesian Journal of Counseling & DevelopmentVol. 6(2)
Universitas Muhammadiyah Sumatera Barat (ID)
Openalex Percentile: Top 56%
Educational Methods and Impacts
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