Hubungan Kecanduan Gadget Dengan Emosi Dan Perilaku Remaja Usia 10-19 Tahun (original) (raw)

Hubungan Kecanduan Gadget dengan Gangguan Emosi pada Remaja

Jurnal Keperawatan

Kecanduan gadget dapat menimbulkan permasalahan psikologis dan sosial seperti: penurunan daya ingat, euforia saat online, waktu berinternet berlebihan, menarik diri dari lingkungan sosial, merasa cemas dan depresi bila offline. Remaja menjadi susah mengontrol emosinya karena tidak bisa dipisahkan oleh gadget hingga mengabaikan sekelilingnya seperti saat orang tua meminta tolong remaja sering mengatakan nanti, remaja menjadi kurang berempati, atau kurang peka terhadap sekelilingnyaTujuan penelitian ini adalah untuk mengetahui hubungan kecanduan gadget dengan gangguan emosi pada remaja tahun 2022. Jenis penelitian analitik dengan desain cross sectional. Pengumpulan data dilakukan pada tanggal 28 – 29 Juli 2022. Populasi pada penelitian ini adalah seluruh siswa/i kelas X, XI dan XII berjumlah 117 orang dengan sampel 54 orang. Teknik stratified random sampling, yaitu suatu teknik pengambilan sampel dengan memperhatikan suatu tingkatan (strata) pada elemen populasi, Kemudian data dianali...

Gangguan Emosi Dan Perilaku Remaja Akibat Kecanduan Gadget

Malahayati Nursing Journal, 2022

ABSTRACTThe use of gadgets is very much needed in the teaching and learning process of students during the Covid-19 pandemic. Information and knowledge will be easily accessible by using gadgets. Excessive use of gadgets has a negative impact on adolescent development both emotionally and behaviorally. Addiction to gadgets can make teenagers difficult to socialize or interact with other people, tend to close themselves to interactions, and have less concentration in doing things. This study aims to portray the emotions and behavior of adolescents due to gadgets abuse. This study uses a quantitative descriptive research design, with a cross-sectional approach. The sample in this study was 100 adolescents with an age range 0f 13-15 years old. The sample selection used a random sampling technique at SMPN 28 Bandung. Data analysis is descriptive. Respondents are mostly male which is 57%. the level of gadget addiction is categorically low at 52%. Few of them have emotional and behaviora...

Hubungan Karakteristik Remaja Dengan Tingkat Kecanduan Gadget di Kota Bukittinggi

2021

Background: Heavy addiction to gadgets has a biological and psychological impact. According to the Indonesian Internet Service Providers Association (APJII) the prevalence of adolescents playing online games is 44.10% and in adolescents aged 10 to 24 years approximately 18.40% in the year 2016. In 2020 the results of research in the city of Bukittinggi showed 75% of adolescents used gadgets to play games. The purpose of this study was to determine the relationship between children's characteristics and the level of gadget addiction. Method : Research method This research is descriptive analytic using cross sectional approach. The study population was adolescents in the city of Bukittinggi. The sample technique is stratified random sampling of 130 people. Data collection used a questionnaire. Data were analyzed univariately and bivariately using the chi_square test and nonparametric correlation. Result: The results and discussion showed that there was a significant relationship b...

Hubungan Tingkat Kecanduan Gadget Dengan Kecerdasan Emosional Remaja DI Sma Negeri 2 Dolok Sanggul Tahun 2019

2019

Gadgets addiction is a behavior of someone who can not control themselves in the use of gadgets that cause individual dependence. This can harm someone especially teenagers. Emotional intelligence is the ability to recognize our own feelings and the feelings of others. The purpose of this study was to analyze the relationship between the level of gadget addiction and emotional intelligence of adolescents at State Senior High School 2. This research is a correlation analysis study with cross sectional design. The research population involved students of class XI IPS at State Senior High School 2. The samples in this study involved 84 people taken with proportional random sampling techniques. The results showed the majority of gadget addiction levels were mild (34,5%), moderate category (63,1%), and heavy categories (2,4%) and the level of emotional intelligence with normal categories (10,7%), borderline categories (81,0%), abnormal categories (8,3%). Spearman's Test Results with ...

Dampak Konsumerisme Gadget Di Kalangan Remaja

Puji syukur penulis panjatkan ke hadirat Tuhan Yang Maha Esa, atas berkat rahmat-Nya jualah sehingga penulis dapat menyusun dan melaksanakan karya tulis ilmiah yang berjudul " Dampak Gadget Di Kalangan Remaja ". Meskipun membutuhkan sedikit kerja keras dan kesabaran, tetapi dapat membuahkan suatu karya yang memuaskan. Ucapan terima kasih juga untuk guru serta kakak pembimbing atas kontribusi dan bantuan secara langsung maupun tidak langsung dalam tersusunnya karya ilmiah ini. Dalam penulisan karya tulis ilmiah ini, disadari sepenuhnya belum sempurna bahwa masih banyak terdapat kekurangan dan kelemahan, baik dari segi penulisan maupun materi. Untuk itu diharapkan kritik dan saran dari pembaca yang bersifat membangun guna dapat menyempurakan kelengkapan karya tulis lainnya dimasa yang akan datang.

Hubungan Kecanduan Bermain Gadget (Smartphone) Dengan Daya Lihat Anak Pra Sekolah

Jurnal Kebidanan Khatulistiwa

Pendahuluan: Penelitian yang dilakukan di Medan, dari siswa menengah pertama didapatkan hasil kecanduan gadget (smartphone) menyumbang 76,1% untuk anak laki-laki dan 75,1% untuk anak perempuan. Hasil penelitian yang dilakukan di SDN Majalaya 2 Sebagian dari responden termasuk katagori ketajaman tidak normal dimana nilai snellen chart (6/9–6/21) sebanyak 38 orang (65,7%). Hasil uji menunjukkan terdapat hubungan antara penggunaan gadget karena durasi bermain video game terlalu lama dengan ketajaman penglihatan pada Anak Usia Sekolah masuknya sinar biru kedalam mata dengan jumlah yang banyak dapat mempengaruhi daya lihat. Tujuan: Literatur review dilakukan untuk mengidentifikasi hubungan kecanduan gadget dengan daya lihat pada anak. Metode: Literatur review ditemukan melalui media elektronik berdasarkan kata kunci yang sesuai. Didapatkan satu literature Internasional dan empat literature nasional yang membahas mengenai kecanduan gadget daya lihat. Hasil: Literatur review yang dilakukan...

Analisis Hubungan Kondisi Psikologis dengan Kecanduan Gadget pada Remaja Selama Masa Pandemi Covid 19 di Kota Padang

Jurnal Ilmiah Universitas Batanghari Jambi

The use of digital technology is a general term that includes various devices, services, and types of use. This study aims to determine the relationship between psychological conditions and gadget addiction in adolescents in Padang City. This research uses a cross sectional study design which will be conducted from April to September 2021. This research was conducted in the community. Instrument. The sample in this study used an Acidal sampling technique with a purpose sampling technique of 244 respondents. The results showed that they were female (71.3%), more than half of the respondents were in their late teens (64.4%). addicted to online games, most of the respondents experience online game addiction as much as 54.5%. the relationship between the level of anxiety with online game addiction in respondents who experience severe anxiety mostly experience online game addiction as much as 72.2%. It is hoped that the results of this study can be used as reference data or comparisons f...

Kecanduan Gadget Pada Remaja Pasca Pembelajaran Daring DI Masa Pandemi Covid 19

JURNAL RISET KESEHATAN POLTEKKES DEPKES BANDUNG

Online learning during the Covid-19 pandemic resulted in excessive use of gadgets in adolescents which could have negative impacts. The results of a preliminary study on 10 teenagers in Bandung showed that most teenagers often shared their gadgets compared to socializing with their families. The purpose of this study was to determine the categories of gadget use among adolescents after online learning during the Covid-19 pandemic. This type of research was a quantitative descriptive study. The population of this research was all high school students in Bandung. The research sample consisted of 341 students from three schools that were randomly selected, with the inclusion criteria being teenagers who had gadgets and participated in online learning and the exclusion criteria for teenagers with special needs. The data collection technique was by measuring gadget addiction categories using the adapted Smartphone Addiction Scale Short Version. Validity and reliability tests were carried...