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Journal : Jurnal Pendidikan Indonesia Gemilang

The Impact of Smartphone Use on Student Behavior a Vocational Senior High School in Tangerang City, Indonesia Marsepa, Eva; Isfahan, Rizki; Susilowati, Yuni
Jurnal Pendidikan Indonesia Gemilang Vol 5, No 2 (2025)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/jpig.v5i2.716

Abstract

The use of smartphones has reached all levels of society in Indonesia. It is necessary for parents to supervise smartphone use at home and for teachers to supervise smartphone use at school for the sake of students' development both at home and at school. Incorrect use of smartphones can have a negative impact on student behavior. This study aims to investigate the impact of smartphone use among students a Vocational Senior High School in Tangerang City, Indonesia. The research questions are: What are the reasons for smartphone use, and how does smartphone use affect student behavior at school? This study employs a descriptive qualitative method. Data collection techniques in this study include observation, interviews, and documentation. The results of the study indicate that students use smartphones for entertainment at school, such as playing offline or online games, watching videos obtained from friends, taking photos with friends, completing group assignments assigned by teachers, searching for answers while doing assignments, and searching for answers during exams or quizzes. The apps that students use a lot at school are Free Fire, YouTube, TikTok, Instagram, Google, WhatsApp, AI, and ChatGPT. Students' social behavior changes when they're busy with their smartphones. When students are given smartphones during class, they don't listen to the teacher and are busy with their phones. When it's break time, students follow the moves in the videos on their smartphones, which affects their behavior at school.
The Effect of Online Games on the Emotions of Junior High School Students Hajizah, Tarissa Ardhana; Marsepa, Eva; Haeriyah, Siti
Jurnal Pendidikan Indonesia Gemilang Vol 4, No 2 (2024)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/jpig.v4i2.449

Abstract

Indonesia is one of the biggest gaming markets in the world. Most mobile or video games are played via mobile phones, tablets, or consoles. According to a data report from We Are Social, Indonesia is a country with the third largest number of video game players in the world, 94.5%. This study aimed to discover more about the influence of online games on adolescent emotions at one of the junior high schools in Sepatan, Tangerang, Indonesia. The research design used in this study is a quantitative approach with a correlational design. The sampling technique used in this study was purposive sampling. The sample used amounted to 172 respondents. The data analysis used in this study is Kendall's tau-b correlation test, which looks at the correlation coefficient value. The results of this study show that students' use of online games is in the moderate category (76.7%), and emotions are in the low category (65.1%). In the statistical test results obtained, p.value = 0.000 ≤ 0.05. Therefore, it can be concluded that online games significantly influence adolescent emotions.