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The Relationship Between Smartphone Addiction and Academic Procrastination in Final-Year Students Alvin Ardhi Wijaya; Enjang Wahyuningrum
Jurnal Multidisiplin Sahombu Vol. 6 No. 02 (2026): Jurnal Multidisiplin Sahombu, 2026
Publisher : Sean Institute

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Abstract

The increasing use of smartphones among students may affect their learning focus and encourage procrastination. This study aims to determine the relationship between smartphone addiction and academic procrastination among final-year students. The research employed a quantitative correlational method with purposive sampling as the sampling technique. Data were analyzed using Spearman’s rho test. The results show a significant positive relationship between smartphone addiction and academic procrastination (p = 0.000 < 0.05). This indicates that the higher the level of smartphone addiction, the greater the students’ tendency to procrastinate academically.
Psikoedukasi Pencegahan Kecanduan Game Online Pada Siswa Kelas IX SMP Negeri 9 Salatiga Mahanani, Ramadanti Putri; Sailana, Khatrin Wandelmud; Rehiara, Sofia Mariska; Wahyuningrum, Enjang
Abdimas Galuh Vol 8, No 1 (2026): Maret 2026
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/ag.v8i1.23459

Abstract

Game online merupakan salah satu bentuk pemanfaatan teknologi sebagai hiburan, namun penggunaan yang tidak terkontrol dapat menimbulkan kecanduan. Menurut Diagnostic and Statistical Manual of Mental Disorders (DSM-5), kecanduan game online termasuk dalam kategori Internet Gaming Disorder. Remaja menjadi kelompok yang rentan karena sering bermain game online di sela aktivitas belajar. Studi awal pada siswa kelas IX SMP Negeri 9 Salatiga menunjukkan adanya tingkat kecanduan ringan hingga berat. Kegiatan psikoedukasi ini bertujuan untuk meningkatkan pengetahuan siswa mengenai kecanduan game online. Metode yang digunakan adalah ceramah dan diskusi interaktif. Hasil uji t menunjukkan adanya peningkatan skor rata-rata dari pre-test ke post-test, namun peningkatan tersebut tidak signifikan secara statistik. Kegiatan psikoedukasi belum memberikan dampak signifikan terhadap pengetahuan siswa. Oleh karena itu, diperlukan perbaikan pada instrumen evaluasi, penggunaan media interaktif, kondisi ruang yang mendukung, serta durasi psikoedukasi yang lebih panjang.
Psikoedukasi pencegahan kecanduan game online pada siswa kelas IX SMP Negeri 9 Kota Salatiga Putri Mahanani, Ramadanti; Wandelmud Sailana, Khatrin; Mariska Rehiara, Sofia; Wahyuningrum, Enjang
Jurnal Pengabdian Masyarakat: Humanity and Medicine Vol 7 No 1 (2026): Jurnal Pengabdian Masyarakat: Humanity and Medicine
Publisher : Fakultas Kedokteran Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32539/Hummed.V7l1.176

Abstract

Online games are one form of technology utilization that is widely used as a source of entertainment. However, uncontrolled use of online games can lead individuals to develop addiction. Adolescents are a group that is vulnerable to online game addiction because at this age individuals often use their free time to play games in between their learning activities. If excessive gaming behavior cannot be controlled, it may lead to addiction and have negative impacts on adolescents. This activity is a form of community service aimed at increasing students’ knowledge about the prevention of online game addiction through psychoeducation. The activity was conducted with ninth-grade students of SMP Negeri 9 Salatiga. The methods used in this activity were counseling and interactive discussions about the impacts and prevention of online game addiction. The evaluation of the activity was carried out using a pre-test and post-test to determine changes in students’ level of knowledge. The results of the analysis using a T-test with the help of SPSS version 25 showed that the mean pre-test score was 9.10 and the mean post-test score was 9.35. The statistical test results indicated that the increase in scores was not significant, with a significance value of 0.161 (p > 0.05). Nevertheless, the psychoeducation activity still provided students with an initial understanding of the impacts and prevention of online game addiction. Therefore, similar activities are recommended to use more interactive methods and engaging educational media to improve the effectiveness did not have a significant impact on students' knowledge about online game addiction. Recommendations that can be given to improve the effectiveness of psychoeducation are by paying attention to the creation of pre- and post-test questions, using a supportive room, adding interactive media such as educational games and extending the duration of psychoeducation.
Inhibitory Control pada Anak dengan Perkembangan Tipikal: Systematic Literature Review Manik, Zefanya Oslowahadestizia; Wahyuningrum, Enjang; Setianingrum, Margaretta Erna
GUIDENA: Jurnal Ilmu Pendidikan, Psikologi, Bimbingan dan Konseling Vol 16, No 1 (2026)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/gdn.v16i1.16039

Abstract

This study aims to review empirical research on inhibitory control in typically developing children aged 3-7 years. A Systematic Literature Review (SLR) was conducted using PRISMA guidelines to analyze articles published between 2021 and 2026. The findings show that inhibitory control develops rapidly during early childhood and is influenced by factors such as structured physical activities, rule-based play, parenting practices, socioeconomic status, and nutrition. Several interventions, including motor activities, gymnastics, music play, and language-based play, were found to improve inhibitory control. In addition, inhibitory control is associated with school readiness, academic achievement, and socio-emotional development. In conclusion, inhibitory control can be strengthened through structured learning experiences in early childhood, highlighting the importance of supportive educational and environmental contexts.