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Journal : Jurnal Assyifa: Jurnal Ilmu Kesehatan Lhokseumawe

HUBUNGAN PENGGUNAAN GADGET DENGAN KEMANDIRIAN DALAM AKTIVITAS KESEHARIAN PADA ANAK USIA PRASEKOLAH Nurlis; Sri Andala; Martunis
Jurnal Assyifa: Jurnal Ilmu Kesehatan Lhokseumawe Vol. 7 No. 1 (2022): Juni2022
Publisher : Sekolah Tinggi Ilmu Kesehatan Muhammadiyah Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54460/jifa.v7i1.20

Abstract

One of the technologies favored by preschoolers today is gadgets. The negative impact of using gadgets is the children become more passive because children's focus shifts to gadgets so that it can affect children's independence in daily activities. The research objective was to determine the relationship between gadget use and independence in daily activities for preschooler in Gampong Riseh Tunong, Sawang District, Aceh Utara Regency. This research method used an analytical design with a cross sectional approach. The population used in this research was parents who had 50 children of preschool age in Gampong Riseh Tunong, Sawang District, Aceh Utara Regency. The samples were 50 people taken through total sampling technique and the instrument used a questionnaire and the data analysis used univariate and bivariate analysis. The results of this research showed that there was a relationship between the use of gadgets and independence in daily activities for preschooler in Gampong Riseh Tunong, Sawang District, Aceh Utara Regency, it was obtained P-value of 0.000 <α = 0.05. Based on the result above, it is expected the respondents can be wiser in supervising children, especially in providing restrictions and being selective in granting permission to use gadgets, distracting children by doing interesting things such as inviting children to play outside the house, inviting children to do more activities (sports, playing music) and socializing with their peers.
Perilaku Agresif Remaja Pemain Game Online Wahyuni, Liza; Sarah Salsa Fitri; Agusri; Nurlis
Jurnal Assyifa: Jurnal Ilmu Kesehatan Lhokseumawe Vol. 9 No. 2 (2024): Juli-Desember
Publisher : Sekolah Tinggi Ilmu Kesehatan Muhammadiyah Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54460/jifa.v9i2.108

Abstract

Indonesia menjadi negara dengan jumlah pemain game online terbanyak ketiga di dunia. Meskipun memberikan hiburan dan meningkatkan keterampilan strategis, game online juga dapat menyebabkan perilaku agresif pada remaja, terutama jika permainan tersebut mengandung unsur kekerasan dan dimainkan secara berlebihan. Penelitian ini bertujuan untuk mengetahui perilaku agresif pada remaja pemain game online di Kabupaten Aceh Besar. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan cross-sectional. Sampel dalam penelitian ini sebanyak 104 remaja yang dipilih menggunakan teknik purposive sampling. Data dikumpulkan melalui kuesioner Buss-Perry Aggression Questionnaire (BPAQ) yang terdiri dari 29 pertanyaan, dan dianalisis menggunakan statistik deskriptif. Hasil penelitian menunjukkan dari 4 aspek perilaku agresif, agresif fisik memiliki nilai mean 26.53 (SD 6.19), agresif verbal memiliki nilai mean 17.19 (SD 4.24), kemarahan memiliki nilai mean 23.67 (SD 5.26) dan permusuhan ditemukan nilai mean 28.91 (SD 8.39), yang berarti remaja  pemain game online rata-rata lebih menunjukkan perilaku agresif permusuhan, disarankan remaja lebih mengatur waktu dalam bermain game online dan sebisa mungkin melakukan aktivitas positif yang tidak berkaitan dengan game online guna meminimalisir perilaku agresif yang ditimbulkan dari bermain game online.