Peningkatan Pengetahuan Penggunaan Gadget pada Pelajar dalam Menyikapi Perkembangan Game yang Mengakibatkan Ketergantungan Bagi Penggunanya
DOI:
https://doi.org/10.62383/bersama.v1i3.329Keywords:
Students, SD Al Irsyad Islamiyyah 02 Purwokerto, Use of GadgetsAbstract
Where advances in digital science and technology make various demands for creativity and innovation must always be developed, as is done by teachers and teaching staff at SD Al Irsyad Islamiyyah 02 Purwokerto. The essence of education is the teaching and learning process. The better the teaching and learning process is implemented, the better the quality of education will be. The problem experienced by SD Al Irsyad Islamiyyah 02 Purwokerto is that students often play with gadgets without clear directions for their use and are not monitored properly. In this service activity, the team socializes the use of gadgets among students in response to the development of games which result in dependency for their users. It is hoped that students will have the awareness to reduce their use of gadgets or at least be able to make good use of them through applications and games that have educational value. Flow of program implementation from Preparation Stage, Socialization Stage, Evaluation Stage and Mentoring Stage. The conclusion of this program is an increase in students' understanding of using gadgets wisely from 60% to 90%, with an increase in student participation from 30% to 80%. The follow-up to this activity includes further mentoring sessions and integration of learning with the use of gadgets by teachers.
References
Damarsiwi, E. P. M., Indriasari, N., Irwanto, T., & Susanti, N. (2021). Menggurangi penggunaan gadget pada anak dengan pengenalan permainan tradisional. Jurnal INDONESIA RAYA (Pengabdian Pada Masyarakat Bidang Sosial, Humaniora, Kesehatan, Ekonomi Dan Umum), 2(1), 26–31. https://doi.org/10.37638/indonesiaraya.2.1.26-31
Dasra, R., Negeri, S., & Kerinci, P. (2018). Penerapan pembelajaran team games tournament untuk meningkatkan minat belajar matematika di kelas VIIB SMP Negeri 2 Pangkalan Kerinci. In Prinsip Pendidikan Matematika (Vol. 1, Issue 1).
Laman Kemenparekraf. (2021). https://kemenparekraf.go.id/hasil-pencarian/siaran-pers-menparekraf-industri-game-jadi-modal-kebangkitan-ekraf-di-tengah-pandemi.
Lestari, I., Riana, A. W., & Taftazani, B. M. (2015). Pengaruh gadget pada interaksi sosial dalam keluarga. Prosiding Penelitian Dan Pengabdian Kepada Masyarakat, 2(2), 204–209. https://doi.org/10.24198/jppm.v2i2.13280
Lutfiputri, N. F. (2022). Kajian perkembangan industri buku cerita anak bergambar di Indonesia pada era digital. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(6), 6271–6285. https://doi.org/10.31004/obsesi.v6i6.3330
Narumi, N., & Rizana, A. (2023). Hubungan antara pola asuh orang tua pada penggunaan gadget terhadap perkembangan sosial-emosional dan kognitif anak prasekolah di Desa Babelan Kota. MAHESA: Malahayati Health Student Journal, 3(11), 3386–3399. https://doi.org/10.33024/mahesa.v3i11.10980
Nathania, C. M., Rahmansyah, A., Tiara, D., & Deanda, R. (2023). Perancangan concept art untuk animasi 2D "Virtuoso" designing concept art for 2D animation "Virtuoso" (Vol. 10, Issue 2).
Sinaga, J., & Sinambela, J. L. (2023). Strategi pembelajaran efektif melalui permainan: Pengaruh permainan Lego dalam meningkatkan kreativitas dan kepandaian pada anak-anak. JIMAD: Jurnal Ilmiah Mutiara Pendidikan.
Subakti, H., & Rahman, F. A. (2021). Literasi matematika dan penanaman nilai kerja sama melalui permainan tradisional Asen Naga kepada anak sekolah dasar. In Jurnal Pengabdian Ahmad Yani STTI (Vol. 1, Issue 2).
Widya, R. (2020). Dampak negatif kecanduan gadget terhadap perilaku anak usia dini dan penanganannya di PAUD Ummul Habibah. Jurnal Abdi Ilmu, 13(1), 29–34.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


