Gadget Addicted Phenomenon In Elementary School Children: Challenges Or Opportunities In Learning?

Authors

  • Linda Feni Haryati Universitas Negeri Yogyakarta
  • Haryanto Haryanto Universitas Negeri Yogyakarta

DOI:

https://doi.org/10.30595/pssh.v12i.815

Keywords:

Addicted Gadgets, Educational Games, Learning Opportunities

Abstract

Gadget addiction is characterized by a person's inability to part with the gadget they have. One type of gadget that is used quite massively is the Android mobile phone. The use of mobile phones with all their advanced features has created a new phenomenon at the age of elementary school children called gadget addiction. The number of students who experience this addiction is increasing day by day. Based on this phenomenon, it is necessary to conduct research to find out whether the gadget addiction phenomenon is a challenge or opportunity in learning. This research was designed in the form of library research. The study material in this research is the publication of scientific articles found in national and international journals. The results of the study show that the uncontrolled use of mobile phones on the one hand is a threat, but on the other hand it can actually be used as a support for learning activities. The negative side of uncontrolled use of mobile phones can interfere with mental development, socio-emotional development and can even interfere with students' intellectual development. The positive side of using mobile phones in elementary school-age children is a great opportunity that teachers can use as Android-based learning media. Students who are used to using Android mobile phones are no longer stuttering with technology. Teachers can design educational games based on Android so they don't only access entertainment content on their gadgets. Through educational games students learn more easily so that their enthusiasm for learning increases. Educational games can be developed especially for subjects that have been considered difficult by students such as mathematics. Mobile phones can also be used as a source of knowledge so that students can explore knowledge independently.

References

Morris, N., & Cravens Pickens, J. D. (2017). “I’m Not a Gadget”: A Grounded Theory on Unplugging. The American Journal of Family Therapy, October, 1–19. https://doi.org/10.1080/01926187.2017.1365665

Merida, S. C., & Fitriyana, R. (2019). Analysis on College Student Who Use Gadget, Basic for Behavior Intervention Plan. Proceedings of the International Conference on Psychology and Communication 2018 (ICPC 2018), 100–104. https://doi.org/10.2991/icpc-18.2019.9

Zakaria, R. (2019). Gadget Addiction: Opioid of the Era? International Journal of Human and Health Sciences (IJHHS), 24. https://doi.org/10.31344/ijhhs.v0i0.142

Saputri, A. D., & Pambudi, D. A. (2018). Dampak Pengggunaan Gadget terhadap Kemampuan Interaksi Sosial Anak Usia Dini. Al Hikmah Proceedings on Islamic Early Childhood Education, 1(April), 463–472.

Setiaputri, K. A. (2021). Kenali Tanda-Tanda dan Cara Mengatasi Anak Kecanduan Gadget.

Suhana, M. (2018). Influence of Gadget Usage on Children’s Social-Emotional Development. Proceedings of the International Conference of Early Childhood

Wardhani, F. P. (2018). Student gadget addiction behavior in the perspective of respectful framework. Konselor, 7(3), 116–123. https://doi.org/10.24036/0201872100184-0-00

Kumar, A. K., & Sherkhane, M. S. (2018). Assessment of gadgets addiction and its impact on health among undergraduates. International Journal Of Community Medicine And Public Health, 5(8), 3624. https://doi.org/10.18203/2394-6040.ijcmph20183109

Dewi, G. A. N. T. (2020). The Effectiveness of Play Therapy and Positive Reinforcement to Reduce Gadgets Addiction in Children. Proceeding of The ICECRS, 8, 4–9.

Chasanah, A. M., & Kilis, G. (2018). Adolescents’ Gadget Addiction and Family Functioning. Proceedings of the Universitas Indonesia International Psychology Symposium for Undergraduate Research (UIPSUR 2017), 350–358. https://doi.org/10.2991/uipsur-17.2018.52

Sugiyono. (2019). Metode Penelitian Pendidikan (Edisi ke 3). Alfabeta.

Juditha, C. (2015). Gender dan seksualitas dalam konstruksi media massa. JURNAL SIMBOLIKA: Research and Learning in Communication Study (E-Journal), 1(1).

Pratiwi, R. D., Nurhaetami, C. I., Darmayanti, D., Ayuningtyas, G., Indah, F. P. S., Ismaya, N. A., & Aulia, G. (2022). STUDI KOMPARATIF EMOTIONAL DEVELOPMENT ANTARA ADDICTIVE DAN NON-ADDICTIVE GADGET ANAK USIA 10-12 TAHUN DI SDN 2 PURWASARI CICURUG SUKABUMI. Edu Masda Journal, 6(2), 169-175.

Syifa, A. (2020). Intensitas penggunaan smartphone, prokrastinasi akademik, dan perilaku phubbing Mahasiswa. Counsellia: Jurnal Bimbingan dan Konseling, 10(1), 83-96.

Champeaux, H., Mangiavacchi, L., Marchetta, F., & Piccoli, L. (2022). Learning at Home: Distance Learning Solutions and Child Development During the COVID-19 Lockdown. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.4114231

Widodo, A., & Wartoyo, F. X. (2020). Lockdown and Gadget Addicted Phenomenon. Proceedings of the 4th International Conference on Learning Innovation and Quality Education, 1–8. https://doi.org/10.1145/3452144.3452163

Setiawati, E., Solihatulmillah, E., Cahyono, H., & Dewi, A. (2019). The Effect of Gadget on Children’s Social Capability. Journal of Physics: Conference Series, 1179(1), 012113. https://doi.org/10.1088/1742-6596/1179/1/012113

Chusna, P. A. (2017). Pengaruh Media Gadget Pada Perkembangan Karakter Anak. Dinamika Penelitian: Media Komunikasi Sosial Keagamaan, 17(2), 315–330. https://doi.org/10.21274/dinamika/2017.17.2.315-330

Rahmawati, M., & Latifah, M. (2019). The Effect of Mother-Child Interaction and Maternal Gadget Use on Child’s Gadget Addiction in Preschool Children. In M. Simanjuntak & B. I. Rahmaniah (Eds.), The 2nd International Seminar on Family and Consumer Issues in Asia Pacific: “Challenging Family in Digital Era” (pp. 70–78). IPB University. Maternal Gadget Use on Child’s Gadget Addiction in Preschool Children

Lestari, R. (2020). Faktor-Faktor Penyebab Siswa Kecanduan Handphone: Studi Deskriptif Pada Siswa Di SMP Negeri 13 Kota Bengkulu. Consilia: Jurnal Ilmiah Bimbingan Dan Konseling, 3(1), 23–37.

Bhattacharyya, R. (2018). Gadget addiction , technostress and internet addiction?: upcoming challenges (Issue July).

Hasiholan, A. M., & Fernando, Y. V. (2021). Manfaat Penggunaan Gadget terhadap Minat Belajar Siswa Pendidikan Kristen pada Era Postmodern. EDUKATIF?: JURNAL ILMU PENDIDIKAN, 3(4), 2400–2410. https://doi.org/10.31004/edukatif.v3i4.1114

Rahmawati, Z. D. (2020). Penggunaan Media Gadget Dalam Aktivitas Belajar Dan Pengaruhnya Terhadap Perilaku Anak. TA’LIM?: Jurnal Studi Pendidikan Islam, 3(1), 97–113. https://doi.org/10.52166/talim.v3i1.1910

Hasiholan, A. M., & Fernando, Y. V. (2021). Manfaat Penggunaan Gadget terhadap Minat Belajar Siswa Pendidikan Kristen pada Era Postmodern. EDUKATIF?: JURNAL ILMU PENDIDIKAN, 3(4), 2400–2410. https://doi.org/10.31004/edukatif.v3i4.1114

Putra, C. A. (2017). Pemanfaatan Teknologi Gadget Sebagai Media Pembelajaran. Bitnet: Jurnal Pendidikan Teknologi Informasi, 2(2), 1–10. https://doi.org/10.33084/bitnet.v2i2.752

Simbolon, M., Bethania, S., & Simbolon, P. (2019). The Study of Gadget Addiction of Among University Students. International Scholars Conference, 240. https://doi.org/https://doi.org/10.35974/isc.v6i1.1160

Putra, C. A. (2017). Pemanfaatan Teknologi Gadget Sebagai Media Pembelajaran. Bitnet: Jurnal Pendidikan Teknologi Informasi, 2(2), 1–10. https://doi.org/10.33084/bitnet.v2i2.752

Rahmawati, Z. D. (2020). Penggunaan Media Gadget Dalam Aktivitas Belajar Dan Pengaruhnya Terhadap Perilaku Anak. TA’LIM?: Jurnal Studi Pendidikan Islam, 3(1), 97–113. https://doi.org/10.52166/talim.v3i1.1910

Winarni, D. S., Naimah, J., & Widiyawati, Y. (2020). Pengembangan Game Edukasi Science Adventure Untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa. Jurnal Pendidikan Sains Indonesia, 7(2), 91–100. https://doi.org/10.24815/jpsi.v7i2.14462

Fithri, D. L., & Setiawan, D. A. (2017). Analisa dan Perancangan Game Edukasi Sebagai Motivasi Belajar Untuk Anak Usia Dini. Simetris: Jurnal Teknik Mesin, Elektro Dan Ilmu Komputer, 8(1), 225–230. https://doi.org/10.24176/simet.v8i1.959

Pratama, Loviga Denny, Wahyu Lestari, & Ahmad Bahauddin. (2019). Game Edukasi: Apakah membuat belajar lebih menarik. At-Ta’lim: Jurnal Pendidikan, 5(1), 39–50.

Rahman, R. A., & Tresnawati, D. (2016). Pengembangan Game Edukasi Pengenalan Nama Hewan dan Habitatnya Dalam 3 Bahasa Sebagai Media Pembelajaran Berbasis Multimedia. Jurnal Algoritma, 13(1), 184–190. https://doi.org/10.33364/algoritma/v.13-1.184

Erri, W. P., Dian Wahyu Putra, A., & Prasita Nugroho. (2016). Game Edukasi Berbasis Android Sebagai Media Pembelajaran Untuk Anak Usia Dini. J I M P - Jurnal Informatika Merdeka Pasuruan, 1(1). https://doi.org/10.37438/jimp.v1i1.7

Amami, Pramuditya, S., Noto, M. S., & Syaefullah, D. (2017). Game Edukasi RPG Matematika. Eduma?: Mathematics Education Learning and Teaching, 6(1), 77. https://doi.org/10.24235/eduma.v6i1.1701

Adrian, Q. J., & Apriyanti, A. (2019). Game Edukasi Pembelajaran Matematika Untuk Anak SD Kelas 1 Dan 2 Berbasis Android. Jurnal Teknoinfo, 13(1), 51. https://doi.org/10.33365/jti.v13i1.159

Pramuditya, S. A., Noto, M. S., & Purwono, H. (2018). Desain Game Edukasi Berbasis Android pada Materi Logika Matematika. JNPM (Jurnal Nasional Pendidikan Matematika), 2(2), 165. https://doi.org/10.33603/jnpm.v2i2.919

Downloads

Published

2023-10-05

How to Cite

Haryati, L. F., & Haryanto, H. (2023). Gadget Addicted Phenomenon In Elementary School Children: Challenges Or Opportunities In Learning?. Proceedings Series on Social Sciences & Humanities, 12, 323–328. https://doi.org/10.30595/pssh.v12i.815

Most read articles by the same author(s)

1 2 > >>