PENINGKATAN PEMAHAMAN ANAK MELALUI EDUKASI DAMPAK PENGGUNAAN GAWAI BERLEBIH
DOI:
https://doi.org/10.31764/jmm.v4i2.2027Keywords:
Education, Negative impact, GadgetAbstract
Abstrak: Perkembangan teknologi yang pesat harus diiringi dengan penggunaan yang bijak. Beberapa tahun terakhir terjadi peningkatan yang signifikan dalam penggunaan ponsel. Survey di beberapa Negara membuktikan bahwa sebanyak 98% orangtua memperbolehkan anaknya menggunakan gawai. Gawai dapat membuat anak kecanduan, berpengaruh terhadap kesehatan fisik, mental, dan emosional anak. Oleh karena itu diperlukan edukasi tentang dampak penggunaan gawai berlebih agar anak-anak secara sadar dapat mengurangi kuantitas penggunaan gawai. Tujuan kegiatan pengabdian masyarakat ini adalah untuk memberikan edukasi tentang bahaya penggunaan gawai secara berlebih pada anak. Metode yang digunakan dalam adalah pre-test, presentasi, diskusi dan tanya jawab, serta post-test. Kelompok sasaran adalah siswa sekolah dasar. Berdasarkan hasil kegiatan diketahui bahwa sebanyak 4 orang mengalami penurunan nilai setelah dilakukan edukasi, sebanyak 17 orang mengalami peningkatan nilai setelah edukasi dan sebanyak 28 orang tidak mengalami perubahan nilai. Dengan adanya pengetahuan dan pemahaman yang baik, diharapkan terjadi perubahan perilaku positif seperti mampu mengelola waktu ketika bermain gawai atau membatasi penggunaan gawai.
Abstract: Rapid technological developments must be accompanied by wise use. In recent years there has been a significant increase in mobile phone usage. Surveys in some countries have proved that as many as 98% of parents allow their children to use the gadget. Gadgets can make children addicted, affect the child's physical, mental, and emotional health. It is therefore necessary to educate the impact of the use of excess devices so that children can consciously reduce the quantity of use of gadgets. The purpose of this community dedication is to educate the dangers of excessive use of gadgets in children. The methods used in this are pre-test, presentation, discussion and question, as well as post-test. The target audience is elementary school students. Based on the results of the activities known that as many as 4 people have decreased the value after education, 17 people experienced an increase in the value after education and as many as 28 people did not change the value. With good knowledge and understanding, it is hoped that positive behavior changes such as being able to manage the time when playing gadgets or limiting the use of gadgets. Â
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