GADGETS PLAYING BEHAVIOR OF STUDENTS IN INDONESIA
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua Junior High School students in Yogyakarta, Indonesia, find the score of gadget playing behavior on Budi Mulia Dua Junior High School students in Yogyakarta, Indonesia, and find the dominant factor of gadget playing behavior on Budi Mulia Dua Junior High School Yogyakarta, Indonesia. Methodology: The method used in this study mix method research design with an exploratory mix method approach. The research subjects were students of Budi Mulia Dua Junior High School in Yogyakarta, Indonesia with a sample of 151 students, 7 teachers, 3 educational staff, and the head of Budi Mulia Dua Junior High School Yogyakarta, Indonesia. Research data were collected through observation, interview, questionnaire, and documentation. Main Findings: The results of this study indicate that the gadgets playing behavior of students in Budi Mulia Dua Yogyakarta, Indonesia are included in the good category, which is in the range of scores between 379-492. The score of the gadgets playing behavior was 484.3. Applications of this study: The students still have emotionally stable and controlled when using gadgets, have self-control over the use of gadgets, still pay attention to personal health in the use of gadgets, and discipline in the selection of gadget usage. Novelty/Originality of this study: The novelty of this research confirms that the physical-motor condition in gadget playing behavior is the most dominant factor for creating good behavior for students in playing gadgets because the physical-motor becomes a reference in playing gadget behavior because physical-motor can reflect in a complex way how Student cognitive knowledge about gadgets. and their use, as well as how students are social-emotional when using gadgets.