scholarly journals Analysis of the Impact of Smartphone Use on Adolescent Social Interactions During COVID-19

2021 ◽  
Vol 7 (2) ◽  
pp. 167
Author(s):  
Mellania Indrasvari ◽  
Risma Delima Harahap ◽  
Dahrul Aman Harahap

This study is titled Analysis of Smartphone Use against Adolescent Social Interactions During COVID-19. This research is motivated by the increasingly popular use of smartphones among generation Z that can influence social interactions especially the outbreak of the Covid-19 virus that urged students to study at home or online by using smartphones and keeping activities out of the house in order to avoid the Covid-19 virus and break the chain of the virus that causes constrained social interaction activities outside the home, especially the students of grade XII science 1 and XII science 2 at Senior High School 2 Rantau Selatan (State Senior High School 2, South Rantau) (State Senior High School 2, South Rantau) using qualitative-descriptive research that considered suitable for the problem of the impact of smartphone use on adolescent social interactions during the Covid-19 period where the main data sources in this study are students. The tools used to collect data are questionnaires, interviews, observations and documentation. Sampling technique used is purposive sampling. The sample data from this study were students of grade XII science 1 & XII science 2 with a total of 64 people. The results of the interview research and supported by the questionnaire showed that the use of smartphones in students in grade XII science 1 and XII science 2 Senior High School 2 Rantau Selatan (State Senior High School 2, South Rantau) (State Senior High School 2, South Rantau) was at 51.02%, then about 33.84% intensity of social media to eliminate saturation only activities in the house alone that resulted in a lack of intensity or association of teenagers with people around the next student doing activities gathered with friends categorized as small enough only 5.08% is also caused by the government's rules to stay at home and 10.06% of students feel the effects of smartphones. The conclusion of this study shows that there are positive and negative impacts of smartphones on adolescent social interactions during Covid-19

2018 ◽  
Vol 4 (1) ◽  
Author(s):  
Wiyono Wiyono

Self Self Confident is an important factor that can affect the life of a successful person, a person who self confidence low in students including dared not ask questions or concerns during the learning process, feel the physical form is not perfect of friends to another, do not dare to appear in front of the class, talking nervously if the front of the crowd, low socioeconomic status, and have friends who are limited so that the impact on their social interactions, eg impact in their social interactions decreased academic achievement, insecure, often aloof and reserved. Based on the above problems, the researchers are interested in doing research, entitled Implementation Techniques for Increasing Self Confidence Roleplaying  10th E Grade Students Of Senior High School 5 Banjarmasin.            This type of research is quantitative research with experimental research design. This place in Senior High School 5 Banjarmasin whose population the 10th E grade students numbering 34 students. Sampling technique used in this study is a sampling technique is purposive sampling with the number of 12 students.Data were analyzed using t test and demonstrate thit 51.83> ttab2,228 with a 95% confidence level. Thus showing that the "role playing techniques are effective in improving students' self confidence, which is marked by the increasing scale of student's self confidence.                                                 Kata Kunci : Teknik Roleplaying, Self Confidence


2019 ◽  
Vol 8 (4) ◽  
pp. 3147-3151

This research was conducted to investigate the impact of digital storytelling towards senior high school students’ speaking ability in various text genres, and analyze in what extend it works effectively. The researchers used an action research and random sampling technique. The steps in this design are Planning, acting, observing, and reflecting. The sample of this research was 34 students of tenth grade science 4. The researchers defined there was difference between Cycle 1 (before giving treatment) and Cycle 2 (after giving treatment). In Cycle 1, only 15 students (44,11 %) could pass standard minimum criteria (KKM) with the upper value 75. On the other hand, Cycle 2 showed 27 students could achieve KKM. Futhermore, this method assisted teacher in comperending material, generated students’ critical thinking, creativities, and confidence not only in education field but also technology field. Overall, this research reveals there are significant influences of digital storytelling method towards senior high school students’ speaking ability in various text genres.


2021 ◽  
Vol 7 (1) ◽  
pp. 49
Author(s):  
Diah Putri Islamy

Smartphone is a high technology of communication tool with various modern social aplication. Nowadays, smartphone has become basic needs of human being especially during this pandemic of covid-19 that affected almost the country around the world. Smartphone has been a tool that must be provided in ourdaily life. Using smartphone during this pandemic covid-19help the students to have online learning from home that can be related to internet acces. Smartphone can give positive and negative impacts for the students. The positive are students can make online conference with teachers without interaction to other people and also they can get some informations or news from other countries. The negatives are the social interactions among students will be worse because they can not make friends, low of caring others and environment, and being able to be selfish child. The writer uses this research to know the impact of using smartphone during paandemic of covid-19 to the social interaction of students in regency of Sukarami Palembang. . This research is a quantitative research with data analysis calculations using SPSS 26 using simple linear regression with respondents of 100 students who live in the sub-district of Sukarami. Data collection was carried out by observation, filling out questionnaires and documentation. The results showed that there was an effect of the use of smartphones on students' social interactions simultaneously with an F value of 112.157> 3.09 (Ftable). Likewise for the partial test with the t test, namely the t value of 5.718> 1.98 (t table). As for the coefficient of determination, the contribution of smartphone use contributed 53.4% to students' social interactions


Jurnal Ecogen ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. 120
Author(s):  
Puja Stevani ◽  
Marwan Marwan

This study aims to analyze : 1) The impact of learning facilities on the learning motivationto the student Senior High School Number 1 Batusangkar, 2) The leverage of learning facilities and learing motivation on the academic procrastination to the student Senior High Scholl Number 1 Batusangkar, 3) The effectlearning facilities,learing motivation and academic procrastination on the learning outcome to the student Senior High School Number 1 Batusangkar.the type of research is associative descriptive research. The sampling technique used is proportional random sampling, with 60 samples. The result show that (1) Learning facilities has a positive and significant effect on learing motivation, (2) Learning facilities has a negative and significant effect on academic procrastination, (3) Learning motivation has a negative and significant effect on academic procrastination, (4) Learning facilities has a significant effect on learing outcome, (5) Learningmotivation has a significant effect on learing outcome, (6) Academic procrastinationhas a significant effect on learing outcome, (7) Learning facilities, learing motivation and academic procrastination has a significant effect on learing outcome.Keywords: learning facilities, motivation to learn, academic procrastination


2018 ◽  
Vol 7 (3.30) ◽  
pp. 284
Author(s):  
Arvina Meyzilia ◽  
Darsiharjo . ◽  
Mamat Ruhimat

There are some factors that will determine the result of National Exam score. One of them is the distance between school and downtown. The schools that are located in the downtown should have higher score compared to the schools located far away from downtown. It is because of the circulation of information around the downtown schools is more rapid than those schools located in far away from downtown. There are some previous research on correlation between students’ accessibility to their schools with students achievement, however there no research on correlation between school distance from downtown and students achievement. This research aims to analyze the correlation between school distance to downtown and students’ National Exam achievement on geography subject in 2017. This research is a qualitative descriptive research. This research uses documentation and literature study. The result data of this research shows the school in downtown achieved highest National Exam score on geography, however, there is no positive correlation between the mileage to schools and students’ achievement. Furthermore, the distance beteween school and downtown does not show a positive correlation. Therefore it could be concluded that there is no correlation between distance and mileage from school to downtown with the National Exam result on geography subject in 2017 at SMA Negeri Kabupaten Bangka (Public Senior High School in Bangka Regency).  


Author(s):  
Beny Septian Panjaitan And Rahmad Husein

This study aimed at analyzing the cognitive dimension based on Revised BloomTaxonomy in reading questions in Look Ahead an English Course for Senior HighSchool Level 1, 2, & 3. This study used quantitative research design. The sampleswere 141 reading questions which taken by using random sampling technique byusing Statistical Program for Social Science (SPSS) version 20.0. in Look Aheadan English Course for Senior High School Level 1, 2, & 3. The data were analyzedby using Table analysis of cognitive dimension of Revised Bloom Taxonomy. Theanalysis showed that the most dominant cognitive dimension of Revised BloomTaxonomy in remembering dimension (57.45%). The second dominant cognitivedimension is understanding dimension (26.24%). The third dominant cognitivedimension is evaluating dimension (10.64%). The fourth dominant cognitivedimension is creating dimension (3.55%). The fifth dominant cognitive dimension isanalyzing dimension (2.13%). There was no cognitive dimension of applyingdimension that applied in reading question of the textbooks.


2020 ◽  
Vol 3 (2) ◽  
pp. 258-264
Author(s):  
Stevani Lika Sari Tarigan ◽  
Marta Rejeki Manalu ◽  
Ayu Supriani Tampubolon ◽  
Yenita Br Sembiring

The research aims to find out the student's strategies in translating idioms. The method used in this study qualitative descriptive, this study was conducted at SMA SwastaPencawan Medan with the samples were 23 students of XI-MIA-2. The researcher used an essay test with 25 questions to translate idioms sentences. The result collection collected data from the students convert sentence researchers provided the database on the results of students' strategies in translating idioms on an essay test. Using a phrase of similar meaning in form result show there were 61 (34,27%), using a language of same meaning but dissimilar form in form show there were 19 (10,67%), translating by paraphrase in form result show there were 70 (39,33%) and translation by omission in form show there were 28 (15,73%). The result showed that many students translate idioms sentences with translation by paraphrase. The dominant strategies students are predominantly translation by paraphrase, and most students cannot turn the idiom in to the sentence that has been given. Keywords: strategies, translation idiom sentences, senior high school


2018 ◽  
Vol 3 (2) ◽  
pp. 18-28
Author(s):  
Najim Ussiph ◽  
Hamidu Kwame Seidu

A quasi experiment with interview was adopted to study the aptness of using 3D animations as an instructional method to introduce programming concepts to students at the Senior High School level. This research work was conducted with 100 students of Akroso Senior High School in the Birim central municipality of the eastern region of Ghana who were generally programming novice. Programming concepts considered included programming environments, loops, functions sequential and conditional execution of programs. A paired t-test carried out on the results of the performance test presents a p-value of 0.008 indicative of a numerically significant difference between the mean marks of participants during the experiments that used 3D animation method as against the experiments that used the text base method. Results from the interview showed that the instructional method used had impact on the performance of the learners. The use of 3D animation method presented programming concepts in a form that the learners can understand, motivates them to pursue programming related courses at a higher level and also impacts positively on their performance.


2019 ◽  
Vol 6 (2) ◽  
pp. 203
Author(s):  
Wiwit Puji Amalia ◽  
Sumarwati Sumarwati ◽  
Budhi Setiawan

<p><em>This research is a qualitative descriptive research aims to (1) describe and explain the structure of folklore of Purbalingga District, (2) to describe and explain the social care values contained in Purbalingga District folklore, (3) describe and explain the relevance of folklore as the character buildingand teaching material in Junior High School. Data and information are collected through informants and documents. Data collection is done through observation, recording, interview, and document analysis. Research sample is determined by purposive sampling technique. Validation of data is done by triangulation. The results of this research are:</em></p><em>(1) the structure of folklore Purbalingga District, (2) social caring values contained in Purbalingga District folklore, (3) relevance of folklore as the character building and teaching material in Junior High School.</em>


2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


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