Dampak Covid-19 Terhadap Kebiasaan Bermain Gadget Pada Anak Usia Sekolah release_id2ewyxgdvesbnx2nmcfaytp2q

by Handoko Handoko

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abstracts[] {'sha1': '8f60c1cde70cadb1f1450966de74bd8035b3c7cd', 'content': "The corona virus which hits Indonesia brings about a great impact on education. The learning system that is usually carried out in a face-to-face interaction changes with an online system. The online learning system which requires children to use gadgets is quite to have a big impact on children's development. The former children's habit who were not using gadgets began to change for reasons of learning. After learning is complete, children play gadgets. The resulting impact is a decrease in interest and enthusiasm for learning. This must be controlled by parents and teachers to restore students' interest and enthusiasm for learning, especially of a school age students. This research was a qualitative research employing interview and observation methods. The research sample was elementary school age children who are in Seputih Banyak District, Central Lampung. The results point out that during the COVID-19 pandemic, children's playing habits increased. It is a\xa0common situation for school-age children to spend only a few moments studying, but spending a long time playing gadgets. A control from parents is very necessary so that school-age children can use gadgets only in line with their needs.\xa0", 'mimetype': 'application/xml+jats', 'lang': None}
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issue
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license_slug CC-BY-NC
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pages 140-148
publisher Pusat Kajian Bimbingan dan Konseling FIPPS Unindra
refs []
release_date 2022-03-27
release_stage published
release_type article-journal
release_year 2022
subtitle
title Dampak Covid-19 Terhadap Kebiasaan Bermain Gadget Pada Anak Usia Sekolah
version
volume
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Extra Metadata (raw JSON)

crossref.license [{'URL': 'https://creativecommons.org/licenses/by-nc/4.0', 'content-version': 'unspecified', 'delay-in-days': 0, 'start': '2022-03-27T00:00:00Z'}]
crossref.subject ['General Medicine']
crossref.type journal-article