Peningkatan Kesadaran Digital melalui Sosialisasi Dampak Penggunaan Gadget Dan Pengelolaan Pojok Baca Di Desa Dewasari
DOI:
https://doi.org/10.47200/jnajpm.v9i2.2576Keywords:
Gadget, digital awareness, reading corner, ruralAbstract
The widespread use of gadgets in the digital era has had positive and negative impacts on society, especially the younger generation. In Adultari Village, residents are concerned about the negative impacts of excessive use of gadgets. Therefore, this Community Service activity aims to increase digital awareness through socializing the impact of using gadgets in the digital era and managing reading corners as alternative activities that are more positive for the community. The methods used in this activity include observation, interviews, and identifying problems faced related to gadget use. The results of this activity include education and evaluation carried out through question and answer sessions during socialization with measurements based on audience understanding. It is hoped that with the reading corner, people, especially children and teenagers, can use gadgets wisely and utilize technology for more productive activities. This activity aims to form a generation that is more critical, knowledgeable and wise in facing challenges in the digital era.
Downloads
References
Bastian, Abda Billah Faza Muhammadkan, Imroatun, Marwah Muafiqoh, Siti Hanifatu Zahra, dan Dind Ibra Benign Sajid. 2023. “Sikap Orang Tua dan Guru tentang Teknologi Digital Berbasis Media Aplication terhadap Perkembangan Bahasa Anak.” Pratama Widya: Jurnal Pendidikan Anak Usia Dini 8(2):124–43. doi: 10.25078/pw.v8i2.3116.
Chusna, Puji Asmaul. 2017. “Pengaruh Media Gadget Pada Perkembangan Karakter Anak.” Dinamika Penelitian: Media Komunikasi Penelitian Sosial Keagamaan 17(2):315–30. doi: 10.21274/dinamika.2017.17.2.315-330.
Dewi, Widya Novi Angga, Marini Marini, Khasanah Khasanah, dan Raditya Ahmad Rifandi. 2022. “Sosialisasi Dampak Kecanduan Penggunaan Gadget Bagi Kehidupan Anak Sekolah di SMP Fransiskus Semarang.” Manggali 2(1):120. doi: 10.31331/manggali.v2i1.1920.
Fitriyani, Feny Nida. 2017. “The Implementation of Game Based Learning for Children.” As-Sibyan: Jurnal Pendidikan Anak Usia Dini 2(1):1–16.
Gardner, Howard, dan Katie Davis. 2015. The App Generation: How Today s Youth Navigate Identity, Intimacy, and Imagination in a Digital World. First Edition. New Haven: Yale University Press.
Gusman, Diaz Trakarti, Winda Wati, dan Istisari Bulan Lageni. 2022. “Sosialisasi Dampak Positif Penggunaan Gadget Bagi Siswa.” dalam Prosiding Seminar Nasional Pengabdian Masyarakat LPPM UMJ. Vol. 1.
Hendriani, Maifit, Riwayati Zein, dan Alfiyandri. 2022. “Sosialisasi Dampak Penggunaan Gadget Yang Tidak Tepat Dan Berlebihan Terhadap Anak Di Era Digital.” Sosialisasi Dampak Penggunaan Gadget Yang Tidak Tepat Dan Berlebihan Terhadap Anak Di Era Digital 6(1):98–104.
Ilham. 2020. “Hubungan antara penggunaan gadget dengan hasil belajar siswa Kelas V SD Negeri 10 Manurunge Kecamatan Tanete Riattang Kabupaten Bone.” Angewandte Chemie International Edition, 6(11), 951–952. 10–27.
Imroatun, Imroatun, Faizatul Widat, Mohammad Fauziddin, Siti Farida, Siti Maryam, dan Zulaiha. 2021. “Youtube as a Media For Strengthining Character Education in Early Childhood.” Journal of Physics: Conference Series 1779(1):012064. doi: 10.1088/1742-6596/1779/1/012064.
Jiu, Cau Kim, Kharisma Pratama, Jaka Pradika, Hartono Hartono, dan Indri Erwhani. 2022. “Pengawasan Orang Tua Dalam Penggunaan Gadget Pada Anak Usia Dini Selama Masa Pandemi COVID-19.” As-Sibyan: Jurnal Pendidikan Anak Usia Dini 7(2):167–80. doi: 10.32678/AS-SIBYAN.V7I2.5929.
Mossberger, Karen, Caroline J. Tolbert, dan Ramona S. Mcneal. 2017. Digital Citizenship: The Internet, Society, and Participation. USA: MIT Press.
Mufti, Mahira Mujahida Ani, Anita Anita, dan Evi Afiati. 2022. “Peran TBM Bilik Urang dalam Pembelajaran Literasi Dasar Anak Pra Sekolah.” As-Sibyan: Jurnal Pendidikan Anak Usia Dini 7(1):103–12.
Nurmahanani, Indah, Erna Suwangsih, Mifta Aulia Fitriyani, Cintia Marsela, Erta Alvani, dan Liana Wahyuningsih. 2023. “Sosialisasi Penggunaan Gadget dan Literasi Baca Tulis sebagai Upaya Peningkatan Minat Baca-Tulis Peserta Didik.” JIPM : Jurnal Informasi Pengabdian Masyarakat 1(3):221–26.
Paradita, Aprila Wanda, dan Fajar Nugraha. 2023. “Abracadabra Games Guna Meningkatkan Kemampuan Berfikir Kritis Anak.” As-Sibyan: Jurnal Pendidikan Anak Usia Dini 8(2):155–68.
Putriyani, Putriyani, dan Suparma Suparma. 2020. “Sosialisasi Dampak Penggunaan Gadget Terhadap Anak Di Desa Buntu Pema Kecamatan Curio Kabupaten Enrekang.” Pendidikan 1(2):40–50.
Westerman, George, Didier Bonnet, dan Andrew McAfee. 2014. Leading Digital: Turning Technology into Business Transformation. Boston, Massachusettes: Harvard Business Review Press.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Uci Triyanti Dewi, Gina Mardiana, Suryadi Suryadi, Kiki Endah
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.