DAMPAK PENGGUNAAN GADGET TERHADAP KARAKTER NEGATIF SISWA SEKOLAH DASAR (Penelitian Studi Kasus Pada Siswa Kelas V SD Negeri Sukaluyu IV)

Picessa Saimona, - (2021) DAMPAK PENGGUNAAN GADGET TERHADAP KARAKTER NEGATIF SISWA SEKOLAH DASAR (Penelitian Studi Kasus Pada Siswa Kelas V SD Negeri Sukaluyu IV). S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

ABSTRAK Penelitian ini bertujuan untuk mengetahui penggunaan gadget terhadap karakter negatif siswa dalam belajar di SDN Sukaluyu IV kelas V. Penelitian ini dilaksanakan berdasarkan hasil pengamatan awal peneliti banyak menjumpai anak-anak Sekolah Dasar khususnya di Gg. Arjuna Buntu Perum Bumi Telukjambe Blok T rt/rw 006/011, Des. Sukaharja Kec. Telukjambe timur Kab. Karawang yang tidak mampu melepaskan diri dari bermain gadget. Penelitian ini termasuk dalam penelitian kualitatif menggunakan pendekatan deskriptif dan menggunakan jenis studi kasus. Penelitian ini menggunakan tiga orang subjek siswa kelas lima dan tiga orang tua siswa di Gg. Arjuna Buntu Kab. Karawang. Instrumen Penelitian yang digunakan yaitu lembar observasi, lembar wawancara dan dokumentasi kegiatan. Data yang diperoleh dianalisis dengan menggunakan reduksi data dan penyajian data kemudian di tarik kesimpulan. Hasil Penelitian menunjukkan bahwa penggunaan gadget yang dilakukan anak sekolah dasar berdampak negatif pada karakter siswa dalam belajar karena efek dari game yang mereka mainkan membawa efek anak menjadi lebih arogan karna kekalahan dari game tersebut serta buruknya dalam berbahasa sehari-hari. Tingginya intensitas dan durasi penggunaan gadget serta aplikasi-aplikasi yang sering di mainkan sebaiknya dibatasi dalam pemakaiannya. Kata kunci: gadget, karakter siswa ABSTRACT This study aims to determine the use of gadgets on the negative character of students in learning at SDN Sukaluyu IV class V. This research was carried out based on the results of initial observations, researchers found many elementary school children, especially in Gg. Arjuna Buntu Perum Bumi Telukjambe Block T rt/rw 006/011, Dec. Sukaharja district. Telukjambe east Kab. Karawang who is unable to break away from playing gadgets. This research is a qualitative research using a descriptive approach and using a case study type. This study used three subjects of fifth grade students and three parents of students in Gg. Arjuna Buntu Kab. Karawang. The research instruments used were observation sheets, interview sheets and activity documentation. The data obtained were analyzed using data reduction and data presentation and then conclusions were drawn. The results showed that the use of gadgets by elementary school children had a negative impact on the character of students in learning because the effects of the games they played made the children become more arrogant because of the defeat of the game and poor in everyday language. The high intensity and duration of the use of gadgets and applications that are often played should be limited in their use. Key words: gadget, student character

Item Type: Thesis (S1)
Uncontrolled Keywords: gadget, karakter siswa
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: UPI Kampus Purwakarta > PGSD UPI Kampus Purwakarta
Depositing User: Picessa Saimona
Date Deposited: 05 Oct 2021 06:21
Last Modified: 05 Oct 2021 06:21
URI: http://repository.upi.edu/id/eprint/68443

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