KEGIATAN KULIAH KERJA NYATA BAGI PESERTA ANAK DIDIK PADA SOSIALISASI PENGARUH GADGET
DOI:
https://doi.org/10.15575/jak.v3i1.5944Keywords:
disadvantages, gadget, socialization, Sumedang, West JavaAbstract
Abstrak
Kegiatan sosialisasi tentang pengaruh gadget ditekankan pada pengguna gadget peserta anak didik tingkat Sekolah Dasar/Ibtidaiyah (SD/MI) dan Sekolah Lanjutan Pertama (SMP/MTs) tahun 2019 di Desa Jayamekar Cibugel Jawa Barat. Pada tingkatan peserta anak didik ini pengguna gadget terlalu apatis dan lupa akan waktu dan menjadikan anak anak menjadi hyper actif dan mempengaruhi perkembangan psikologi dan mentalnya. Tujuan dari kegiatan sosialisasi ialah untuk meminimalisir sekecil mungkin pengaruh gadget kepada peserta anak didik tersebut. Metode deskriftif dengan pendekatan ceramah, diskusi yang dipergunakan dalam penulisan artikel ini, dilanjutkan dengan tanya jawab dan simulasi kasus dengan ilustrasi dan penuh pembawaan. Adapun hasil dari kegiatan sosialisasi pengaruh gadget, antara lain : pertama, gunakan gadget seoptimal mungkin sesuai kebutuhan pengguna, jangan sampai ketagihan dan lupa waktu; seharusnya lebih dominan fungsi positifnya. kedua, saling berbagi pengetahuan tentang pengaruh gadget kepada teman, saudara, keluarga, dan masyarakat lingkungan sekitar agar mereka bisa melindungi diri supaya penggunaan gadgetnya sesuai dengan kebutuhan. ketiga, memperkenalkan bahwa gadget bisa digunakan sebagai sarana belajar mengajar secara daring (online) meskipun tidak ideal seperti yang diharapkan; sebagai sarana berbisnis, dan menyelesaiakan pekerjaan yang memerlukan efesiensi dan efektifitas baik waktu maupun tenaga; serta kegiatan marketplace penjualan dengan menggunakan aplikasi daring dalam penjualan produk-produk terkini yang dikemas praktis.
Abstract
The activities of socialization about the gadgets’ influence emphasized on the users of gadgets participants of elementary school level (SD/MI) and of the first secondary school (SMP/MTs) at 2019 in the village of Jayamekar, Cibugel, West Java. At the level of students participants, this gadget users are too apathy and forget about time and make children become hyper-active and influence the development of psychology and mentality. The purpose of the socialization activities is to decrease as little as possible the effect of gadgets to participants of the students. The descriptive method with lecturing approach; the discussion are applied in writing this article, followed by questions and answers and simulation cases with illustrations and full-fledged. As for the results of the dissemination activities of the gadget influence, among others: first, use gadgets optimally as possible according to the needs of the user, do not get addicted and forget the time; Should be more dominant positive function. Second, share knowledge about the influence of gadgets to friends, relatives, family, and the surrounding community so they can protect themselves so that the use of the gadget according to the needs. Third, introduce that gadgets can be used to learning to teach online although not ideal as expected; As a means of doing business, and finishing the work that requires efficiency and effectiveness of both time and energy; As well as sales marketplace activities by using online applications in the sale of latest products that are packaged practically.
References
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