Abstract:The rapid advancement of digital technology has fundamentally reshaped consumer behavior globally, with social media becoming the primary channel for product information seeking. Approximately 51% of Indonesians rely on…
user reviews before purchasing, and 62% have bought products under the direct influence of Social Media Influencers (SMIs). Despite this, the psychological mechanisms linking influencer characteristics to purchase intention remain fragmented across sectors and platforms. This systematic literature review synthesizes nineteen empirical studies published between 2020 and 2025, spanning beauty, fashion, gadget, and sustainable product sectors across multiple countries, to examine how Source Credibility (attractiveness, trustworthiness, expertise) and Parasocial Interaction (PSI) jointly shape consumer purchase intentions. Three core findings emerge: (1) trustworthiness is the sole credibility dimension that is universally and consistently significant across all contexts, fundamentally challenging assumptions about the equal contribution of the three credibility dimensions; (2) PSI operates not as a single mediator but as a multi-pathway psychological bridge through hedonic value, brand attitude, vicarious experience, and social-personal value whose specific active pathway is contingent on platform, product type, and cultural context; and (3) generational and cultural moderators systematically shape which credibility dimension most powerfully drives PSI. A Proposed Integrative Conceptual Framework and a synthetic cross-study comparison matrix (Table 2) consolidate these findings. Results offer strategic implications for influencer marketing practice and identify priority directions for future research.
Abstract:This study aims to describe the implementation of reading literacy strategies in Indonesian learning and identify supporting and inhibiting factors for its application in grade X students of SMA Negeri 13 Jeneponto Regency.…
cy. The research uses a qualitative approach with a descriptive type of research. The research subjects consisted of class X Indonesian teachers and class X students who were selected purposively. Data were collected through observation techniques, semi-structured interviews, and documentation, then analyzed using the Miles, Huberman, and Saldana interactive analysis model which included data reduction, data presentation, and conclusion drawn. The validity of the data was tested through triangulation of sources and techniques. The results of the study showed that the reading literacy strategy was implemented through reading activities 15 minutes before learning, the use of diverse and contextual texts, discussions on reading comprehension, and reflective assignments. The implementation of this strategy encourages increased student participation, the ability to understand the content of reading, and a positive attitude towards reading activities. Supporting factors for the implementation of the reading literacy strategy include teacher commitment, support for school literacy programs, and the availability of reading materials, while inhibiting factors include the low interest in reading of some students, limited learning time, and the influence of gadget use that has not been optimally controlled. This study concludes that reading literacy strategies have an important role in supporting Indonesian learning and need to be implemented sustainably with the support of various parties.
Abstract:The purpose of this study was to determine the relationship between online game addiction and emotional changes among school-age children at UPT SDN Garuda Makassar. The phenomenon of increasing gadget and online game use…
e among children has become a major concern because it can affect their emotional and social aspects. This research employed a quantitative method with a descriptive correlational design and a cross-sectional approach. The population consisted of all fifth- and sixth-grade students totaling 37 respondents, with 34 students meeting the inclusion criteria. Data were collected through questionnaires and analyzed statistically using a significance level of 0.05. The results showed that most respondents experienced online game addiction (18 students or 52.9%) and emotional changes (18 students or 52.9%). Based on the bivariate test results, a p-value of 0.007 (p < 0.05) was obtained, indicating a significant relationship between online game addiction and emotional changes among school-age children.
Abstract:Objective: This study aims to determine the relationship between gadget use and nutritional status in students at STIKES Gunung Maria Tomohon. Method: This study used a cross-sectional study design, conducted in December…
2024 at STIKES Gunung Maria Tomohon. The number of samples was 84 respondents. Data analysis used the Spearman Rank test. Results: There is no relationship between Gadget Use and Nutritional Status, (correlation coefficient is 0.078 and Sig. 2-tailed = 0.481 <0.05). Conclusion: There is no relationship between gadget use and nutritional status at STIKES Gunung Maria Tomohon and it is recommended that the campus can improve Nutrition and Health Education in nutrition education for students. The campus can hold seminars, workshops, or classes that educate students about the importance of a healthy diet, balanced eating habits, and how to choose nutritious foods.
Abstract:Kelainan refraksi adalah kondisi yang disebabkan oleh kelainan dalam panjang sumbu (axial length) atau kelainan daya refraksi media. Kelainan refraksi yang tidak terkoreksi adalah salah satu penyebab yang paling umum dari…
i gangguan penglihatan. Astigmatisme (mata silinder) adalah kondisi di mana kekuatan refraksi kornea atau lensa bervariasi karena perubahan bentuk permukaan sehingga cahaya jatuh di dua titik di depan retina. Kondisi ini menyebabkan penderita harus memutar mata sehingga efek lubang jarum dapat dilihat. Tujuan Penelitian : Mengetahui hubungan antara faktor genetik dan penggunaan gadget terhadap kejadian astigmatisme di Optik Reka Jaya Palembang Tahun 2024. Metode Penelitian : Dalam Penelitian ini penulis menggunakan jenis penelitian survey analitik dengan pendekatan cross sectional dimana variabel independen yaitu faktor genetik dan penggunaan gadget dan variabel dependen yaitu astigmatisme. Hasil Penelitian : Dari data bivariat diperoleh dari 48 responden terdapat 33 responden (68,8%) mengalami astigmatisme dan 15 responden (31,3%) tidak mengalami astigmatisme. Diperoleh 31 responden (64,6%) mengalami astigmatisme berdasarkan faktor genetik sedangkan 17 responden (35,4%) bukan berdasarkan faktor genetik. Diperoleh 32 responden (66,7%) mengalami astigmatisme berdasarkan penggunaan gadget yang buruk sedangkan 16 responden (33,3%) penggunaan gadget yang baik. Kesimpulan : Berdasarkan Analisa data yang dilakukan diperoleh Kesimpulan bahwa ada hubungan yang bermakna antara faktor genetik dan penggunaan gadget secara simultan dengan kejadian astigmatisme. Hasil uji statistik chi-square tentang hubungan faktor genetik dengan kejadian astigmatisme didapatkan nilai p-value 0,006 dan Hasil uji statistik chi-square tentang hubungan penggunaan gadget dengan kejadian astigmatisme didapatkan nilai p-value 0,021.
Abstract:Artikel ini bertujuan untuk membahas pengaruh gadget terhadap perkembangan anak usia dini. Melalui metode studi literatur, artikel ini akan fokus menganalisis dampak positif dan negatif penggunaan gadget pada aspek kognitif,…
tif, fisik, emosional, dan sosial anak. Hasil menunjukkan bahwa gadget dapat memberikan manfaat edukasi dan stimulasi perkembangan jika digunakan secara tepat, namun juga berisiko menimbulkan masalah seperti kecanduan, kurangnya aktivitas fisik, dan hambatan interaksi sosial jika tidak dikontrol. Faktor-faktor yang mempengaruhi dampak gadget meliputi durasi penggunaan, jenis konten, pengawasan orang tua, serta usia dan tahap perkembangan anak. Penelitian ini menekankan pentingnya peran orang tua dalam mengawasi dan membimbing penggunaan gadget pada anak usia dini untuk memaksimalkan manfaat dan meminimalkan risiko. Temuan ini diharapkan dapat memberikan wawasan bagi orang tua, pendidik, dan pembuat kebijakan dalam mengoptimalkan penggunaan teknologi untuk mendukung perkembangan anak usia dini.
Abstract:This study aims to determine the effect of Gadget use on the social behaviour of early childhood in Seran Hamlet, East Rumbuk Village, Sakra District in 2023. Research data were collected through questionnaires given to…
parents or guardians of early childhood living in Seran Hamlet. The research method used is a quantitative approach with direct data collection. The research sample consisted of 28 early childhood. Data collection techniques include observation, questionnaires, and documentation. Data analysis was conducted using the simple regression method to evaluate the relationship between the independent variable, namely Gadget Use, and the dependent variable, namely Early Childhood Behaviour. The results showed that there is a correlation and influence between the use of Gadgets and early childhood behaviour, with a correlation coefficient that exceeds the alpha (5%) significance level, namely 0.45> 0.05. Based on the analysis conducted, the results showed that the use of Gadgets has a negative relationship with early childhood behaviour, with a significance level of -91.289. Therefore, it can be concluded that the use of Gadgets has a negative impact on early childhood behaviour in Seran Hamlet.
Keywords: Early childhood, Gadged use, Social behaviour
Abstract:The development of digital technology has brought significant changes to Sunday School ministry and children’s faith education in the modern era. Children, as digital native generations, are increasingly connected to visual…
isual media, audiovisual content, and internet use, causing conventional learning methods to become less engaging and less effective in fostering active learner participation. This study aims to analyze Sunday School strategies in addressing the opportunities and challenges of digitalization, the utilization of digital media for children’s spiritual growth, and the roles of teachers, churches, and families in developing relevant and transformative spiritual learning. The research employed a qualitative approach with a library research design enriched through phenomenological analysis of digitalization practices in Sunday School ministry. Data were obtained through a review of literature on Christian educational theology, child pedagogy, digital literacy, and reflective observation of the use of Bible animation videos, social media, and online learning platforms. The findings indicate that the digitalization of Sunday School ministry through Bible animation videos, YouTube, Zoom, Google Meet, and Christian learning applications enhances children’s interest, participation, and understanding of God’s Word through learning experiences that are more interactive, communicative, and contextual. The challenges of digitalization are reflected in gadget-related distractions, digital dependency, reduced learning concentration, and unequal access to technology among certain families. The study concludes that the success of digital Sunday School requires the integration of technology, teacher competence, parental guidance, digital literacy, and continuous spiritual formation. The novelty of this study lies in the development of a digital Sunday School ministry model that integrates technological media, pedagogical strategies, family supervision, and children’s spiritual formation in a holistic manner, thereby ensuring that church ministry remains adaptive, inclusive, and centered on children’s faith development in the digital era.
Abstract:Nomophobia adalah kondisi psikologis yang ditandai dengan kecemasan berlebihan saat individu tidak dapat mengakses ponsel, dan menjadi fenomena yang semakin mengkhawatirkan di kalangan remaja. Rendahnya kesadaran mengenai…
i dampak negatif penggunaan gawai berlebihan menjadi salah satu penyebab kurangnya penanganan dini terhadap nomophobia. Penelitian ini bertujuan untuk mengevaluasi efektivitas psikoedukasi dalam meningkatkan pemahaman siswa SMP Negeri 33 Makassar mengenai bahaya dan strategi penanggulangan nomophobia. Penelitian ini menggunakan desain pretest-posttest kepada 30 siswa kelas VII dan VIII. Materi disampaikan melalui metode ceramah interaktif yang disertai sesi tanya jawab dan refleksi pengalaman penggunaan gawai. Hasil uji normalitas menunjukkan bahwa data berdistribusi normal. Uji paired sample t-test menunjukkan nilai signifikansi sebesar 0,000 (p < 0,05), dengan rata-rata skor pretest sebesar 14,10 meningkat menjadi 34,46 pada posttest. Temuan ini menunjukkan bahwa psikoedukasi efektif dalam meningkatkan pengetahuan siswa mengenai penggunaan ponsel secara sehat dan pencegahan nomophobia. Hasil ini memberikan implikasi praktis bagi guru Bimbingan dan Konseling, sekolah, dan orang tua dalam menyusun strategi intervensi edukatif berbasis psikologi yang mendukung kesehatan mental remaja.
Abstract:Kegiatan Pengabdian Kepada Masyarakat ini dilaksakan di sekolah menengah kejuruan Negri 3 medan pada tgl 9 februari 20224 pukul 09.00 sampai dengan selesai yang dikuti 11 peserta Berbicara tentang manajemen keuangan, khususnya…
susnya keuangan pribadi tentunya tidak terlepas dari manajemen gaya hidup. Seperti contoh guru dan petani sebelumnya, gaya hidup guru di perkotaan tentunya berbeda dengan gaya hidup seorang petani di pedesaan. Selain karena biaya hidup di perkotaan yang cenderung lebih mahal, kebutuhan seorang guru dan petani pun tidak dapat disamakan. Seorang petani tentunya tidak perlu membeli pakaian formal untuk bekerja, tidak pula membutuhkan gadget yang komplit seperti laptop, smartphone dan lainnya. Akan tetapi, hal tersebut bukanlah semata-mata penyebab aset guru yang jauh lebih sedikit daripada petani. Dengan penghasilan yang lebih besar, seharusnya guru dapat lebih mengoptimalkan pemasukannya. Untuk inilah pentingnya bagi setiap individu memahami cara memanajemen keuangan. Tidak sedikit pula kasus seorang yang memiliki penghasilan lebih banyak namun memiliki utang konsumtif yang lebih banyak pula.