在1到5岁的孩子中使用电子产品和电爆事件

Noor Rochmah Ida Ayu Trisno Putri, Verra Widhi Astuti, Irfani Zuhrufillah
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引用次数: 0

摘要

许多家长很早就给幼儿提供小工具,理由是他们正在学习媒体、通讯工具和玩耍给他们带来的焦虑。这种情况让父母开始抱怨,当孩子们没有按照自己的意愿得到电子产品时,他们的行为会发生变化。孩子们大声哭泣,发脾气,表现得很暴力。本研究旨在确定幼儿使用电子产品与发脾气之间的关系。该研究采用定量相关方法对106名将孩子托付给日托所的父母进行了调查。采用全抽样方法,调查时间为1个月。数据收集的主要数据来自于对儿童家长发放小工具问卷和发脾气问卷的结果。问卷采用lucia研究,经效度和信度检验,值为α = 0.841。数据分析采用单变量和双变量卡方分析。研究结果表明,使用电子产品与幼儿发脾气的发生率之间存在显著的关系,p值为0.021 (p <0.05)。家长应该用其他能够促进成长和发展的游戏来代替电子设备,日托中心的助理也应该能够与家长协调,提高家长对使用电子设备的影响的理解,并选择适合幼儿的游戏类型。
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Penggunaan Gadget dan Kejadian Temper Tantrum pada Anak Usia 1 Hingga 5 Tahun
Many parents give gadgets to toddlers early on the grounds that they are learning media, communication tools and play bring their own anxiety. This condition makes parents start complaining about changes in children's behavior when they are not given gadgets according to their wishes. Children cry loudly, throw tantrums and behave violently. This study aims to determine the relationship between the use of gadgets in toddlers and the occurrence of temper tantrums. The study was conducted using a quantitative correlation approach to 106 parents who entrusted their children to day care. Intake of respondents using total sampling technique with a research time of 1 month. Data collection was carried out using primary data from the results of distributing questionnaires using gadgets and temper tantrum questionnaires to parents of children. The questionnaire was adopted from Lusia research which had been tested for validity and reliability, with a value of α = 0.841. Data analysis used univariate and bivariate chi-square analysis. The results of the study concluded that there was a significant relationship between the use of gadgets and the incidence of temper tantrums in toddlers with a p value of 0.021 (p <0.05). Parents are expected to replace gadgets with other games that can hone growth and development, as well as for assistants at day care centers to be able to coordinate with parents in terms of increasing parental understanding regarding the influence of using gadgets and selecting types of games that are suitable for toddlers.
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