Dampak Pemakaian Gadget Terhadap Kelainan Refraksi di SMPN 2 Batang Anai Padang Pariaman
Abstract
This study discusses the impact of gadget usage on refractive errors among students at SMPN 2 Batang Anai, Padang Pariaman. The aim of this research is to determine the level of gadget usage among students of SMPN 2 in Batang Anai District and to analyze the extent to which gadget usage contributes to refractive errors. Data were collected through interviews, questionnaires, and visual acuity measurements conducted on students at SMPN 2 Batang Anai. The findings were then discussed based on theoretical frameworks and data analysis derived from respondents' answers. Based on data analysis involving 64 respondents, the results showed that high levels of gadget usage accounted for 89.1%, while moderate levels were at 10.9%. The refractive errors associated with gadget usage included myopia (95.3%), hyperopia (1.6%), and astigmatism (3.1%).
Downloads
References
Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278-296.
Sugiyono. (2011). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta.
Syarah. (2009). Perkembangan Teknologi Informasi dan Komunikasi (TIK); Faktor-Faktor yang Mempengaruhi serta Implikasinya.
Vision 2020. (2006). A Global Initiative for the Elimination of Avoidable Blindness. International Agency for the Prevention of Blindness (IAPB) and World Health Organization (WHO).
WHO. (2010). World Health Report: Global Data on Visual Impairment 2010. Geneva: World Health Organization.
University of Oxford. (2020). The Impact of Gadget Use on Social and Health Aspects in Adolescents.

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under an Attribution 4.0 International (CC BY 4.0) that allows others to share — copy and redistribute the material in any medium or format and adapt — remix, transform, and build upon the material for any purpose, even commercially with an acknowledgment of the work's authorship and initial publication in this journal.













