In a survey conducted by the American Psychiatric Association (APA) of more than 1000 adults in the United States, it was found that 48 percent of respondents felt anxious they would contract the coronavirus. About 40 percent worry that they will be seriously ill or die from Covid-19, and 62 percent worry about their families or loved ones getting infected. The conflict experienced by Universitas Negeri Surabaya (UNESA) students is a manifestation of academic stress that occurs due to changes in the learning circumstances and the number of assignments received at the time of PANDEMIC. This study aims to obtain the prevalence of academic stress conditions and how to overcome them in students during the pandemic. The prevalence of data in this study is survey research based on analytic surveys collected through online surveys (Google Form) whose data analysis is through descriptive and inferential statistics, in this case, macro regression analysis. the results showed that students have mild and moderate stress levels but this is a result of distraction from lifestyle changes before the COVID pandemic 19. The implications of this research are expected to be able to control the mental health stability of UNESA' students who bring benefits in studies, their relationships with the campus community and the general public. Professionally, the implication of this research can help psychologists and counselors to form a mapping of appropriate therapeutic models.
During a pandemic, mobility constraints policies, limiting children's physical activity, physical games, and educational activities to the digital space. They prefer to play using the gadget of the play together with a friend -a friend environment neighborhood. Children who spend their time with gadgets will become more angry, rebellious because they feel that they are being disturbed while playing games and are lazy to do their daily routines. This has resulted in the parents becoming anxious with the child they are. This study aimed to determine the level of parental anxiety on the use of gadgets by children in the new normal era. The research method uses descriptive quantitative, draft descriptive quantitative, aiming to obtain the respondent's identity and identify how the relationship between anxiety and use of the internet through a gadget on children in the normal new era. The data obtained from filling the questionnaire through a google form, with participants from research is that of the parents who have children aged 5-12 years in East Java. This study indicates that many children use gadgets excessively and the impact it causes so that many parents show an anxious attitude when their children play with gadgets.
The urgency of this research is to implement application-based Geomaze game media at Dharma Wanita Persatuan 1 Kindergarten in Gresik Regency. This study aims to determine the development, feasibility and effectiveness of application-based Geomaze game media in stimulating visual-spatial intelligence of children aged 4-5 years. This research uses the type of research development or R&D with the ASSURE model. This study uses the target participants of children aged 4-5 years in TK Dharma Wanita Persatuan 1 Gresik Regency as the main sample for testing the application-based Geomaze game media and also testing conventional products or LKA, children aged 4-5 years in Kusuma Bangsa Kindergarten as instrument validity test. The results showed that the application-based game media Geomaze was more effective than conventional media or LKA in stimulating visual-spatial intelligence of children aged 4-5 years. This study is expected to be able to contribute to stimulating children’s visual-spatial intelligence and learning media during the current Covid-19 pandemic.
At one decade, the internet has changed human lifestyles, and it harms daily student life. The adverse effects including physically and mentally problem had decreased student social skill and coping styles on real life. The aims of these studies were to explore the predictions of Internet hour usage on Indonesian student internet excessive use. Indonesian students in Wuhan have been participating in this study. This study using quantitative approached using descriptive statistic. The main finding revealed, regarding the daily internet use, comparison among Indonesian on internet addiction level have the difference which is Indonesian students using the Internet from less than 1hour until more than 12 hours per day otherwise students no one uses the Internet less than 1 hour. The data above revealed internet addiction level on Indonesian could be described based on daily internet usage. Therefore, daily internet usage could predict the Indonesian level addiction on the Internet. Otherwise, it could not be applied to the students, whereas Indonesian students on the daily usage have higher Internet addictive level than Chinese students.
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