Penerapan Strategi Pembelajaran Project Based Learning untuk Mengurangi Penggunaan Gadget Berlebihan dalam Pembelajaran pada Siswa Kelas XI SMA Negeri 13 Gowa
DOI:
https://doi.org/10.56910/jispendiora.v4i1.2373Keywords:
Project-Based-Learning, gadget-use, student-concentration, social-interaction, active-learningAbstract
This classroom action research aimed to reduce excessive gadget use that disrupts concentration and learning outcomes among 11th-grade students at SMA Negeri 13 Gowa through the implementation of Project-Based Learning (PjBL). Conducted from February 4 to April 30, 2025, the study employed a classroom action research method, encompassing planning, implementation, observation, and reflection. The subjects were 30 11th-grade students, with data collected via observation, interviews, and quantitative analysis. Results showed a reduction in irrelevant gadget use by 60% in cycle I and 80% in cycle II, alongside an increase in student engagement from 40% to 60%. PjBL effectively enhanced social interaction and learning motivation. This study demonstrates that active learning strategies can shift students’ focus from gadgets to meaningful learning activities.
References
Anwar, Y., Fadillah, A., & Syam, M. (2021). Pengaruh model pembelajaran Project Based Learning terhadap hasil belajar siswa kelas X di SMA Negeri 11 Samarinda. Jurnal Pendidikan, 30(3), 399. https://doi.org/10.32585/jp.v30i3.1753
Azman, N. N., Abdul Rahman, N. A., & Goh, Y. S. (2024). The implementation of project-based learning (PjBL) in writing skills: An analysis of learning approach. Muallim Journal of Social Science and Humanities, 8(2), 93–102. https://doi.org/10.33306/mjssh/278
Boiliu, F. M. (2020). Peran pendidikan agama Kristen di era digital sebagai upaya mengatasi penggunaan gadget yang berlebihan pada anak dalam keluarga di era disrupsi 4.0. REAL DIDACHE: Journal of Christian Education, 1(1), 25–38. https://doi.org/10.53547/realdidache.v1i1.73
Makrufi, A., Hidayat, A., & Muhardjito. (2018). Pengaruh model pembelajaran berbasis proyek terhadap kemampuan pemecahan masalah pokok bahasan fluida dinamis. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 3(7), 878–881. http://journal.um.ac.id/index.php/jptpp/
Marpaung, J. (2018). Pengaruh penggunaan gadget dalam kehidupan. KOPASTA: Jurnal Program Studi Bimbingan Konseling, 5(2), 55–64. https://doi.org/10.33373/kop.v5i2.1521
Nurhayati, H., & Handayani, N. W. L. (2020). Pengaruh penggunaan media pembelajaran terhadap motivasi belajar siswa. Jurnal Basicedu, 5(5), 524–532. https://journal.uii.ac.id/ajie/article/view/971
Rahmandani, F., Tinus, A., & Ibrahim, M. M. (2018). Analisis dampak penggunaan gadget (smartphone) terhadap kepribadian dan karakter (kekar) peserta didik di SMA Negeri 9 Malang. Jurnal Civic Hukum, 3(1), 18. https://doi.org/10.22219/jch.v3i1.7726
Ratnawati, K. (2020). Penerapan model pembelajaran berbasis proyek pada pembuatan strip komik untuk meningkatkan kemampuan menulis bahasa Inggris. Indonesian Journal of Educational Development, 1(3), 481–495. https://doi.org/10.5281/zenodo.4286867
Setiadi, F. M., Maryati, S., & Mubharokkh, A. S. (2024). Analisis dampak penggunaan gadget terhadap perkembangan psikologis dan keagamaan anak usia dini (TK dan SD) dalam perspektif pendidikan agama Islam. Muaddib: Islamic Education Journal, 7(1), 1–11. https://jurnal.radenfatah.ac.id/index.php/muaddib/article/view/24432
Syukriah, S., Nurmaliah, C., & Abdullah, A. (2020). The implementation of project-based learning model to improve students’ learning outcomes. Journal of Physics: Conference Series, 1460(1), 012064. https://doi.org/10.1088/1742-6596/1460/1/012064
Wahid, S. (2024). Pengaruh pembelajaran berbasis proyek terhadap keterampilan berpikir kritis peserta didik SMA Negeri 22 Makassar. Jurnal Ilmiah Ecosystem, 24(2), 358–368. https://doi.org/10.35965/eco.v24i2.4708
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.





