MOBILE APP ON DIGITAL ETHICS FOR EARLY ADOLESCENT PARENTING

The implementation of social activities restriction as a result of the Covid-19 pandemic requires a shift in school teaching and learning patterns, from those that were originally offline to online. This makes gadgets used by a child in early adolescence, experience a surge in screen time. Becaus...

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Bibliographic Details
Main Author: Hrumsari Arsa Sekti, Adnyana
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/70016
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:The implementation of social activities restriction as a result of the Covid-19 pandemic requires a shift in school teaching and learning patterns, from those that were originally offline to online. This makes gadgets used by a child in early adolescence, experience a surge in screen time. Because the child also has the opportunity to consume content other than educational materials such as entertainment content or social media. This allows for violations of digital ethics such as: cyberbullying, prank, pornographic content and hoax. Digital ethics contains 1) the principle of netiquette; 2) avoid access to negative content; 3) digital interactions according to ethics rules & UU ITE; 4) basic knowledge of online transactions. The government through Kominfo has made digital ethics one of the aspects of digital literacy. The important role of parents is needed to instill awareness of digital ethics. By understanding and regulating digital activities, parents try to minimize violations through digital parenting. However, it is also necessary to introduce digital ethics with a special approach to early adolescence. For security reasons, many parents began to use parental control apps to monitor the use of gadgets. This study aims to identify parenting approaches in introducing digital ethics and designing apps that can accommodate the parenting style of early adolescent children. The research uses quantitative and qualitative methods. The design process uses the Four Basic Activities of Interaction Design method. The design of the app features is based on the TOSS (Teen Online Safety Strategies) framework, considering the balance between parental control and self-moderation. Based on the results of the Parentika app's evaluation, it is proven to be good in the eyes of users based on effectiveness, efficiency, and user satisfaction. Through the development of the Parentika app, parents can participate in educating digital ethics. In addition to being digital mentors, it is hoped that parents can also become role models for early adolescence.