影响青少年电子产品使用者视力的因素

Mikawati Mikawati, L. Lisnawati, S. Suriyani, Nofianti Nofianti, S. Narulita
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引用次数: 0

摘要

眼睛是人类吸收视觉信息的重要感官之一。不正确的使用小工具,例如使用小工具的频率过高,定位不当,照明强度差,都会对视力下降产生影响。本研究之目的在于探讨影响青少年使用电子产品之因素。本研究是2022年8月22日至24日在望加锡SMP Negeri 2进行的一项横断面分析观测研究。内格里望加锡中学七年级学生总数为216人。本研究采用随机简单抽样的方法进行抽样,符合纳入标准的样本多达77名学生。性别的p值为0.059,眼镜的使用的p值为0.334,器具的类型的p值为1000。玩小器具的长度p值为0.000,玩小器具的位置p值为0.415。由此可见,电子产品的使用时间是影响视力下降的一个因素。从2022年对望加锡内格里2号SMP青少年电子产品使用者视力影响因素的研究结果来看,年龄、性别、眼镜使用情况、电子产品类型和玩电子产品的位置与视力下降没有关系,而玩电子产品时间> 4小时与视力下降有关系(p 0.000)。到学校与当地健康中心合作,在学校进行常规的锐利视力检查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
FACTORS AFFECTING VISUAL ACUITY IN ADOLESCENT GADGET USERS
The eye is one of the senses that is very important for humans to absorb visual information. Incorrect use of gadgets, such as excessive frequency of gadget use, improper positioning, and poor lighting intensity, will have an impact on reducing visual acuity. The purpose of this study is to determine the factors that influence the occurrence of decreased visual acuity in adolescents using gadgets at SMP Negeri 2 Makassar. This study is an analytical observational study with a cross-sectional approach conducted at SMP Negeri 2 Makassar on August 22–24, 2022. The total population of seventh grade students at SMP Negeri 2 Makassar was 216. Sampling was done in this study using the random simple sampling technique, with the number of samples that meet the inclusion criteria reaching as many as 77 students. Gender obtained a p value of 0.059, the use of glasses obtained a p value of 0.334, and the type of gadget obtained a p value of 1,000. The length of playing gadgets obtained a p value of 0.000, and the position of playing gadgets had a p value of 0.415. It can be concluded that the length of use of gadgets is a factor that affects the decline in visual acuity. From the results of research on factors affecting visual acuity in adolescent gadget users at SMP Negeri 2 Makassar in 2022, it can be concluded that there is no relationship between age, gender, use of glasses, type of gadget, and position of playing gadgets with decreased visual acuity, and there is a relationship between the duration of playing gadgets > 4 hours with decreased visual acuity (p 0.000) in adolescent age children at SMP Negeri 2 Makassar. to the school to conduct routine sharp vision checks at school in collaboration with the local health center.
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