Empowering high school students with online game literacy
The COVID-19 pandemic has led to a surge in electronic devices and smartphones in education, causing students to spend more time on screens. The mobile game market in Indonesia has grown significantly, with 3.45 billion downloads in 2022. Online games can be addictive and psychologically impactful,...
Main Authors: | , , , , , , |
---|---|
Format: | Article |
Language: | Indonesian |
Published: |
Universitas Muhammadiyah Malang
2024-02-01
|
Series: | Journal of Community Service and Empowerment |
Subjects: | |
Online Access: | https://ejournal.umm.ac.id/index.php/jcse/article/view/29222 |