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,...

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Bibliographic Details
Main Authors: S. Suyanto, Chelsy Yesicha, Belli Nasution, N. Nurjanah, Tutut Ismi Wahidar, I. Ismandianto, Winda Ersa
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