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 |
_version_ | 1797296111773286400 |
---|---|
author | S. Suyanto Chelsy Yesicha Belli Nasution N. Nurjanah Tutut Ismi Wahidar I. Ismandianto Winda Ersa |
author_facet | S. Suyanto Chelsy Yesicha Belli Nasution N. Nurjanah Tutut Ismi Wahidar I. Ismandianto Winda Ersa |
author_sort | S. Suyanto |
collection | DOAJ |
description |
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, making it crucial to instill literacy and parental supervision to prevent addiction. In Bengkalis, Indonesia, a community service activity was conducted to foster online game literacy among students, teachers, and parents. The activities involved interactive methods and forum group discussions, using LCD media and PowerPoint. The study found that children often play games for entertainment without realizing the negative effects of excessive use, leading to smartphone addiction. Factors influencing this increase include pandemic conditions, lack of self-control, and a lack of understanding of the negative impact of excessive gadget use. The school's strict rules on bringing gadgets to school have been successful in promoting online game literacy. The program aimed to increase student knowledge and critical thinking in interacting with smartphones, fostering understanding between students and parents.
|
first_indexed | 2024-03-07T21:58:39Z |
format | Article |
id | doaj.art-f01fce772e854899aa3c52176fa76526 |
institution | Directory Open Access Journal |
issn | 2722-4244 2722-5291 |
language | Indonesian |
last_indexed | 2024-03-07T21:58:39Z |
publishDate | 2024-02-01 |
publisher | Universitas Muhammadiyah Malang |
record_format | Article |
series | Journal of Community Service and Empowerment |
spelling | doaj.art-f01fce772e854899aa3c52176fa765262024-02-24T08:08:58ZindUniversitas Muhammadiyah MalangJournal of Community Service and Empowerment2722-42442722-52912024-02-015110.22219/jcse.v5i1.29222Empowering high school students with online game literacyS. Suyanto 0Chelsy Yesicha1Belli Nasution2N. Nurjanah3Tutut Ismi Wahidar4I. Ismandianto5Winda Ersa6Department Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, IndonesiaDepartment Communication Scince, University of Riau, Indonesia 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, making it crucial to instill literacy and parental supervision to prevent addiction. In Bengkalis, Indonesia, a community service activity was conducted to foster online game literacy among students, teachers, and parents. The activities involved interactive methods and forum group discussions, using LCD media and PowerPoint. The study found that children often play games for entertainment without realizing the negative effects of excessive use, leading to smartphone addiction. Factors influencing this increase include pandemic conditions, lack of self-control, and a lack of understanding of the negative impact of excessive gadget use. The school's strict rules on bringing gadgets to school have been successful in promoting online game literacy. The program aimed to increase student knowledge and critical thinking in interacting with smartphones, fostering understanding between students and parents. https://ejournal.umm.ac.id/index.php/jcse/article/view/29222GadgetGame OnlineLiteracyBatan |
spellingShingle | S. Suyanto Chelsy Yesicha Belli Nasution N. Nurjanah Tutut Ismi Wahidar I. Ismandianto Winda Ersa Empowering high school students with online game literacy Journal of Community Service and Empowerment Gadget Game Online Literacy Batan |
title | Empowering high school students with online game literacy |
title_full | Empowering high school students with online game literacy |
title_fullStr | Empowering high school students with online game literacy |
title_full_unstemmed | Empowering high school students with online game literacy |
title_short | Empowering high school students with online game literacy |
title_sort | empowering high school students with online game literacy |
topic | Gadget Game Online Literacy Batan |
url | https://ejournal.umm.ac.id/index.php/jcse/article/view/29222 |
work_keys_str_mv | AT ssuyanto empoweringhighschoolstudentswithonlinegameliteracy AT chelsyyesicha empoweringhighschoolstudentswithonlinegameliteracy AT bellinasution empoweringhighschoolstudentswithonlinegameliteracy AT nnurjanah empoweringhighschoolstudentswithonlinegameliteracy AT tututismiwahidar empoweringhighschoolstudentswithonlinegameliteracy AT iismandianto empoweringhighschoolstudentswithonlinegameliteracy AT windaersa empoweringhighschoolstudentswithonlinegameliteracy |