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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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
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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.
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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
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AT nnurjanah empoweringhighschoolstudentswithonlinegameliteracy
AT tututismiwahidar empoweringhighschoolstudentswithonlinegameliteracy
AT iismandianto empoweringhighschoolstudentswithonlinegameliteracy
AT windaersa empoweringhighschoolstudentswithonlinegameliteracy