Empowering high school students with online game literacy

S. Suyanto, Chelsy Yesicha, Belli Nasution, N. Nurjanah, Tutut Ismi Wahidar, I. Ismandianto, Winda Ersa
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Abstract

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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提高中学生的网络游戏素养
COVID-19 的流行导致教育领域的电子设备和智能手机激增,使学生在屏幕上花费更多时间。印尼的移动游戏市场增长显著,2022 年的下载量将达到 34.5 亿次。网络游戏可能会让人上瘾并对心理产生影响,因此,灌输相关知识和家长的监督对于防止上瘾至关重要。在印度尼西亚的本卡利斯(Bengkalis),开展了一项社区服务活动,以培养学生、教师和家长的网络游戏素养。活动采用了互动方法和论坛小组讨论,使用了 LCD 媒体和 PowerPoint。研究发现,孩子们经常为了娱乐而玩游戏,却没有意识到过度使用游戏的负面影响,从而导致沉迷于智能手机。影响因素包括流行病、缺乏自制力以及对过度使用小工具的负面影响缺乏了解。学校对携带小工具上学的严格规定在促进网络游戏素养方面取得了成功。该计划旨在增加学生与智能手机互动的知识和批判性思维,促进学生和家长之间的理解。
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发文量
8
审稿时长
12 weeks
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