Empowering high school students with online game literacy
S. Suyanto,
Chelsy Yesicha,
Belli Nasution
et al.
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 p… Show more
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