PENYULUHAN GAME & PSIKOLOGI 2.0 KEPADA PESERTA DIDIK DAN GURU

Authors

  • Setyo Budi Universitas Dian Nuswantoro
  • Indra Gamayanto Universitas Dian Nuswantoro
  • Sendi Novianto Universitas Dian Nuswantoro
  • Hanny Haryanto Universitas Dian Nuswantoro
  • Sasono Wibowo Universitas Dian Nuswantoro
  • Ramadhan Rakhmat Sani Universitas Dian Nuswantoro
  • Titien Suhartini Sukamto Universitas Dian Nuswantoro

DOI:

https://doi.org/10.35194/je.v4i1.2851

Keywords:

Guru, Informasi, Psikologi, Permainan, Teknologi, Games, Information, Psychology, Teacher, Technology.

Abstract

ABSTRAK

Kata perubahan merupakan kata penting karena perubahan membutuhkan tingkat kreativitas tinggi serta implementasi bertahap. Dalam dunia game, perubahan terjadi sangat signifikan. Game yang ada sekarang dapat memberikan dampak besar terhadap pemainnya yaitu dampak positif dan negatif. Peserta Didik/Murid dan Guru harus mengetahui  dampak yang diakibatkan dari permainan game,  kemudian mengetahui solusi atau alternatif apa yang terbaik untuk mengatasi dampak tersebut. Agar pemahaman dasar tentang game ini dimiliki oleh Murid dan Guru SMA Negeri 3 Semarang, maka diperlukan penyuluhan terkait permaian game dan psikologi. Metode yang digunakan pada Pengabdian kepada Masyarakat (PkM) ini adalah model penyuluhan. Untuk mengetahui indikator keberhasilan pada penyuluhan ini yaitu dengan membagikan kuisioner terkait dengan materi yang disampaikan. Hasil dari penyuluhan ini adalah Murid dan Guru dapat memahami dampak yang lebih jelas mengenai game, serta solusi apa saja yang perlu dipertimbangkan untuk mendapatkan hal-hal yang positif dari permainan game.

 

ABSTRACT

The word change is an important word because change requires a high level of creativity and gradual implementation. In the world of games, changes are very significant. Games that exist now can have a big impact on players, namely positive and negative impacts. Learners/Students and Teachers must know the impact caused by playing games, then know what solutions or alternatives are best to overcome these impacts. So that the students and teachers of SMA Negeri 3 Semarang have a basic understanding of this game, counseling is needed regarding game play and psychology. The method used in Community Service (PkM) is an extension model. To find out the indicators of success in this extension, namely by distributing questionnaires related to the material presented. The result of this counseling is that students and teachers can understand a clearer impact on games, as well as what solutions need to be considered to get positive things from playing games.

Author Biographies

Setyo Budi, Universitas Dian Nuswantoro

Program Studi Sistem Informasi Fakultas Ilmu Komputer

Indra Gamayanto, Universitas Dian Nuswantoro

Program Studi Sistem Informasi Fakultas Ilmu Komputer

Sendi Novianto, Universitas Dian Nuswantoro

Program Studi Teknik Informatika Fakultas Ilmu Komputer

Hanny Haryanto, Universitas Dian Nuswantoro

Program Studi Teknik Informatika Fakultas Ilmu Komputer

Sasono Wibowo, Universitas Dian Nuswantoro

Program Studi Sistem Informasi Fakultas Ilmu Komputer

Ramadhan Rakhmat Sani, Universitas Dian Nuswantoro

Program Studi Sistem Informasi Fakultas Ilmu Komputer

Titien Suhartini Sukamto, Universitas Dian Nuswantoro

Program Studi Sistem Informasi Fakultas Ilmu Komputer

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Published

2023-06-28

Issue

Section

Articles