{"title":"Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten","authors":"Aris Sudaryanto, Achmad Basuki, Artiarini Kusuma Nurindiyani, Farhan Muhammad, Halimatus Sa’dyah, Zulhaydar Fairozal Akbar, Fony Revindasari, Marvel Natanael Suhardiman, Ryan Ramadhan Lazuardy, Ahmad Fauzan Ash Shidiq","doi":"10.28989/kacanegara.v6i4.1681","DOIUrl":null,"url":null,"abstract":"Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.","PeriodicalId":475018,"journal":{"name":"KACANEGARA Jurnal Pengabdian pada Masyarakat","volume":"93 8","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"KACANEGARA Jurnal Pengabdian pada Masyarakat","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28989/kacanegara.v6i4.1681","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.
根据印尼互联网服务提供商协会(APJII) 2017年的一项调查,印尼有1.4326亿人使用互联网。疫情期间的“在线学习”加剧了这种情况,这迫使儿童每天接触电子设备的时间超过了他们应该接触的时间,超过了2小时。尽管小玩意会影响孩子们的行为。事实证明,每100个孩子中就有66个对电子产品有高度的依赖。电子产品对儿童的负面影响是由于儿童与电子产品之间的单向交流造成的。这意味着指令只来自电子设备,而孩子们吸收了它们,没有任何明显的反应。基于这些问题,我们制作了一个双向互动的游戏,可以成为孩子们的另一种游戏。游戏Numberpedia是用投影仪玩的,然后孩子们可以通过触摸图像进行互动。作为社区服务活动的一部分,数字百科游戏随后被捐赠并在Sepuluh november Surabaya幼儿园进行。从孩子们玩完Numberpedia游戏后的反应来看,这个游戏的视听效果清晰有趣,激发了孩子们玩游戏的热情。