EMPOWERMENT THE YOUTH KARANG TARUNA OF BLANTEN HAMLET IN DIGITAL LITERATURE SOCIALIZATION PROGRAM
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Keywords

digital literacy, graphic design training, online game addiction, youth

Abstract

Problems related to the use of online games have received a lot of attention from the wider community. Online games are games that can be played by many people at the same time over the internet. The results showed that adolescents are the most common age group who experience problems with the use of technology, such as the internet, smartphones and online games. As technology develops, awareness of the digital world is very necessary. The greatest potential that young people must have in today's digital era is the ability to use technology, so the main target of the graphic design training work program that is held is centered on the youth of Karang Taruna Dusun Blanten. It is hoped that with this training, Karang Taruna youth can use smartphones wisely or even produce works that are beneficial to the community.

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