Journal Communication Spectrum (Aug 2020)

UTILIZATION OF COVID-19 DIGITAL MEDIA LITERACY THROUGH THE NEW HABIT MARBLE ONLINE GAME IN EARLY CHILDREN

  • Laurencia Steffanie Mega Wijaya Kurniawati,
  • Rustono Farady Marta,
  • Mercedes Amanda

DOI
https://doi.org/10.36782/jcs.v10i2.2142
Journal volume & issue
Vol. 10, no. 2
pp. 106 – 116

Abstract

Read online

The rapidly developing communication and information technology has forced government agencies to adapt by disseminating information or educating the public through digital media. MARBEL online games with the theme of new habits provide a means of disseminating education related to the importance of maintaining a clean and healthy body, especially for early childhood. This study aims to analyze the content of the game using Philip Mayring's qualitative content analysis method regarding categorized interpretations based on characteristics in a reality, which in this study is a game for early childhood MARBEL New Habits. This is in line with government policies and efforts to harmonize community activities in the new normal era. In addition, it is also supported by the optimization of the use of Digital Media Literacy as a theoretical framework that is presented to understand the importance of technological advances in the midst of the COVID-19 Pandemic, this conceptual dimension that is comprehensively discussed also functions as a cognitive construction tool for early childhood related to a new hygiene culture known as a protocol. health. The results of this study show that the ability to play online which is close to the child's environment can have a significant positive effect, especially on new habits of early childhood, as well as show that technological advances provide opportunities for policymakers to disseminate information and education to the community.

Keywords