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JANGER SEBAGAI SARANA INFORMASI DAN PEMBENTUKAN KARAKTER BAGI MASYARAKAT BANYUWANGI Lambang Erwanto Suyadjid
PARAFRASE : Jurnal Kajian Kebahasaan & Kesastraan Vol 11 No 01 (2011)
Publisher : Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (150.019 KB) | DOI: 10.30996/parafrase.v11i01.180

Abstract

Abstract. This article reports a study of Janger as one kind of Indonesian traditional arts that has an important role especially in a certain community or region. Janger functions to fulfil the need of Banyuwangi people of entertainment and education or information. Janger has the elements of amusement, validating culture, education, and conformity of patterns of attitude functions in which those are the means of information for the people. The story implied in janger can educate people about life and the other informations of social concern and also as means of character building. Keywords: Janger, amusement, validating culture, education, and conformity of patterns of attitude, character building
PENGUATAN LITERASI DIGITAL UNTUK REMAJA DI PONDOK BENOWO INDAH RT 03 RW 08 Probowati, Yeni; Dewanto, Dewanto; Suyadjid, Lambang Erwanto
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 8 (2025): Penguatan Ekonomi Masyarakat Berbasis Ekologis untuk Mencapai Keberlanjutan Menuju Ind
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v8i0.2630

Abstract

The advancement of information technology has a major influence on social interaction patterns among teenagers while also impacting the spread of hoaxes and cyberbullying. This activity supports one of the leading areas of Community Service, namely Regional and Village Development. Partners in this activity are youth of Pondok Benowo Indah RT 03 RW 08. Low digital literacy among the youth of Pondok Benowo Indah RT 03 RW 08 triggers vulnerability to information that is not properly verified and can affect their mindset and social behavior. Teenagers have different reasons why they use their gadgets, some want to seek pleasure or entertainment, some want to fulfill their need for information and some simply fulfill their social desires by interacting on social media and of course not forgetting online games. These pleasurable activities are what trigger someone to become addicted to consuming the internet, especially social media and online games. The methods used in this activity are socialization, training and mentoring on digital literacy, hoax identification, the impact of the spread of false information and ethics in social media and playing online games. The purpose of this activity is to increase the understanding and awareness of teenagers in Pondok Benowo Indah RT 03 RW 08 in preventing hoaxes and cyberbullying when they surf the internet. At the end of this activity, it is hoped that teenagers have responsibility and critical thinking regarding the use of digital technology to support the formation of the golden generation of 2045.