Kemadha
Vol. 16 No. 1 (2026)

Desain Motion Comic Tentang Bahaya Kecanduan Game Online Bagi Siswa Sekolah Dasar

Sugiyanto, Farhan Hanif Ramadhan (Unknown)
Wibowo, Yudi (Unknown)
Khoirul Anwar , Ahmad (Unknown)



Article Info

Publish Date
20 Apr 2026

Abstract

The development of digital technology has made elementary school students increasingly familiar with online games, which are now part of their daily activities. Excessive online gaming has the potential to lead to addiction and negatively impact concentration, time management, and academic performance. Elementary school students' understanding of the dangers of online game addiction remains low, and educational media that are not yet appropriate to their characteristics and interests are lacking. This project aims to create a visual communication medium in the form of a motion comic about the dangers of online game addiction for elementary school students. The design method used is design thinking, which includes the stages of empathize, define, ideate, prototype, and test. Data collection techniques used literature studies and questionnaires. The resulting design is a motion comic titled "Game Over," which presents a simple visual story, illustrations, text, and movement elements relevant to the lives of elementary school students. Thus, it can increase students' understanding and awareness of the dangers of online game addiction.

Copyrights © 2026






Journal Info

Abbrev

kmd

Publisher

Subject

Arts Environmental Science Languange, Linguistic, Communication & Media

Description

Jurnal KEMADHA is a journal that becomes a forum for the publication of scientific articles of research results in the field of Art and Design. KEMADHA Journal is a journal that serves as a forum for the publication of scientific articles resulting from research in the field of Fine Arts and Design. ...