APPS AND GAMES AS THE IMPACT OF TECHNOLOGY IN FORMING STUDENT’S CHARACTER: A SISTEMATIC STUDY OF TEACHING
Abstrak
The purpose of this research is to get information concerning a systematic study of teaching in the era of technological advances in which social media and games become the triggers in forming student’s characters in the context of learning. The subject of this research is the students of second year of SMP N 01 Sitimsel and represented by 40 students. The method used in this research is qualitative and the way of analysis used character analysis in term of psychological aspects. The researcher depicted the psychological aspect faced by students here are external and internal. As the conclusions, the writer found that they need to develop internalized processes to filter messages and acquire content knowledge. Such process skills, grounded in values and character, will enable youth to benefit from technology, to manage the risks they encounter, and to make responsible choices on a lifelong basis. Student need to be formally taught these process skills, which facilitate knowledge acquisition, problem solving and citizenship. First, they must understand their own being and how they may represent themselves to others. This can be accomplished by educating students about identity and branding systems that pervade both the local and global villages, and that relate to personal identity and representation in today‘s online world. Second, students need arts training to understand persuasive techniques and to enable self-expression. Third, children must internalize the media literacy process skills so they learn to apply a methodology for critical thinking in understanding and creating messages. Content today is infinitely accessible, media literacy allows for accessing, analyzing, evaluating, creating and participating with multi-media messages. Key words: APPs and Games