Kemal, Kian, Maira, Mina, Naira

“Imagine a world where children can safely explore the digital world while developing essential life skills. How can we work together to create a digital environment that fosters creativity, encourages healthy relationships, and protects children’s well-being?”

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Meet the Researcher
















Meet the Mentors
Ms. Sari, Ms. Rara, Ms. Amel, Ms. Ripka & Ms. Nana





Why do we want to investigate this topic?



Making connection between previous learning and current learningÂ
- G3 : Technology Impacts the World of Work and Leisure
- G4 : Children Worldwide face a variety of Challenges and Risks
To achieve our goals in this PYP Exhibition, we collaborate and set the time lines. The students, teachers, mentors and parents collaborate effectively and give feedback throughout the process. To monitor the progress, we have mentor meeting three times a week and PYP Exhibition journal to be completed.Â

Collecting Data and Reporting Findings or Researching and Seeking Information
Expert 1 - Psychologist
“To understand the impact of gadget use on children, we consulted with a child psychologist, Mrs. Efryani Djuwita, M.Psi. She explained that gadget addiction, characterized by usage exceeding two hours daily, can affect a child’s behavior. Negative effects include mood changes such as irritability or tantrums.
However, gadget use can also provide positive benefits, such as enhancing knowledge, confidence, and independence. To maximize these benefits, it is crucial for parents to select educational games, such as brain-boosting games, and consistently supervise children while using gadgets.”
Expert 2 - Ministry of Communication and Digital of the Republic of Indonesia
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“To understand the importance of digital safety and the age appropriateness of various platforms, we consulted with the Minister of Communication and Informatics, Mrs. Meutya Viada Hafid. She stated that approximately half of Indonesia’s population actively uses social media.
The government, through the Electronic Information and Transactions Law (UU ITE), strives to protect citizens from cyber threats, such as cyberbullying and inappropriate advertisements. The Ministry of Communication and Informatics collaborates with other ministries, such as the Ministry of Education, to monitor and educate the public, especially teachers and students, about safe and age-appropriate internet use.”





“Our visit to the Ministry of Communication and Informatics was warmly welcomed and documented by the ministry. This documentation aims to record and disseminate information regarding our efforts to understand and educate the public about digital safety and the age appropriateness of various platforms.”


Expert 3 - Game Developer & Publisher
“To gain another perspective, we visited a game developer and publisher in Indonesia, TOGE Productions. The purpose of this visit was to understand the goals of game creation and how they are classified by age. TOGE Productions, established in 2009, has produced 30 games, most of which are rated ‘Teenager’.
The primary goal of game creation is to provide recreation after studying or working. However, the company is not responsible for game addiction because, once a game is purchased, they cannot control the duration of playtime.
TOGE Productions provided several tips to avoid game addiction, such as playing games with time limits and engaging in outdoor activities, such as cycling.
Before publishing a game, they conduct age limit scanning. However, once published, game developers cannot control the duration of children’s playtime.”

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