New game
Download
Get Academic Plan
Share game
Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

Dampak Sosial Informatika Kelas 8

Yes or No

Played 6

About this activity

Tebak benar-salah dampak TI pada siswa

Created by

Indonesia
This game is a version of

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
Dampak Sosial Informatika Kelas 8
 

Dampak Sosial Informatika Kelas 8Online version

Tebak benar-salah dampak TI pada siswa

by Daniel Sutarno
1

Teknologi informasi tidak memiliki dampak terhadap budaya lokal.

2

Privasi data siswa perlu dijaga untuk melindungi identitas online.

3

Informatika meningkatkan akses belajar melalui sumber belajar online bagi siswa kelas 8.

4

Keterampilan literasi digital penting untuk membedakan informasi hoax.

5

Risiko cyberbullying meningkat dengan penggunaan perangkat digital di sekolah.

6

Penggunaan media sosial bisa mempererat hubungan antar teman meskipun jarak jauh.

7

Penggunaan komputer di sekolah tidak memengaruhi interaksi sosial siswa.

8

Data pribadi tidak perlu diamankan karena semua informasi bersifat publik.

9

Internet membuka peluang kerja atau magang secara online bagi pelajar.

10

Gadget tidak mempengaruhi motivasi belajar siswa di rumah.

11

Teknologi informasi mempermudah komunikasi antar teman, keluarga, dan guru.

12

Privasi data pribadi di internet tidak perlu diawasi karena layanan online selalu aman.

13

Media sosial berperan dalam pembentukan identitas digital siswa.

14

Penggunaan perangkat digital dapat menimbulkan tantangan keamanan data pribadi jika tidak diatur.

15

Teknologi informasi tidak mempengaruhi budaya sekolah atau kebiasaan sosial siswa.

16

Akses informasi melalui internet bisa mempercepat proses pembelajaran di sekolah.

17

Proteksi kata sandi kuat melibatkan kombinasi huruf, angka, dan simbol.

18

Kunci publik digunakan untuk mengenkripsi data sehingga hanya pemilik kunci privat yang bisa mendekripsi.

19

Enkripsi hanya diperlukan untuk data yang disimpan di cloud.

20

Firewall berfungsi untuk memblokir akses tidak sah ke jaringan.

21

Sandi yang sederhana seperti 123456 lebih aman karena mudah diingat.

Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.