This study aims to describe how a digital literacy workshop model is ideal for parents in the fourth industrial era. The study used a descriptive qualitative method. The data collection techniques used were interviews, observation, and literature study. The research was conducted at Cibeureum, in the South Cimahi Subdistrict, in Indonesia. The research subjects consisted of five parents with ch…
Today, children of this millennium are not familiar with traditional games, they are more familiar with online or digital games, thus having less time for interaction with their peers. Within the Sundanese community there is a traditional game in the form of role-play called ajang-ajangan, it comprises of activities undertaken by children to imitate the character of an adult (expressing maturit…