© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by the use of gadgets is increasing rapidly every year. The purpose of this study is to establish the relationship of students’ performance with their use of gadgets in the classroom. Methodology: The leading methods for the study of this problem are the methods of questioning and testing, allowing to make a qualitative analysis of the leading type’s characteristics of students’ attitude to the study. Result: Positive impact on academic performance consists in the fact that with the help of technical devices, students receive a share of information, prepare for classes, record lectures, view the textbook on the discipline. Negative impact on ac...
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional developmen...
The purpose of the study is to determine the relationship between the level of usage to technologica...
Learning is a process which can determine the success of learning. The process of learning done over...
© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by...
The goal of the study is to examine the relationship between gadget use and learning achievement. Qu...
This study aims to determine the effect of gadget the outcomes learning in Indonesia junior high sch...
Today's school-age children are also affected by technological developments that target other groups...
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua ...
The primary goal of this study is to identify, describe, and analyze the impact of the management va...
The development of an increasingly sophisticated era, especially in the field of technology, one of ...
Using gadgets cannot be avoided in daily life. It becomes more primary for students in higher educat...
The technology grows rapidly, almost all activities can be controlled by technology, including in th...
The hand held mobile devices (e.g. mobile phones, Ipads and tablets) are becoming popular resources ...
Introduction: Many school students who own electronic gadget spent most of their time on it. As a re...
Academic performance of students is influenced by their behavioral patterns and other student-relate...
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional developmen...
The purpose of the study is to determine the relationship between the level of usage to technologica...
Learning is a process which can determine the success of learning. The process of learning done over...
© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by...
The goal of the study is to examine the relationship between gadget use and learning achievement. Qu...
This study aims to determine the effect of gadget the outcomes learning in Indonesia junior high sch...
Today's school-age children are also affected by technological developments that target other groups...
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua ...
The primary goal of this study is to identify, describe, and analyze the impact of the management va...
The development of an increasingly sophisticated era, especially in the field of technology, one of ...
Using gadgets cannot be avoided in daily life. It becomes more primary for students in higher educat...
The technology grows rapidly, almost all activities can be controlled by technology, including in th...
The hand held mobile devices (e.g. mobile phones, Ipads and tablets) are becoming popular resources ...
Introduction: Many school students who own electronic gadget spent most of their time on it. As a re...
Academic performance of students is influenced by their behavioral patterns and other student-relate...
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional developmen...
The purpose of the study is to determine the relationship between the level of usage to technologica...
Learning is a process which can determine the success of learning. The process of learning done over...