This study aims to describe the use of online game media through ProProfs to improve the Digital Literacy of students at SMPN 1 Gangga. This research method uses classroom action research which is carried out in 2 cycles with the research subjects being class IX.1 students, totaling 20 students. The data collection techniques used in this study were observation, questionnaires and documentation. While the data analysis technique used descriptive analysis. The results of this study indicate that the use of online game media through ProProfs can improve the digital literacy of class IX.1 students of SMP Negeri 1 Gangga in the subject of static electricity for the 2021/2022 academic year. In addition, online game media through ProProfs is easy...
This study aims to find out how the influence of online games on students' vocabulary in elementary ...
In the era of the 4.0 revolution, technology is developing very rapidly, so it is necessary f...
Abstract: The game online is one game that is contained in the online media. In Indonesian society i...
This research is a systematic literature review that aims to analyze the role of game adaptation or ...
Abstrack:Â This research is directed to find the factors that cause the rise of online games among s...
Media pembelajaran yang digunakan dalam pembelajaran belum sesuai dengan kebutuhan siswa sehingga k...
This study aims to describe the skills and abilities of students in using digital media and to find ...
Perkembangan serta dukungan teknologi digital sudah memebrikan jalan baru untuk memeberikan pembelaj...
The purpose of this study was to assess the digital literacy level of high school students in Madiun...
Berdasarkan hasil observasi ditemukan masalah mahasiswa sering bosan dengan metode ceramah dan disk...
This study aims to determine interest in learning as a result of using online games. This research i...
Penggunaan media sosial atau aplikasi konferensi di smartphone atau laptop untuk pembelajaran online...
The digital era is a time when information is more easily gained using the intermediary of digital t...
The influence of online games among elementary school children regarding the positive and negative i...
ABSTRAKTujuan penelitian ini untuk mengetahui pemanfaatan media pembelajaran berbasis game edukasi t...
This study aims to find out how the influence of online games on students' vocabulary in elementary ...
In the era of the 4.0 revolution, technology is developing very rapidly, so it is necessary f...
Abstract: The game online is one game that is contained in the online media. In Indonesian society i...
This research is a systematic literature review that aims to analyze the role of game adaptation or ...
Abstrack:Â This research is directed to find the factors that cause the rise of online games among s...
Media pembelajaran yang digunakan dalam pembelajaran belum sesuai dengan kebutuhan siswa sehingga k...
This study aims to describe the skills and abilities of students in using digital media and to find ...
Perkembangan serta dukungan teknologi digital sudah memebrikan jalan baru untuk memeberikan pembelaj...
The purpose of this study was to assess the digital literacy level of high school students in Madiun...
Berdasarkan hasil observasi ditemukan masalah mahasiswa sering bosan dengan metode ceramah dan disk...
This study aims to determine interest in learning as a result of using online games. This research i...
Penggunaan media sosial atau aplikasi konferensi di smartphone atau laptop untuk pembelajaran online...
The digital era is a time when information is more easily gained using the intermediary of digital t...
The influence of online games among elementary school children regarding the positive and negative i...
ABSTRAKTujuan penelitian ini untuk mengetahui pemanfaatan media pembelajaran berbasis game edukasi t...
This study aims to find out how the influence of online games on students' vocabulary in elementary ...
In the era of the 4.0 revolution, technology is developing very rapidly, so it is necessary f...
Abstract: The game online is one game that is contained in the online media. In Indonesian society i...