This study aims to determine the level of students' use of gadgets, the level of students' independent character, and the effect of using gadgets on independent character of students at SDN Gugus 4 Kuripan. This study uses a quantitative approach to the type of research used is ex post facto research. The number of subjects in this study were 32 students. Methods of data collection is done by using a questionnaire. The data analysis technique used is descriptive analysis and inferential analysis. The results of this study indicate that the level of gadget use is in the high category with a percentage of 56%, the level of independent character is in the low category with a percentage of 53%, and there is a significant influence between the u...
AbstrakPenelitian ini dilatarbelakangi oleh siswa yang selalu membicarakan media sosial di sekolah, ...
This study aims to determine the extent of the influence of gadgets on school-age children, especial...
The purpose of this research was to know the influence of gadgets on the student achievement class o...
This study aims to determine the level of students' use of gadgets, the level of students' independe...
The study alms to analyze the impact of using gadgets on the character profile of fifth grade studen...
Penelitian ini bertujuan untuk mengetahui penguatan gadget terhadap perkembangan karakter anak. meto...
As time and technology develop, humans are now creating tools that can facilitate communication betw...
Education is an activity that is carried out in guiding and directing someone. With education, it ca...
This study aims to describe the behavior of students at MTs Negeri 2 Medan. The type of research use...
A gadget is a small machine or electronic device that is often used practically and has features tha...
Gadgets are tools that can be used to receive, search and obtain various sources of information from...
The purpose of this research is to discover the effect of gadget as learning platform, the learning ...
This research is motivated by the phenomenon where all behaviors seen through gadgets would be likel...
Penggunaan gadget dapat menyebabkan kecanduan dan dapat berpengaruh pada perilaku anak. Hal ini dibu...
Penelitian ini bertujuan untuk mengetahui dampak penggunaan gadget terhadap perilaku sosial an...
AbstrakPenelitian ini dilatarbelakangi oleh siswa yang selalu membicarakan media sosial di sekolah, ...
This study aims to determine the extent of the influence of gadgets on school-age children, especial...
The purpose of this research was to know the influence of gadgets on the student achievement class o...
This study aims to determine the level of students' use of gadgets, the level of students' independe...
The study alms to analyze the impact of using gadgets on the character profile of fifth grade studen...
Penelitian ini bertujuan untuk mengetahui penguatan gadget terhadap perkembangan karakter anak. meto...
As time and technology develop, humans are now creating tools that can facilitate communication betw...
Education is an activity that is carried out in guiding and directing someone. With education, it ca...
This study aims to describe the behavior of students at MTs Negeri 2 Medan. The type of research use...
A gadget is a small machine or electronic device that is often used practically and has features tha...
Gadgets are tools that can be used to receive, search and obtain various sources of information from...
The purpose of this research is to discover the effect of gadget as learning platform, the learning ...
This research is motivated by the phenomenon where all behaviors seen through gadgets would be likel...
Penggunaan gadget dapat menyebabkan kecanduan dan dapat berpengaruh pada perilaku anak. Hal ini dibu...
Penelitian ini bertujuan untuk mengetahui dampak penggunaan gadget terhadap perilaku sosial an...
AbstrakPenelitian ini dilatarbelakangi oleh siswa yang selalu membicarakan media sosial di sekolah, ...
This study aims to determine the extent of the influence of gadgets on school-age children, especial...
The purpose of this research was to know the influence of gadgets on the student achievement class o...