This study aims to determine the effect of gadget the outcomes learning in Indonesia junior high school students. This research is a type of qualitative research using case study method. Data collection techniques using observation, interviews and documentation. Data analysis was consists of data reduction steps, data presentation and drawing conclusions. The results of this research show that : (1) The use of gadgets among junior high school students is not only used as a means of communication but there are some students who often play gadgets instead of studying; 2) The positive effect of using gadgets is that students are able to get information and communication easily while the negative effect of using gadgets is that students forget...
Technological advances are increasingly complex and evolving. This has various implications on human...
© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by...
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua ...
The technology grows rapidly, almost all activities can be controlled by technology, including in th...
The goal of the study is to examine the relationship between gadget use and learning achievement. Qu...
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional developmen...
This study aims to determine the function of the gadget, the direction of the use of the gadget, the...
This research aims to examine the impact of gadget use in early childhood school YPJ Tembagapura.The...
The purpose of this research is to discover the effect of gadget as learning platform, the learning ...
A gadget is a small machine or electronic device that is often used practically and has features tha...
This study aims to provide an overview of the Effect of Gadget Use on Social Behavior and Learning A...
Today's school-age children are also affected by technological developments that target other groups...
This study aims to determine how the influence of the use of gadgets on the social interaction of s...
This research is conducted based on the phenomenon found in the interview with counseling teacher of...
Innovation in the world of education requires that learning be more meaningful and quality. It also ...
Technological advances are increasingly complex and evolving. This has various implications on human...
© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by...
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua ...
The technology grows rapidly, almost all activities can be controlled by technology, including in th...
The goal of the study is to examine the relationship between gadget use and learning achievement. Qu...
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional developmen...
This study aims to determine the function of the gadget, the direction of the use of the gadget, the...
This research aims to examine the impact of gadget use in early childhood school YPJ Tembagapura.The...
The purpose of this research is to discover the effect of gadget as learning platform, the learning ...
A gadget is a small machine or electronic device that is often used practically and has features tha...
This study aims to provide an overview of the Effect of Gadget Use on Social Behavior and Learning A...
Today's school-age children are also affected by technological developments that target other groups...
This study aims to determine how the influence of the use of gadgets on the social interaction of s...
This research is conducted based on the phenomenon found in the interview with counseling teacher of...
Innovation in the world of education requires that learning be more meaningful and quality. It also ...
Technological advances are increasingly complex and evolving. This has various implications on human...
© 2019, Dorma Journals. All rights reserved. Purpose: The relevance of the article is conditioned by...
Purpose of the study: This study aims to describe the behavior of playing gadgets on Budi Mulia Dua ...