This research is motivated by the emergence of positive and negative impacts in the use of gadgets in the learning process. Apart from the positive impact, the use of gadgets in the learning process has a negative impact, namely disrupting concentration when studying, students being more individual or closed, preferring to be alone with gadgets, which can reduce their ability to socialize in the school environment. This research aims to describe the intensity of gadget use and the learning outcomes of class XI Culinary students in pastry and bakery subjects. This research method is a quantitative correlational approach. The population in this study was class XI Culinary students with a total of 134 students. The research sample consisted of...
This study aims to provide an overview of the Effect of Gadget Use on Social Behavior and Learning A...
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...
This research is motivated by the emergence of positive and negative impacts in the use of gadgets i...
This research is motivated by the emergence of positive and negative impacts in the use of gadget le...
The study alms to analyze the impact of using gadgets on the character profile of fifth grade studen...
This research is motivated because there are still low student learning outcomes in the Pastry and B...
Gadgets are tools that can be used to receive, search and obtain various sources of information from...
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...
The importance of this research is because there are problems that occur, especially regarding the i...
Learning productivity is very important for teenagers, especially students, because it will have an ...
This study aims to determine how the influence of the use of gadgets on the social interaction of s...
AbstractGadget have many positive effect for children to search education books, for open mind and t...
This research was conducted to find out the extent of the influence of the intensity of the use of g...
This study aims to provide an overview of the Effect of Gadget Use on Social Behavior and Learning A...
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...
This research is motivated by the emergence of positive and negative impacts in the use of gadgets i...
This research is motivated by the emergence of positive and negative impacts in the use of gadget le...
The study alms to analyze the impact of using gadgets on the character profile of fifth grade studen...
This research is motivated because there are still low student learning outcomes in the Pastry and B...
Gadgets are tools that can be used to receive, search and obtain various sources of information from...
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...
The importance of this research is because there are problems that occur, especially regarding the i...
Learning productivity is very important for teenagers, especially students, because it will have an ...
This study aims to determine how the influence of the use of gadgets on the social interaction of s...
AbstractGadget have many positive effect for children to search education books, for open mind and t...
This research was conducted to find out the extent of the influence of the intensity of the use of g...
This study aims to provide an overview of the Effect of Gadget Use on Social Behavior and Learning A...
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...