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The Impact of Gadgets on Student Learning Outcomes: a Case Study in Indonesia Junior High School Students

Authors: Fadilla Aprianti, Popi Dayurni;

The Impact of Gadgets on Student Learning Outcomes: a Case Study in Indonesia Junior High School Students

Abstract

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 time to study so that it can have an effect on student outcomes learning. The conclusion is this study is that excessive use of gadgets will have an effect on student outcomes learning.

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Keywords

Gadget, Learning outcomes, junior high school students

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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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