STUDI KONSEPTUAL PENGARUH GADGET TERHADAP PERFORMA AKADEMIK
Gadgets are sophisticated items created by humans with various applications in them that can be used to access information, read news, chat or telecommunications. Learning achievement is the result or maximum effort that has been achieved by someone at a certain time to something that has been done. The purpose of study to determine whether gadgets can affect student achievement using qualitative research methods and meta-analysis design. This study obtained materials accessed through the Google Scholar website by searching using keyword gadget influence and academic performance, then the material obtained will be concluded one by one. Based on the comparative results of articles, a new research model in the form of a questionnaire was obtained to determine whether there is an influence of the use of gadgets on academic performance.