2022
DOI: 10.31004/obsesi.v6i6.3238
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Optimizing the Utilization of Game-Based Learning Application for Elementary Students First Phase

Abstract: Smartphone was a technology-based device that was almost used and owned by every individual, both teachers and students. This study aimed to identify opportunities for using smartphones to support learning activities. This type of research was included in qualitative research, the research subject consists of 30 students of primary education level who were randomly selected. The data collection method used was a survey with a research instrument, namely a questionnaire. Through the questionnaire, it was found … Show more

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