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Keywords Animated video, STEM, creative thinking, graphic design, web-based learning, quasi-experiment Aplikasi pembelajaran, Mobile learning, Informatika, Algoritma, Pemrograman, Hasil belajar Canva Dampak Sosial Informatika Dokumenter Gadget, Berpikir Kritis, Pemahaman Siswa Informatika, Teknologi, Sikap, Siswa, Pembelajaran Berbasis Teknologi. Kahoo!t Kreativitas Media Pembelajaran Media pembelajaran Microlearning, WhatsApp Story,Era Digitalisasi Microsoft Word, digital literacy, digital learning, text processing, 21st-century skills Pembelajaran Informatika Persepsi siswa, kecerdasan buatan, asisten belajar, informatika, generasi Z. Project Based Learning Sekolah Penggerak Sistem Pengidentifikasi, Pengunjung Perpustakaan, Face detection, Image Classification, Raspberry Pi. Siswa Social Dilemma TIK
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Home > Vol 4, No 2 (2025) > Mahdin
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