PENGARUH LAYANAN INFORMASI TERHADAP DAMPAK GAME ONLINE BAGI GENERASI MUDA ( STUDI DI PENGAJIAN PEMUDA HIANG KARYA)
The Hiang Karya village youth study group due to the impact of online games has low self-esteem, identified as having a level of difficulty (magnitude), level of strength (strength) and level of generalization (generality) in study activities, tends to be hesitant and does not have a clear target for achieving exams.
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