Game dalam Upaya Menaikkan Citra Perpustakaan di Kalangan Generasi Strawbery

Authors

  • Rusmiatiningsih Rusmiatiningsih Universitas Islam Negeri Raden Fatah Palembang, Indonesia
  • Okky Rizkyantha IAIN Curup, Indonesia

DOI:

https://doi.org/10.29240/tik.v7i2.8222

Keywords:

Library Games, Strawberry Generation, Library Image, Innovative Services

Abstract

This is a new author guidelines and article template of Tik Ilmeu: Jurnal Ilmu Perpustakaan dan Informasi since the year 2017 publication. Article should be started by the title of the article followed by the author's name and affiliation address and abstract. This abstract section should be of size 11 pt and number of words 150-200. Special for the abstract section, please use left margin of 35 mm, right margin of 30 mm. The single spacing should be used between lines in this article. If the article is written in Indonesian, the abstract should be typed in Indonesian and English. Meanwhile, if the article is written in English, the abstract should be typed in English only. The abstract should be typed as concisely as possible and should be composed of: problem statement, method, scientific finding results, and short conclusion. The abstract should only be typed in one paragraph and one-column format.

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References

Aulia, S., Meilani, T., & Nabillah, Z. (2022). Strawberry Generation: Dilematis Keterampilan Mendidik Generasi Masa Kini. Jurnal Pendidikan, 31(2), 237. https://doi.org/10.32585/jp.v31i2.2485

Fauzi, F. I., & Tarigan, F. N. (2023). Strawberry Generation: Keterampilan Orangtua Mendidik Generasi Z. Jurnal Consulenza : Jurnal Bimbingan Konseling Dan Psikologi, 6(1), 1–10. https://doi.org/10.56013/jcbkp.v6i1.2047

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Lebho, M. A., Lerik, M. D. C., Wijaya, R. P. C., & Littik, S. K. A. (2020). Perilaku Kecanduan Game Online Ditinjau dari Kesepian dan Kebutuhan Berafiliasi pada Remaja. Journal of Health and Behavioral Science, 2(3), 202–212. https://doi.org/10.35508/jhbs.v2i3.2232

Najuah, Sidiq, Simamora, R., & Sabrina, R. (2022). Game Edukasi: Strategi dan Evaluasi Belajar Sesuai Abad 21. In Game Edukasi: Strategi dan Evaluasi Belajar Sesuai Abad 21.

Ramadhan, S. Y. (2020). Game Arcade di Perpustakaan : Peran Video Games Bagi Perpustakaan Perguruan Tinggi. BIBLIOTIKA : Jurnal Kajian Perpustakaan Dan Informasi Volume, 4, 148–153.

Risdiyanto, P., Isyawati, R., & Ganggi, P. (2023). Strategi Branding Perpustakaan Universitas Indonesia melalui Instagram sebagai Upaya Pembentukan Citra di Generasi Milenial. 7(2), 245–262.

Suparyanto dan Rosad (2015. (2020). Teori Pertukaran Sosial Dalam Perilaku Kelompok. Suparyanto Dan Rosad (2015, 5(3), 248–253.

Surbakti, K. (2017). Pengaruh Game Online Terhadap Remaja. Jurnal Curere, 1(1), 29.

Umar. (2017). Pendekatan Social Exchange. Jurnal Pemikiran Keislaman Dan Kemanusiaan, I(1), 97–111.

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Published

2023-12-26

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