Determinants of student engagement and behavioral intention towards mobile learning platforms DOI
B. Herawan Hayadi, Taqwa Hariguna

Contemporary Educational Technology, Journal Year: 2024, Volume and Issue: 17(1), P. ep558 - ep558

Published: Dec. 30, 2024

This study explores the factors influencing student engagement and behavioral intention towards mobile learning platforms, with a focus on widely used platforms in Indonesia, such as Ruangguru, Zenius, Quipper. A total of 375 questionnaires were distributed, out which 363 deemed valid for analysis. The research employed structural equation modeling partial least squares to analyze data, aiming uncover key determinants driving adoption learning. findings highlight significant impact perceived usefulness (PU) students’ attitudes toward learning, emphasizing crucial role utility shaping positive attitudes. However, also reveals that direct influence PU is minimal, suggesting attitude plays critical mediating this relationship. Additionally, demonstrates entertainment facilitating conditions have substantial effects intentions, underscoring importance enjoyment support systems fostering engagement. model developed offers strong explanatory power, providing comprehensive understanding contribute success platforms. insights gained from offer valuable guidance educators developers seeking enhance experiences improve educational outcomes through targeted interventions address these determinants.

Language: Английский

Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material DOI Open Access

Fivia Eliza

International Journal of Information and Education Technology, Journal Year: 2025, Volume and Issue: 15(1), P. 49 - 58

Published: Jan. 1, 2025

This research introduces Game-D, an innovative educational game designed to facilitate learning about straightline motion through interaction with a line-following robot. Grounded in constructivist theory, Game-D employs gamification principles enhance students’ understanding and retention of fundamental concepts robotics physics. Using R&D approach the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), underwent series design testing phases ensure alignment objectives user preferences. The sample this study consisted 34 students from Science Education program, Faculty Teacher Training Education, Trunojoyo University, Madura, Indonesia. Analysis results indicate that meets high standards validity reliability, average score 88.25%, categorized as very valid, practicality 87.3%, practical. Additionally, effectiveness test yielded 86.25%, categorizing effective. These findings demonstrate Game- D is highly practical, effective medium for straight-line motion. confirms integrating robot into can improve quality learning, providing viable tool support process. media showed significantly improved conceptual understanding, active student engagement motivation. underscores role supporting fostering dynamic interactive environment successful education.

Language: Английский

Citations

2

Android Application as an Innovative Learning Media: Increasing Students' Historical Empathy Through the History of the Balinese Kingdom DOI Open Access

I Made Devid Krisna Utama Putra,

Muhammad Akhyar,

Akhmad Arif Musadad

et al.

Jurnal Penelitian dan Pengembangan Pendidikan, Journal Year: 2024, Volume and Issue: 8(2), P. 248 - 256

Published: Aug. 1, 2024

The lack of digital learning media makes it difficult for students to study anywhere. This research aims analyze Android-based applications the history Balinese Kingdom that are suitable class X high school Hindu and Buddhist Kingdoms material. method is development (R&D) with a 4-D approach. subject this SMA. validation process involves experts in field materials media. Data collection methods through interviews, surveys, questionnaires literature studies. data analysis technique uses quantitative descriptive analysis. results show application kingdom based on material very use as an alternative increase historical empathy. By using augmented reality (AR) technology, can explore sites realistic 3D, allowing them experience atmosphere past more realistically. Learning provide exciting relevant approach students, empathy, expand accessibility materials. implies technology such multimedia interaction easier understand allows engage emotionally deeply being studied.

Language: Английский

Citations

0

Determinants of student engagement and behavioral intention towards mobile learning platforms DOI
B. Herawan Hayadi, Taqwa Hariguna

Contemporary Educational Technology, Journal Year: 2024, Volume and Issue: 17(1), P. ep558 - ep558

Published: Dec. 30, 2024

This study explores the factors influencing student engagement and behavioral intention towards mobile learning platforms, with a focus on widely used platforms in Indonesia, such as Ruangguru, Zenius, Quipper. A total of 375 questionnaires were distributed, out which 363 deemed valid for analysis. The research employed structural equation modeling partial least squares to analyze data, aiming uncover key determinants driving adoption learning. findings highlight significant impact perceived usefulness (PU) students’ attitudes toward learning, emphasizing crucial role utility shaping positive attitudes. However, also reveals that direct influence PU is minimal, suggesting attitude plays critical mediating this relationship. Additionally, demonstrates entertainment facilitating conditions have substantial effects intentions, underscoring importance enjoyment support systems fostering engagement. model developed offers strong explanatory power, providing comprehensive understanding contribute success platforms. insights gained from offer valuable guidance educators developers seeking enhance experiences improve educational outcomes through targeted interventions address these determinants.

Language: Английский

Citations

0