Warrior Kids Games on Improving the Self-Efficacy Abilities and Fine Motor Skills of 5–6 Years-Old Children
Retos,
Journal Year:
2024,
Volume and Issue:
56, P. 639 - 647
Published: May 14, 2024
The
ability
to
have
self-efficacy
is
an
essential
aspect
for
every
individual.
Self-efficacy
skills
that
develop
from
early
age
positively
impact
other
factors,
such
as
good
social-emotional,
cognitive,
affective,
motor
skills,
and
academic.
However,
in
real
life,
children's
abilities
still
need
be
developed
because
teachers
the
choose
suitable
games
build
them.
This
study
looks
at
effectiveness
of
Warrior
Kids'
game
developing
children
aged
5-6
years.
used
experimental
method
with
a
one-group
design,
which
compared
pre-test
post-test
values;
sample
was
15
people,
effectiveness,
analyzed
Wilcoxon's
formula,
shows
if
results
get
sig
value
less
than
.05,
obtained
are
.001,
so
it
can
concluded
efficacy
using
warrior
kids'
High
means
this
high
category,
nature
develops
childhood.
motivate
conquer
exciting
fun
obstacles,
each
obstacle
has
been
designed
by
prioritizing
safety
playing
dare
try
participate
activities
until
they
finished
properly.
Keywords:
Game,
Motor
Skills,
Self-efficacy,
Early
Childhood
Language: Английский
Analysis of Computational Thinking Skill Through Technology Acceptance Model Approach Using Augmented Reality in Electronics Engineering Education
TEM Journal,
Journal Year:
2024,
Volume and Issue:
unknown, P. 1423 - 1431
Published: May 28, 2024
Technological
progress
has
brought
about
modifications
in
the
educational
process.
This
transformation
led
to
numerous
technological
innovations
for
supporting
student
learning,
with
smartphones
being
one
of
prominent
tools.
Despite
widespread
use,
students
have
primarily
used
online
gaming
and
social
media,
leading
a
decline
effectiveness
purposes.
Therefore,
this
study
aimed
explore
how
electronics
engineering
education
responded
novel
technology,
augmented
reality
(AR),
when
integrated
into
fundamental
learning
process,
order
maximize
utility
smartphones.
A
cross-sectional
survey
approach
quantitative
methodology
comprising
101
field
higher
institutions
Indonesia
was
adopted.
Data
were
collected
through
questionnaire,
which
subsequently
analyzed
using
Structural
Equation
Model
(SEM)
method
SmartPLS
3
software.
Additionally,
Fuzzy
C-Means
(FCM)
clustering
examine
influence
each
cluster
values
on
others.
The
analytical
results
showed
that
Computational
Thinking
Skill
(CTS)
significantly
impacted
Actual
System
Use
(ASU)
AR.
Furthermore,
perceived
usefulness
(PU)
ease
use
(PEU)
technology
played
crucial
roles
as
mediators
ASU
Language: Английский
The Impact of the Learning Mobile Application on Student Performance Using the Technology Acceptance Model
International Journal of Information and Education Technology,
Journal Year:
2024,
Volume and Issue:
14(5), P. 657 - 667
Published: Jan. 1, 2024
Technology
is
being
increasingly
used
in
education
to
develop
various
forms
of
media
that
effectively
support
instruction
and
learning.
The
purpose
this
study
determine
the
extent
which
students
majoring
electronics
engineering
at
Higher
Education
benefit
from
use
different
learning
applications
how
much
influence
they
have
on
overall
level
student
performance,
by
exploring
area
correlation
between
independent
variable
Learning
Strategy
with
consideration
Acceptance
Model
(TAM)
as
a
possible
mediator
correlation.
current
utilized
purposive
sampling
collect
representative
sample
229
participants.
data
was
then
analyzed
using
Structural
Equation
(SEM),
utilizing
Partial
Least
Square
(PLS)
method
initial
approach.
software
for
analysis
SmartPLS
4.0
Network
Analysis
conducted
relationship
items
study.
Based
results
study,
effective
strategies
high
acceptance
technology
will
positive
impact
performance
or
lead
improved
performance.
Educational
provide
potential
be
streamlined
through
pedagogical
approach,
their
user-friendly
nature
facilitates
deployment.
Language: Английский
The Influence of Augmented Reality Mobile App on Electronics Engineering Students' Self-Competence
TEM Journal,
Journal Year:
2024,
Volume and Issue:
unknown, P. 2310 - 2318
Published: Aug. 27, 2024
Augmented
reality
(AR)
is
currently
becoming
educational
trend
by
offering
visualization
of
learning
and
making
abstract
concepts
more
concrete.
Therefore,
this
research
aimed
to
investigate
the
effect
AR
technology
based
on
mobile
application
self-competence
electronics
engineering
students.
It
also
considered
role
self-regulated
learning,
intrinsic
motivation,
perceived
usefulness
as
moderating
factors.
A
cross-sectional
survey
with
quantitative
method
was
conducted
848
education
students
at
Universitas
Negeri
Padang,
Indonesia.
The
data
were
obtained
through
questionnaires,
Structural
Equation
Model
(SEM)
analysis
using
SmartPLS
3.
Furthermore,
a
fuzzy
C-means
clustering
carried
out
JASP
software.
results
showed
that
had
significant
positive
students'
moderated
relationship
between
self-competence.
These
empirical
an
improved
level
beneficial
could
increase
Language: Английский