The Influence of Augmented Reality Mobile App on Electronics Engineering Students' Self-Competence DOI Open Access
Hendra Hidayat, Jem Cloyd M. Tanucan, Dani Harmanto

et al.

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

Warrior Kids Games on Improving the Self-Efficacy Abilities and Fine Motor Skills of 5–6 Years-Old Children DOI Creative Commons
Nur Hazizah, Rusdinal Rusdinal, Ciptro Handrianto

et al.

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

Citations

3

Analysis of Computational Thinking Skill Through Technology Acceptance Model Approach Using Augmented Reality in Electronics Engineering Education DOI Open Access
Hendra Hidayat, Mohd Rizal Mohd Isa, Jem Cloyd M. Tanucan

et al.

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

Citations

1

The Impact of the Learning Mobile Application on Student Performance Using the Technology Acceptance Model DOI Open Access
Hendra Hidayat

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

Citations

0

The Influence of Augmented Reality Mobile App on Electronics Engineering Students' Self-Competence DOI Open Access
Hendra Hidayat, Jem Cloyd M. Tanucan, Dani Harmanto

et al.

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

Citations

0