Sustainability,
Journal Year:
2023,
Volume and Issue:
15(16), P. 12351 - 12351
Published: Aug. 14, 2023
The
Internet
and
technology
have
flooded
all
the
activities
of
our
daily
lives,
making
digitalisation
a
reality.
Education
is
no
stranger
to
this
reality
beginning
incorporate
new
learning
methodologies
in
classroom.
Methodologies
such
as
game-based
are
presented
appropriate
solutions
for
digital
generations,
leading
video
game
industry
produce
less
controlled
way.
Therefore,
research
aims
systematise
scientific
production
serious
games
by
studying
methodological
models
processes
both
creation
evaluation
educational
identifying
common
patterns
differential
elements.
To
end,
systematic
literature
review
existing
was
carried
out
under
PRISMA
protocol.
An
initial
sample
13,692
articles
used
arrive
at
15
studies
included
review,
following
eligibility
criteria
PICO
model.
results
show
that,
although
there
certain
unanimity
different
authors,
aspects,
iteration
process
or
inclusion
teachers
game,
must
be
sufficiently
considered.
This
led
SCHEMA,
model
designing
that
incorporates
these
deficiencies.
Advances in Mobile Learning Educational Research,
Journal Year:
2023,
Volume and Issue:
3(1), P. 610 - 620
Published: Jan. 27, 2023
Nowadays,
many
people,
especially
students,
enjoy
spending
their
free
time
with
mobile
devices.
The
main
reason
for
this
is
that
an
intelligent
device
based
on
current
information
presents
the
desires
and
requirements
of
students.
A
nowadays-promising
technology
to
overcome
problems
in
m-learning,
devices
provide
reliable,
customized
guaranteed
dynamic
computing
environments
all
users.
This
article
a
new
pedagogical
architecture
learning
system
extended
cloud-computing
environment
enriched
smart
can
be
applied
everywhere
where
there
need
intensive
teaching
higher
education.
was
described
together
discussion
knowledge
assessment
methods
possibilities
potential
issues.
In
addition,
solution
problem
developing
applications
organizing
using
visual
programming
MIT
App
Inventor
proposed.
results
experiments
use
education
were
analyzed
presented
tabular
diagram
form.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2024,
Volume and Issue:
18(07), P. 188 - 212
Published: April 9, 2024
Gamification-based
learning
is
a
recent
trend
that
has
received
increasing
attention
in
the
last
few
years
due
to
digital
development.
Gamification
emerged
as
vital
aspect
of
educational
setting,
with
gamified
elements
playing
crucial
role
e-learning
environments.
The
current
study
motivated
by
need
address
gap
existing
research
on
utilization
gamification
education.
This
exists
lack
studies
monitor
developments
and
effects
environment.
It
important
conduct
such
provide
guidance
for
future
field
gamification.
A
bibliometric
analysis
systematic
literature
review
were
conducted
understand
describe
its
potential
learning.
results
revealed
most
frequently
used
keywords
gamification,
game-based
(GBL),
motivation,
engagement.
majority
published
this
was
United
States,
followed
Spain
Britain.
Journal
Computers
Human
Behavior
Education
two
journals
focused
primarily
GBL.
famous
authors
are
Hamari,
Juho,
Patel,
Mitesh
S.,
Landers,
Richard
N.
experiencing
significant
growth,
number
from
7
2012
917
2021.
found
undergraduates
frequent
participants
gambling
activities.
game
utilized
points,
leaderboards,
badges,
while
outcomes
addressed
achievement,
engagement,
motivation.
primary
objective
paper
comprehensive
guide
scholars
institutes,
outlining
key
areas
emphasis
related
subject
also
identified
components
instructors
designers
may
rely
frequently.
Advances in Mobile Learning Educational Research,
Journal Year:
2022,
Volume and Issue:
2(1), P. 289 - 296
Published: Jan. 1, 2022
This
paper
explores
the
paradigm
shift
in
using
ICT
tools
while
teaching
mathematics
remotely
within
TPACK
framework.
Remote
is
not
only
one
of
primary
modes
and
learning
present
context
throughout
world
but
transition
from
to
digital
world,
where
teachers
struggle
visualize
content
concisely
clearly.
focuses
on
promoting
pedagogy
learner
empowerment
by
emphasizing
autonomy
engagement
rather
than
technology.
The
ethos
this
all
about
encouraging
promote
students
for
quality
remotely.
However,
leading
require
some
techniques
methodologies,
thereby
teachers'
skill,
experience,
expertise.
Those
skills,
experiences,
expertise
will
be
developed
excelling
tools.
shall
guiding
principles
(but
limited
to)
dealing
with
and/or
any
other
mode.
Advances in Mobile Learning Educational Research,
Journal Year:
2022,
Volume and Issue:
2(2), P. 375 - 388
Published: Jan. 1, 2022
Mobile
phones
are
prevalent
worldwide,
and
today's
learners
utilize
this
technology
for
instructional
purposes.
This
educational
design
research
aims
to
evaluate
the
developed
interactive
mobile
application.
material
contributes
21st
century
or
digital
native
learners'
needs
engage
students
in
teaching-learning
process.
The
app
is
aligned
with
mathematics
instruction,
balancing
visuals
Math
content.
Employing
Instructional
Material
Development
Non-print
Materials
instrument
shows
that
acceptable
Grade
11
students.
Students
reported
a
positive
experience
noted
an
increased
interest
Mathematics
when
using
app.
Further
needed
explore
integration
of
classroom.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(18), P. 149 - 161
Published: Oct. 3, 2022
This
research
is
an
android-based
educational
game
development
to
increase
interest
in
learning
mathematics
for
elementary
school
students.
study
aims
make
the
of
games
able
be
a
solution
increasing
students'
Mathematics
at
initial
level,
namely
level.
The
method
used
this
Research
and
Development
model
ADDIE
(Analyse,
Design,
Development,
Implement,
Evaluation).
In
study,
it
was
limited
implementation
stage
which
tested
through
experimental
research.
included
type
design
simple
experiment
form
Posttest
Only
Control
Group
Design.
conclusion
that
can
drawn
from
Android-based
are
proven
International Journal of Emerging Technologies in Learning (iJET),
Journal Year:
2023,
Volume and Issue:
18(03), P. 67 - 82
Published: Feb. 15, 2023
Over
the
last
years,
social
robots
have
been
conceived
to
be
used
in
various
domains
and
for
different
purposes.
This
paper
presents
a
survey
on
applications
aspects
of
education.
Different
contexts
are
seen,
ranging
from
children
education,
until
higher
A
variety
studies
reported,
areas
like
as
second
language
tutoring,
teaching
assistance,
storytelling.
Robotic
platforms
these
observed,
means
evaluation
users
perception
presented.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2023,
Volume and Issue:
17(07), P. 4 - 31
Published: April 5, 2023
This
research
aims
to
introduce
and
examine
the
innovative
instructional
design
model
with
Mobile
Technology
for
undergraduates
of
School
Liberal
Arts
at
Sukhothai
Thammathirat
Open
University.
Furthermore,
it
will
evaluate
accordingly.
The
participants
in
project
comprised
30
from
Information
Science
program,
Thai
Studies
English
program
who
took
Science,
Environment
Life
course.
They
were
selected
through
cluster
sampling
technique.
instruments
model,
evaluation
forms
pre-
post-
achievement
tests.
Included
as
well
was
questionnaire
on
undergraduates’
opinions
towards
model.
data
analysis
used
mean,
standard
deviation,
t-test.
In
addition,
contains
distance
learning
lessons
which
have
been
developed
by
Technology,
passed
educational
quality
assurance
measures.
It
has
categorized
regarding
content,
technology,
assessment
experts
assessment.
also
rated
“most
appropriate”
five
areas
education,
mobile
assessment,
content.
showed
significant
.05
level
their
satisfaction
“high
satisfaction”
level.
paper
reports
findings
elements
comprises
input,
process,
output
feedback.
There
are
nine
steps
Technology.
International Journal of Emerging Technologies in Learning (iJET),
Journal Year:
2022,
Volume and Issue:
17(22), P. 232 - 245
Published: Nov. 28, 2022
This
study
proposes
education
on
creating
virtual
art
museums
using
metaverse
technology
to
broaden
the
understanding
of
museums.
It
investigates
effect
a
museum
Roblox
Studio,
platform,
acquisition
knowledge
about
museums,
artists,
and
artworks
ability
create
content.
selected
Moonshin
Art
Museum
(MAM),
be
created
in
space,
as
its
local
cultural
space.
Fifteen
students
participated
creation
workshop
learn
spatial
content
Studio
also
visited
an
actual
museum.
The
were
then
assigned
architecture,
artwork,
avatar,
teams
collaborated
with
one
another.
To
evaluate
activities,
filled
out
pre-
post-questionnaires
containing
items
MAM,
sculptor
Moonshin,
Moonshin’s
well
produce
Findings
showed
that
through
platform
facilitates
information
artists
artworks.
In
addition,
collaboration
not
only
helped
task
but
identified
solved
technical
difficulties
improved
creative
abilities.
These
results
suggest
possibilities
for
delivering
regarding
Advances in Mobile Learning Educational Research,
Journal Year:
2022,
Volume and Issue:
2(2), P. 483 - 492
Published: Jan. 1, 2022
Educational
games
are
learning
educational
tools,
where
these
tools
can
encourage
students
to
think
creatively
and
perform
actions
with
fellow
by
playing
in
a
activity.
This
research
aims
analyze
the
effectiveness
of
an
android-based
budiran
game
assisted
SAC3
improve
science
outcomes
fourth-graders
theme
1.
Budiran
stands
for
bunyi
dan
indra
pendengaran.
is
educative
form
made
SAC3.
It
was
developed
Borg
&
Gall's
R&D
model,
adapted
from
Sugiyono
seven
stages.
The
game's
fourth
graders'
outcome
done
pretest
posttest
control
group
design.
researchers
took
experimental
Public
Primary
School
Bendanpete
2
Ngetuk
3.
Then,
researcher
1
3
as
group.
obtained
data
test.
analysis
included
n-gain
test
t-test
significant
level
0.05.
results
showed
improvement
score
group,
higher
than
group's
score.
N-gain
64%,
categorized
moderate.
on
t-count
=
8.803,
0.000
<
ɑ
Thus,
effectively
improved