Barriers to the Digital Game-Based learning at Secondary level In Punjab: Perceptions of Pre-Service Teachers DOI Creative Commons

Shahbaz Hamid,

Rabia Tabassum,

Noor Muhammad

et al.

Research Journal for Societal Issues, Journal Year: 2024, Volume and Issue: 6(1), P. 01 - 11

Published: Feb. 16, 2024

Teachers’ main aim is to make the students learn with interest by adding daily life activities and examples get long-lasting effects on their learning. Introducing digital games in classroom a new innovative approach that makes it easy for skills knowledge. However, teachers are not frequently using this classrooms. The present quantitative descriptive study has explored barriers hinder from game-based learning approaches. Pre-service teacher perceptions were sought training colleges, i.e., district campuses of Quaid-i-Azam Academy Educational Development Punjab. After checking its validity reliability, self-constructed closed-ended online questionnaire was used data collection. alpha value .825. All pre-service studying Development, Punjab population study. survey remained open about one month, 384 responses received throughout province. Data collected based five-point Likert type scale. Collected put into SPSS (Statistical Package Social Sciences) version 25 inferential statistics applied results. Major findings include availability insufficient resources, teachers’ lack use tools, difficulties managing technology implementing public secondary schools benefits stakeholders, policymakers, decision-makers added knowledge education.

Language: Английский

The influence of flipbook learning media, learning interest, and learning motivation on learning outcomes DOI Creative Commons

Bunari Bunari,

Johan Setiawan, Muhammad Anas Ma`arif

et al.

Journal of Education and Learning (EduLearn), Journal Year: 2024, Volume and Issue: 18(2), P. 313 - 321

Published: Feb. 17, 2024

The aim of this research is to investigate the influence flipbook learning media, interest, and motivation on junior high school students' outcomes. method used regression with a quantitative approach. This was conducted at Junior High School 1 Yogyakarta sample 64 class VIII social studies students. Data collection consists interviews, observations, documentation. Prerequisite test analysis tests for normality, multicollinearity, heteroscedasticity. Hypothesis testing using simple regression, multiple regression. results show that there an influence: i) media outcomes tcount 73.33, significance value 0.000 0.005, ii) interest in 33.678, iii) 30.678, iv) together Fcount 47.879 Ftable 2.77 0.005. conclusion use increasing learning, strengthening can support each other achieve optimal

Language: Английский

Citations

9

Exploring the impact of using Chat-GPT on student learning outcomes in technology learning: The comprehensive experiment DOI Creative Commons
Muhammad Hakiki, Radinal Fadli, Agariadne Dwinggo Samala

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(2), P. 859 - 872

Published: Oct. 18, 2023

This experimental study investigates the impact of integrating Chat GPT (Generative Pre-trained Transformer) on student learning outcomes in technology education at Universitas Muhammadiyah Muara Bungo. The research involves an group using and a control with conventional methods. Data from 31 participants each were collected, assessing through final test scores. Analyzing results t-test, displayed significantly higher achievements than group, highlighting positive effect incorporating into educational technology. illuminates potential AI-powered chatbots like to enhance outcomes. Further exploration is required gauge its adaptability across diverse contexts for more enhanced results. T-test results, conducted 95% confidence level α 0.05, degrees freedom dk = n1 + n2 - 2 60, showed tcount 5.424 against ttable 2.000, firmly establishing > (5.424 2.000). Consequently, null hypothesis (H0) proposing no significant utilization refuted. Conversely, alternative (H1), signifying influence usage, upheld, affirming substantial role students' technological education.

Language: Английский

Citations

21

Educational benefits of digital game-based learning: K-12 teachers' perspectives and attitudes DOI Creative Commons
Γεώργιος Λαμπρόπουλος

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(2), P. 805 - 817

Published: Aug. 23, 2023

This study aims to examine K-12 teachers’ perspectives and attitudes toward the benefits of adopting integrating digital game-based learning in education. The involves 158 teachers primary education secondary who filled a 37-question questionnaire. Overall, had significantly positive attitudes. In contrast their age level which they taught, educational background, gender, teaching experience were correlated with responses. Based on results, most familiar games use settings previous classrooms. lack equipment, skills, training emerged as challenges that face. Concerning its general education, an effective approach can be applied various subjects offer interactive student-centered environments. Regarding it yield for teachers, useful facilitate enrich process improves communication skills enables them create motivational virtual environments would consciously engage encourage students actively participate activities promote collaborative learning. terms students, was evaluated valuable pedagogical enhance students’ cognitive social-emotional development, competencies, improve motivation, engagement, achievements, increase joy, autonomy, critical thinking, creativity, imagination. Finally, used at all levels both face-to-face online meet new requirements, provide overall quality

Language: Английский

Citations

18

Revolution in Engineering Education through Android-Based Learning Media for Mobile Learning: Practicality of Mobile Learning Media to Improve Electrical Measuring Skills in the Industrial Age 4.0 DOI Open Access

Fivia Eliza,

Radinal Fadli, Muhammad Hakiki

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(20), P. 60 - 75

Published: Nov. 3, 2023

This study examines the practicality of Android-based learning media in improving students’ ability to use electrical measuring instruments Industrial Revolution 4.0 era. adopted a research and development (R&D) approach using 4D model. The process involved practical tests conducted by lecturers students questionnaire that evaluated convenience, time, usability. study’s results revealed for mobile showed level deserved thumbs up. Aspects all reach good practicality, so they fall into ‘practical’ category. Based on findings, provides significant benefits through easy access materials, better interactive visualization, efficiency self-evaluation. received can be added understanding instruments. However, currently being developed has not been integrated with artificial intelligence (AI), there are still great opportunities further its integration education.

Language: Английский

Citations

13

Empowering Slow Learners: Gamification’s Impact on Students’ Engagement and Academic Performance in an LMS for Undergraduate Students DOI Open Access
Joko Slamet

International Journal of Information and Education Technology, Journal Year: 2024, Volume and Issue: 14(2), P. 193 - 203

Published: Jan. 1, 2024

Amidst the growing urgency to elevate student engagement and bolster academic performance within educational environments, application of gamification has emerged as a promising avenue. In response this imperative, present research investigates consequences integrating into eLSIDA, specialized Learning Management System (LMS) at STKIP PGRI Sidoarjo, meticulously designed cater specifically needs undergraduate students classified slow learners. Using single-group pre-experimental design, study involved nineteen who experienced an enhanced learning opportunity by incorporating techniques General English (GE) course offered through eLSIDA. By analyzing both quantitative qualitative data, multifaceted impact on accomplishments. The results reveal notable surge in engagement, characterized heightened interaction with materials active participation LMS activities. Furthermore, discernible progress among learners is evidenced elevated assessment scores overall enhancement outcomes. This highlights gamification’s potential powerful tool for enhancing support empowering slower environment. knowledge acquired from provides essential direction educators instructional designers seeking innovative approaches effectively address wide range students.

Language: Английский

Citations

5

Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2 DOI Open Access
Agariadne Dwinggo Samala, Ljubiša Bojić, Diego Vergara

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(18), P. 33 - 54

Published: Sept. 20, 2023

This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports as an immersive platform for skill development. The investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, expert opinions. By synthesizing this evidence, the sheds light on 2’s potential to hone refine abilities. Player surveys revealed individuals’ acquisition of adaptability dynamic situations, cultivation strategic thinking abilities, enhancement effective team collaboration skills. An in-depth examination unveiled discernible patterns collaborative effort cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings highlights gaming’s role developing competencies. emphasizes implications its results stakeholders, such educators, policymakers, game developers, offering valuable opportunities practical application strategies. sparks further investigation exploration unexplored avenues. contributes growing body recognizing substantial advantages fostering crucial

Language: Английский

Citations

12

Enhancing Practicality of Web-Based Mobile Learning in Operating System Course: A Developmental Study DOI Open Access
Muhammad Hakiki, Herman Dwi Surjono,

Wagiran Wagiran

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(19), P. 4 - 19

Published: Oct. 10, 2023

Web-based Mobile Learning can enhance the learning experience in various educational contexts. However, operating system courses, practical challenges arise when implementing a web-based mobile platform, which impacts effectiveness and accessibility of materials for students. To overcome these challenges, this research development (R&D) aims to improve practicality courses. The adopts systematic 4D (Define, Design, Develop, Disseminate) model identify explore strategies optimize platform. Data collected from lecturers students showed high average value practicality, 88.33% 88.35%, respectively. This contributes improving aspects learning, thereby enhancing students’ outcomes context

Language: Английский

Citations

11

Investigating the impact of mobile interaction gamification on 4C skills: Perspective from student at vocational higher education in Indonesia DOI
Fadhli Ranuharja, Ángel Torres-Toukoumidis,

Joseph Oluwaseyi

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2024, Volume and Issue: 4(2), P. 1082 - 1092

Published: June 28, 2024

The realm of education has a highly significant impact on advancing civilization in country. Various factors have been studied and proven to enhance different skills the educational sector, including gamification aspects. popularity become trend as tool create an engaging learning environment for students. Students show high interest engagement when subject is associated with gamification. While many studies examined 21st-century skills, precisely 4C critical thinking, creative communication, collaboration, few yet explore their connection gamification, especially higher Indonesia. This study aims investigate students' opinions about effects skills. method involved investigation through questionnaires 105 students, comprising 25 questions 5-point Likert scale, structured interviews students meeting specific criteria. findings indicate that several aspects strongly relate gaming habits, particularly thinking However, habits meagre communication collaboration suggesting not all components can be enhanced In addition, most could see effectiveness targeted strategies practices. Further are recommended using practical materials courses test evaluations or other media.

Language: Английский

Citations

4

Development of mathematics learning media assisted by Prezi media on building space material Grade VI SD 1 Godegan Yogyakarta DOI Creative Commons

Farid Nur Irfan,

Trisniawati Trisniawati,

Nelly Rhosyida

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(2), P. 779 - 786

Published: July 31, 2023

This research aims to: 1) develop the Prezi application media for mathematics learning on topic of spatial structures in elementary schools, 2) describe feasibility schools through validation assessment by experts and subject matter experts. The use to display sound media, animated movements, images falls under Research Development (R&D) category. conducted researcher consists several stages: (1) information collection, (2) production planning, (3) initial product development, (4) preliminary testing, (5) experts, (6) revision, (7) final design. data collection techniques used this study include observation, questionnaires, interviews. Two instruments are utilized: sheets Qualitative quantitative analysis employed analyze collected data, converting average scores into categorized values. development results include: utilizing create a with engaging interactive features, as assessed is 80%, "Good" deemed feasible. According obtained score 75%, Media experts' yielded rating. Based above explanations, Prezi-assisted sixth grade at Godegan Elementary School suitable learning.

Language: Английский

Citations

2

Barriers to the Digital Game-Based learning at Secondary level In Punjab: Perceptions of Pre-Service Teachers DOI Creative Commons

Shahbaz Hamid,

Rabia Tabassum,

Noor Muhammad

et al.

Research Journal for Societal Issues, Journal Year: 2024, Volume and Issue: 6(1), P. 01 - 11

Published: Feb. 16, 2024

Teachers’ main aim is to make the students learn with interest by adding daily life activities and examples get long-lasting effects on their learning. Introducing digital games in classroom a new innovative approach that makes it easy for skills knowledge. However, teachers are not frequently using this classrooms. The present quantitative descriptive study has explored barriers hinder from game-based learning approaches. Pre-service teacher perceptions were sought training colleges, i.e., district campuses of Quaid-i-Azam Academy Educational Development Punjab. After checking its validity reliability, self-constructed closed-ended online questionnaire was used data collection. alpha value .825. All pre-service studying Development, Punjab population study. survey remained open about one month, 384 responses received throughout province. Data collected based five-point Likert type scale. Collected put into SPSS (Statistical Package Social Sciences) version 25 inferential statistics applied results. Major findings include availability insufficient resources, teachers’ lack use tools, difficulties managing technology implementing public secondary schools benefits stakeholders, policymakers, decision-makers added knowledge education.

Language: Английский

Citations

0