The influence of flipbook learning media, learning interest, and learning motivation on learning outcomes
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
Exploring the impact of using Chat-GPT on student learning outcomes in technology learning: The comprehensive experiment
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
Educational benefits of digital game-based learning: K-12 teachers' perspectives and attitudes
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
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
Fivia Eliza,
No information about this author
Radinal Fadli,
No information about this author
Muhammad Hakiki
No information about this author
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
Empowering Slow Learners: Gamification’s Impact on Students’ Engagement and Academic Performance in an LMS for Undergraduate Students
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
Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2
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
Enhancing Practicality of Web-Based Mobile Learning in Operating System Course: A Developmental Study
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
Investigating the impact of mobile interaction gamification on 4C skills: Perspective from student at vocational higher education in Indonesia
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
Development of mathematics learning media assisted by Prezi media on building space material Grade VI SD 1 Godegan Yogyakarta
Farid Nur Irfan,
No information about this author
Trisniawati Trisniawati,
No information about this author
Nelly Rhosyida
No information about this author
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
Barriers to the Digital Game-Based learning at Secondary level In Punjab: Perceptions of Pre-Service Teachers
Shahbaz Hamid,
No information about this author
Rabia Tabassum,
No information about this author
Noor Muhammad
No information about this author
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