Al-Madrasah Jurnal Pendidikan Madrasah Ibtidaiyah,
Journal Year:
2024,
Volume and Issue:
8(2), P. 459 - 459
Published: April 1, 2024
<p>Artikel
ini
bertujuan
untuk
mengevaluasi
efektivitas
penggunaan
permainan
edukatif
dalam
meningkatkan
keterampilan
berbicara
Bahasa
Indonesia
di
lingkungan
sekolah
dasar
melalui
tinjauan
literatur.
Metode
yang
digunakan
adalah
literatur
review
terhadap
berbagai
penelitian
telah
dilakukan
sebelumnya
terkait
dengan
konteks
pembelajaran
Indonesia.
Hasil
dari
menunjukkan
bahwa
memiliki
dampak
positif
pada
siswa
dasar.
Berbagai
dapat
motivasi
belajar,
keterlibatan
siswa,
dan
pemahaman
materi
juga
membantu
menciptakan
belajar
menyenangkan,
sehingga
minat
Implikasi
integrasi
kurikulum
menjadi
strategi
efektif
Namun,
diperlukan
lanjutan
mendapatkan
lebih
mendalam
mengenai
jenis
paling
serta
implementasi
tepat
dasar.</p>
Education Sciences,
Journal Year:
2024,
Volume and Issue:
14(6), P. 639 - 639
Published: June 13, 2024
This
study
aims
to
examine
the
existing
evidence
on
gamification
in
educational
settings,
highlighting
its
impact
motivation
and
academic
performance.
Methodologically,
a
Systematic
Literature
Review
(SLR)
was
developed
under
PRISMA
statement
criteria
using
three
multidisciplinary
databases:
Web
of
Science,
Scopus,
Scielo.
According
inclusion,
exclusion,
quality
criteria,
it
determined
include
9
SLR
articles
that
address
at
least
one
two
key
variables:
student
or
The
were
published
between
2016
2022,
available
open
access,
written
English
Spanish,
with
content
is
directly
related
research
questions.
results
reveal
significantly
influences
by
facilitating
assimilation
knowledge,
improvement
skills
competencies
students,
specifically
refers
wide
range
capabilities
are
essential
for
success
environment
can
be
enhanced
through
playful
interactive
learning
experiences.
These
cognitive,
self-learning,
social,
collaborative,
among
others.
It
concluded
creativity
adaptability
successfully
implementing
classroom.
Information,
Journal Year:
2025,
Volume and Issue:
16(1), P. 56 - 56
Published: Jan. 15, 2025
The
present
survey
examines
the
intersection
of
methodological
advancements
and
technological
innovations
in
e-learning,
emphasizing
their
transformative
impact
on
modern
education.
It
systematically
explores
instructional
design
frameworks,
adaptive
learning
systems,
immersive
technologies,
data-driven
analytics,
highlighting
role
fostering
personalized,
scalable,
inclusive
environments.
Through
integration
pedagogical
theories
with
advanced
tools
like
artificial
intelligence
(AI),
augmented
reality
(AR),
virtual
(VR),
mixed
(MR),
this
study
demonstrates
how
e-learning
systems
enhance
engagement,
retention,
accessibility.
addresses
critical
challenges
such
as
digital
divide,
data
privacy,
resistance
to
adoption,
offering
evidence-based
strategies
mitigate
these
issues.
underscores
importance
bridging
equity
gaps
while
maintaining
scalability
sustainability,
particularly
underserved
regions.
By
synthesizing
state-of-the-art
research
practical
applications,
work
provides
actionable
insights
into
future
advocating
for
a
balanced
approach
innovation
that
aligns
capabilities
diverse
needs
global
learners.
findings
contribute
broader
discourse
sustainable,
inclusive,
effective
education
ecosystems.
Advances in educational technologies and instructional design book series,
Journal Year:
2025,
Volume and Issue:
unknown, P. 155 - 186
Published: Jan. 17, 2025
This
design-based
research
study
aimed
to
develop
and
refine
a
digital
educational
game
development
training
framework
for
pre-service
teachers.
Following
established
instructional
design
models,
the
curriculum
was
designed
equip
teachers
with
key
competencies
in
pedagogy,
scenario,
design,
technical
skills.
In
first
iteration,
challenges
related
delayed
introduction
of
were
identified,
particularly
participants
limited
addressed
second
iteration
by
integrating
blog-based
programming
language
earlier
process,
allowing
create
more
advanced
prototypes.
The
results
demonstrated
significant
improvement
teachers'
self-efficacy
scores,
as
shown
higher
mean
scores
iteration.
Participants
expressed
positive
feedback
on
revised
course
structure,
noting
that
integration
skills
enhanced
their
ability
games.
IGI Global eBooks,
Journal Year:
2025,
Volume and Issue:
unknown, P. 311 - 332
Published: Feb. 13, 2025
This
chapter
will
explore
how
AI
transforms
the
personalized
learning
experience
by
describing
is
implicated
in
tailoring
of
a
student's
experience.
has
emerged
as
an
important
approach
toward
improvement
engagement,
motivation,
and
success
students
within
diversity
present
any
educational
setting.
These
technologies
empower
teachers
to
effectively
analyze
data
set
customized
paths
adaptive
designs
for
curriculum.
It
also
refers
practical
applications
practically
institutions
well
mentioning
case
studies
from
schools
higher
education
institutes.
In
addition,
author
gives
possibility
which
tools
offer
profiling
students,
constructing
individualized
plan
interaction
through
active
learning.
The
addresses
recommendations
educators
on
privacy
algorithmic
bias
make
ethical
use.
Journal of Pharmacy And Bioallied Sciences,
Journal Year:
2025,
Volume and Issue:
unknown
Published: Feb. 28, 2025
A
BSTRACT
Introduction:
The
evolution
of
game-based
learning
in
the
dental
education
has
created
a
tremendous
impact
on
achieving
goal
set
by
educationalists
and
educational
research
committees
all
over
globe.
need
to
replace
traditional
passive
teaching
active
demanded
inclusion
student-centric
methodologies
for
quality
education.
Involving
game
elements
proved
develop
critical
thinkers
with
attainment
100%
graduate
attributes.
Aim:
To
apply
TAO
software
academics
as
new
innovative
approach.
Methodology:
cross-sectional
study
design
was
conducted
among
100
students
enrolled
BDS
program
during
period
November
2022
2023.
criteria
were
first-year
course.
exclusion
other
courses
different
disciplines
health
sciences
(medicine,
nursing,
physiotherapy,
allied
sciences,
pharmacy).
“toss
coin”
method
randomization
applied
categorizing
samples
equally
into
control
group
group.
mode
groups
decided
be
PowerPoint
presentation
method,
selected
software.
“chit
method”
selection
topic
avoid
bias.
assessment
deployed
“Questionnaire
that
consisted
10
close-ended
questions
topic,
formulated,
validated,
approved
experts.
scores
obtained
both
methods
subjected
statistical
analysis.
Results:
mean
knowledge
gained
86%
significantly
higher
than
38%
(
P
=
0.003).
Conclusion:
Game-based
using
have
positive
academic
performance
better
outcomes,
thereby
opening
avenue
enhancing