Jurnal Penelitian Pendidikan IPA,
Journal Year:
2023,
Volume and Issue:
9(12), P. 12175 - 12181
Published: Dec. 20, 2023
The
paper
aims
to
determine
the
difference
in
science
learning
outcomes
of
students
who
apply
demonstration
method
and
use
conventional
class
IV
elementary
school.
type
research
that
author
uses
is
experimental
research.
This
a
group
subjects
from
certain
population,
then
grouped
randomly
into
two
groups
or
classes,
namely
control
class.
was
treated
using
used
method,
both
classes
underwent
same
post-test.
sampling
technique
non-probability
with
proportional
sampling.
number
average
scores
are
close
VA
VB.
After
getting
sample
class,
were
drawn,
obtained
as
experiment
VB
control.
results
this
can
be
seen
hypothesis
test
t-test
which
carried
out
so
value
t_count=0
t_table=
2.02
obtained.
From
distributed
table
t,
we
get
ttable
=
2.02.
So,
it
concluded
t_count
>
t_tabel,
where
0
2.02,
thus
working
H_1
accepted,
meaning
there
significant
differences
samples.
did
not
have
because
got
results,
due
limited
time
researcher
delivered
material
Journal of Computer Assisted Learning,
Journal Year:
2025,
Volume and Issue:
41(2)
Published: March 24, 2025
ABSTRACT
Background
For
learners
with
intellectual
disability,
it
is
a
challenge
and
crucial
issue
to
foster
their
life
skills.
These
generally
encounter
several
problems
during
the
learning
process,
such
as
difficulties
paying
maintaining
attention,
memory
application
slow
ability.
Life
skills
training
can
help
them
facilitate
physical
functions,
maintain
cognitive
ability
strengthen
play
greater
role
in
society.
Objective
Conventional
for
disabilities
taught
traditional
lectures
demonstrations,
which
could
lack
interaction
immediate
feedback.
To
address
this
issue,
by
referring
relevance
confidence
satisfaction
motivational
model,
digital
game‐based
approach
proposed.
Method
confirm
effectiveness
of
approach,
study
experimented
course
using
pre‐
post‐test
design
6
months.
One
class
comprised
experimental
group
trained
game,
while
other
was
control
that
learned
conventional
training.
The
learners'
achievement,
anxiety
level,
attitude,
problem‐solving
tendency,
perceptions
were
assessed.
Results
Conclusions
findings
indicate
enhanced
attitudes,
tendency
students
disabilities,
also
reducing
levels.
The
study
investigates
the
perception
of
game-based
learning
(GBL)
and
its
impact
on
motivation
engagement
among
third-year
radiologic
technology
students.
Utilizing
a
descriptive-correlational
research
design,
surveyed
100
students
from
Our
Lady
Mercy
Pulilan
in
Bulacan.
Results
indicated
very
positive
GBL,
high
level
motivation,
significant
engagement.
findings
further
revealed
strong
correlations
between
(r
=
.759),
.712),
.862).
Based
findings,
an
action
plan
was
proposed
to
sustain
perception,
GBL.
Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi,
Journal Year:
2025,
Volume and Issue:
29, P. 396 - 415
Published: April 28, 2025
There
is
a
need
for
foreign
language
learners
to
use
efficient
grammar
learning
techniques,
considering
the
importance
of
knowledge
English.
Game-based
learning,
particularly
in
grammar,
has
gained
attention
from
learners,
educators,
practitioners,
and
academics
due
technological
advancements
its
significant
potential.
Searching
WOS,
ERIC,
Scopus
employing
predetermined
Boolean
search
string,
this
systematic
review
examines
utilization
digital
game-based
teaching
EFL
contexts.
To
guarantee
systematic,
transparent,
meticulous
selection
analysis
pertinent
literature,
study
implemented
PRISMA
2020
(Preferred
Reporting
Items
Systematic
Reviews
Meta-Analyses)
framework.
For
review,
24
publications
dating
2010
through
2022
were
analysed
highlight
foci
field
research.
In
study,
Zotero
was
employed
eliminate
duplicate
articles,
Rayyan
facilitated
screening
process,
MaxQDA
used
coding
selected
studies.
The
results
indicated
that
quantitative
methods
more
commonly
than
mixed
qualitative.
detailed
showed
studies
various
tools,
with
Kahoot!
being
frequently
incorporating
gamification
elements,
feedback
competition.
cognitive,
affective,
behavioural
outcomes
suggested
tools
positively
affect
learners’
achievements
performance,
increase
motivation
satisfaction,
significantly
improve
engagement
teaching.
Information,
Journal Year:
2025,
Volume and Issue:
16(6), P. 427 - 427
Published: May 23, 2025
This
study
explores
the
effects
of
interacting
with
AI
vs.
human
interlocutors
on
English
language
learners’
speaking
performance
in
a
game-based
learning
context.
We
developed
Taboo
Talks,
word-guessing
game
which
learners
alternated
between
giving
and
guessing
clues
either
an
or
partner.
To
evaluate
impact
interaction
mode
oral
proficiency,
participants
completed
story
retelling
task,
assessed
using
complexity,
accuracy,
fluency
(CAF)
metrics.
Each
participant
engaged
both
partner
conditions,
group
order
counterbalanced.
The
results
from
task
indicated
modest
improvements
particularly
following
Accuracy
scores
remained
largely
stable
across
conditions.
Post-task
reflections
revealed
that
perceived
partners
as
less
intimidating,
facilitating
more
relaxed
production,
though
concerns
were
noted
regarding
limited
responsiveness.
Qualitative
analysis
gameplay
transcripts
further
contrasting
interactional
patterns:
elicited
structured
interactions
whereas
prompted
spontaneous
variable
interactions.
These
findings
suggest
AI-mediated
can
enhance
specific
dimensions
spoken
development
may
serve
complementary
resource
alongside
interaction.
PLoS ONE,
Journal Year:
2024,
Volume and Issue:
19(5), P. e0303259 - e0303259
Published: May 15, 2024
This
study
investigates
the
effectiveness
of
gamification
in
enhancing
learning
outcomes
Environmental,
Social,
and
Governance
(ESG)
education.
Employing
a
cluster
randomized
experiment,
research
involved
22
classes
from
four
universities,
divided
into
gamified
traditional
teaching
groups.
The
group
engaged
with
ESG
concepts
through
interactive,
game-like
elements,
while
control
followed
standard
educational
practices.
aimed
to
determine
whether
could
improve
course
enhance
Psychological
Ownership
Perceived
Importance,
thereby
influencing
outcomes.
Data
collected
post-experiment
surveys
were
analyzed
using
multiple
linear
regression
Structural
Equation
Modeling
(SEM).
Results
indicated
that
students
performed
significantly
better
exams
compared
group,
demonstrating
academic
achievement.
SEM
analysis
further
revealed
positively
impacted
which
turn
improved
performance.
These
findings
suggest
incorporating
education
can
effectively
engage
deepen
their
understanding
complex
sustainability
issues.
contributes
field
by
highlighting
potential
as
transformative
tool
higher
education,
particularly
abstract
multifaceted
subjects
like
ESG.
Jurnal Penelitian Pendidikan IPA,
Journal Year:
2024,
Volume and Issue:
10(5), P. 2211 - 2219
Published: May 25, 2024
Technology
in
the
5.0
revolution
is
developing
very
rapidly
so
it
necessary
to
prepare
student
face
challenges
of
21st
century
by
having
skills,
namely
critical
thinking
Having
a
low
category
because
teacher
using
media
has
not
facilitated
students
think
critically
tends
be
monotonous
and
boring.
The
purpose
this
experiment
establish
effective
AR
improving
learners'
skills
on
IPAS
material.
study
used
quantitative
research
methods
with
type
true
pretest-posttest
control
group
design.
data
collection
are
test
instrument.
results
were
tested
Independent
T-Test
find
out
enhancing
students'
then
conducted
an
effectiveness
determine
application
Augmented
Reality-based
learning
improve
average
value
experimental
class
58.92
75.98
while
conventional
58.80
63.56.
Sample
obtained
0.000
provisions
decision
if
significant
less
than
0.05
there
sig.
effects
among
posttests.
N-Gain
result
56.52
which
was
categorized
as
sufficient.
It
synthesized
that
AR-based
improves
use
test.
JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION,
Journal Year:
2024,
Volume and Issue:
2(10), P. 781 - 790
Published: March 30, 2024
Storytelling
is
a
well-established
means
of
social
interaction,
and
wealth
studies
has
shown
its
effectiveness
as
teaching
technique
for
improving
language
skills
in
first
(L1)
second
(L2)
development,
regardless
the
age
or
background
learners.
Furthermore,
it
said
that
storytelling
more
effective
method
languages
than
traditional
materials
like
textbooks.
Research
generally
suggests
reason
works
so
well
because
entertaining,
interesting,
very
memorable.
This
makes
students
want
to
hear
stories
gets
them
talking,
writing,
reading
about
them.
However,
research
already
been
done
published
literature
sometimes
needs
detailed
information
on
techniques
used
measure
effects
exact
are
developed
via
application.
vast
majority
neglect
investigate
any
potential
negative
consequences
acquisition,
leaving
us
with
impression
strategy
solely
beneficial
impacts
learning
language.
The
goal
this
review
provide
thorough
overview
empirical
L2
learning.
It
also
seeks
contrast
storytelling's
efficacy
other
instructional
strategies.
identify
gaps
current
need
be
filled
up
by
future
studies.
By
looking
at
these
questions,
scholars
teachers
will
have
clearer
understanding
value
environments,
which
help
improve
teachers.
Frontiers in Education,
Journal Year:
2024,
Volume and Issue:
9
Published: June 7, 2024
Background
The
digital
revolution
has
deeply
affected
every
aspect
of
our
daily
lives,
including
education,
transforming
how
we
learn
and
teach.
In
Italy,
this
transformation
occurred
naturally
for
the
alpha
generation,
born
in
era
which
technology
is
an
integral
part
their
education.
Conversely,
teachers
who
are
not
natives,
adapting
to
technological
a
considerable
challenge.
This
challenge
increasing
Italian
working
with
preschoolers.
Indeed,
prior
COVID-19
pandemic,
such
technologies
were
sparsely
utilized
within
early
study
aims
explore
teachers’
beliefs
through
internal
factors—i.e.,
self-
efficacy,
outcome
expectations,
interest,
toward
integration
educational
teaching.
Methods
To
end,
standardized
Intrapersonal
Technology
Integration
Scale
was
selected
measure
beliefs.
includes
180
encompasses
children
currently
attending
pre-kindergarten,
kindergarten,
primary
Results
results
obtained
from
comparison
among
three
groups
(pre-
education)
on
factors
manifold.
Mainly,
although
all
interested
technologies,
there
reluctance
low
self-efficacy
perception
use
them
Specifically,
pre-kindergarten
perceive
themselves
as
less
effective
satisfied
using
than
kindergarten
teachers.
Moreover,
greater
age
teaching
experience
predict
lower
level
perceived
highlighting
resistance
change.
All
implications
detailed
text.
Discussion
suggests
focusing
self-efficacy,
offering
customized
training
enhance
it,
exploiting
enriching
knowledge
scientific
dissemination
seminars,
method.
conclude,
understanding
better
meet
needs
digital-native
generation
harness
potential
childhood