Indonesian Journal of Computer Science,
Journal Year:
2023,
Volume and Issue:
12(1)
Published: Feb. 28, 2023
The
implementation
of
gamification
in
e-learning
is
not
new,
both
within
the
context
formal
and
informal.
Formal
education
a
learning
activity
organized
by
public
private
parties
that
refers
to
official
system
country.
Meanwhile,
informal
another
does
refer
Not
only
visually
appealing,
but
elements
also
have
certain
motivation
emotional
value
for
user.
This
study
seeks
compare
use
their
between
nonformal
education.
method
used
was
Systematic
Literature
Review
using
Kitchenham
method.
From
selected
databases,
65
articles
were
obtained
had
implemented
e-learning.
grouped
emotion
based
on
Octalysis
framework.
results
showed
ownership
possession
most
prominent
motivations
implementing
gamification.
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 Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(20), P. 4 - 17
Published: Oct. 31, 2022
With
the
development
of
technology,
especially
in
world
education,
teachers
must
have
learning
media
that
attracts
students'
attention,
one
which
is
E-Books.
This
study
aims
to
determine
whether
Problem
Based
Learning-Based
E-Books
Can
Improve
Students'
Critical
Thinking
Ability
Primary
School
Science
Learning.
research
was
conducted
on
elementary
school
students
district
Jagakarsa,
South
Jakarta.
method
uses
RnD
method.
In
this
research.
To
get
results,
researchers
used
a
pre-test
and
also
post-test
results.
The
results
show
E-Book
able
improve
critical
thinking
skills
science
as
digital
innovation,
narration,
video
practice
questions.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(17), P. 4 - 19
Published: Sept. 8, 2022
This
research
aims
to
develop
an
Android-based
e-textbook
for
a
learning
media
course
enhance
student
outcomes.
The
was
selected
because
students
require
improve
their
comprehension
of
the
criteria
and
creation
techniques
during
online
learning.
study
utilized
development
method
with
4D
model
created
by
Thiagarajan
Semmels.
Six
expert
validators
tested
product’s
feasibility,
effectiveness
on
through
experiment
research.
Descriptive
statistics
eligibility
table
were
used
determine
feasibility
usability.
In
addition,
independent
sample
t-test
effectiveness.
According
evaluation
results,
product
validity
falls
into
"very
good"
category
(4.50
out
5,
or
90%)
in
aspects
language,
presentation,
appearance,
usefulness.
test
results
indicated
that
significantly
affects
students’
perceptions
usefulness,
ease
use,
satisfaction
are
also
(4.27
85%).
qualitative
data
survey,
mentioned
most
useful
tutorial
videos,
quizzes,
menus,
page
markers.
Nevertheless,
few
experienced
difficulties
internet
connection
reading
limitations.
Jurnal Penelitian Pendidikan IPA,
Journal Year:
2024,
Volume and Issue:
10(1), P. 1 - 11
Published: Jan. 25, 2024
This
research
aims
to
identify
global
trends
on
digital
learning
media
in
science
education
through
a
bibliometric
analysis
approach.
To
complete
this
study,
four
steps
were
used:
data
collection,
screening,
visualization
and
analysis.
There
are
915
publications
related
the
keywords
Scopus
database.
Based
these
criteria,
100
documents
from
2018
2022
selected
analyzed.
Bibliometric
was
processed
using
VOSviewer
version
1.6.17.
The
results
show
significant
increase
education.
mapping
revealed
several
current
themes
which
divided
into
7
clusters;
such
as
ICT,
explanation,
representation
cluster
1;
artificial
intelligence,
mobile
learning,
internet
forums
2;
educational
technology,
human
experiment,
video
recording
3;
online
multimedia
4;
gamification,
social
networking
YouTube
5;
augmented
reality
6;
distance
7.
of
provide
comprehensive
understanding
can
be
used
basis
for
further
research.
International Journal of Game-Based Learning,
Journal Year:
2025,
Volume and Issue:
15(1), P. 1 - 12
Published: Jan. 23, 2025
Vocabulary
is
crucial
for
mastering
English
as
a
Foreign
Language
(EFL)
skills.
Digital
Game-Based
Learning
(DGBL)
platforms
like
Wordwall
can
enhance
active
learning
by
providing
multiple-choice,
missing,
and
matching
words.
The
current
study
aimed
to
addresses
the
impact
of
platform
on
EFL
learners
in
Saudi
Arabia.
This
utilized
quasi-experimental
design
investigate
use
technology
teaching.
Two
teachers
were
divided
into
experimental
control
groups,
with
60
students
aged
16-17
first
secondary
schools.
group
used
vocabulary
learning,
while
traditional
methods.
studyer
SPSS
analyze
data
compare
controlled
groups.
results
showed
significant
variations
mean
scores
between
pre-
post-test
phases.
Journal of Computer Assisted Learning,
Journal Year:
2025,
Volume and Issue:
41(2)
Published: Feb. 11, 2025
ABSTRACT
Background
Problem‐solving
ability
is
an
important
skill
for
students
to
develop
in
the
21st
century.
Many
previous
studies
have
focused
on
impact
of
diverse
digital
educational
games
problem‐solving
ability.
However,
there
inconsistency
findings,
with
some
reporting
positive
effects
game‐based
learning
(DGBL)
ability,
while
others
either
found
no
significant
improvement
or
reported
negative
effects.
Objectives
The
objective
this
study
was
conduct
a
three‐level
meta‐analysis
investigate
influence
DGBL
Additionally,
aimed
examine
various
moderating
factors
explore
potential
sources
among
primary
studies.
Methods
Through
systematic
literature
search,
21
were
identified,
encompassing
total
60
effect
sizes.
analysis
involved
assessing
effectiveness
enhancing
students'
and
examining
heterogeneity
Moderator
also
conducted
different
DGBL.
Results
Conclusions
results
indicated
that
could
effectively
enhance
(
g
=
0.654),
observed
Q
858.358,
p
<
0.001).
Furthermore,
our
findings
suggested
focusing
perception
1.498)
yielded
significantly
larger
size
compared
0.440).
Moreover,
combining
relevant
teaching
strategies
1.246)
resulted
better
using
alone
0.399).
revealed
influenced
by
strategy
construct.
Other
examined
did
not
show
inconsistent
findings.