Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education DOI Open Access

Rio Afirando,

Harry Budi Santoso, Kasiyah Junus

et al.

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.

Language: Английский

Development of Android Based Educational Games to Enhance Elementary School Student Interests in Learning Mathematics DOI Open Access

Iva Sarifah,

Ai Rohmaniar,

Arita Marini

et al.

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

Language: Английский

Citations

33

E-Book with Problem Based Learning to Improve Student Critical Thinking in Science Learning at Elementary School DOI Open Access
Teguh Trianung Djoko Susanto,

Putri Bestari Dwiyanti,

Arita Marini

et al.

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.

Language: Английский

Citations

31

Developing an Android-Based E-Textbook to Improve Learning Media Course Outcomes DOI Open Access
Hamdan Husein Batubara, Mohamad Syarif Sumantri, Arita Marini

et al.

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.

Language: Английский

Citations

25

Global Research Trends of Digital Learning Media in Science Education: A Bibliometric Analysis DOI Open Access

Nurullina Fajri,

Siti Sriyati,

Diana Rochintaniawati

et al.

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.

Language: Английский

Citations

4

Investigating the Efficacy of Wordwall Platform in Enhancing Vocabulary Learning in Saudi EFL Classroom DOI Creative Commons
Nurah Alfares

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.

Language: Английский

Citations

0

Effects of Digital Game‐Based Learning on Student's Problem‐Solving Ability: A Three‐Level Meta‐Analysis DOI Open Access
Zhihui Cai, Xin Zhang, Caiyan Liu

et al.

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.

Language: Английский

Citations

0

Powtoon-based audiovisual media to improve mathematics understanding ability for sixth-grade elementary school students DOI
Desy Safitri, Arita Marini,

Nindya Pavita Prilia

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020073 - 020073

Published: Jan. 1, 2025

Language: Английский

Citations

0

Multimedia-based interactive learning media to improve student’s concept understanding of mathematics DOI
Desy Safitri,

Aghisna Jihadah,

Gusti Yarmi

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020070 - 020070

Published: Jan. 1, 2025

Language: Английский

Citations

0

Interactive digital comic to improve character building for first-grade elementary school students DOI
Desy Safitri, Arita Marini,

Nahdah Khayyira

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020061 - 020061

Published: Jan. 1, 2025

Language: Английский

Citations

0

Development of pop-up book media based on project-based learning to enhance the writing skills of elementary school students in Indonesia DOI
Herlina Usman,

Wahyu Kurniati Asri,

Gusti Yarmi

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020030 - 020030

Published: Jan. 1, 2025

Language: Английский

Citations

0