Mosharafa Jurnal Pendidikan Matematika,
Journal Year:
2023,
Volume and Issue:
12(2), P. 243 - 254
Published: April 30, 2023
Belum
terdapat
buku
praktikum
yang
memenuhi
standar
kualitas
tinggi
(valid,
praktis
dan
efektif)
dapat
digunakan
sebagai
panduan
belajar
untuk
mengembangkan
media
IT.
Penelitian
ini
bertujuan
menghasilkan
satu
IT
terintegrasi
dengan
prinsip-prinsip
pembelajaran
Team-Based
Project
standar.
Untuk
produk
diinginkan,
maka
dilakukan
penelitian
R&D
model
4D
terdiri
dari
empat
fase:
pendefinisian,
desain,
pengembangan
penyebarluasan.
Subjek
adalah
mahasiswa
calon
guru
pada
matakuliah
berbasis
63
orang
(kelas
A
B).
memperoleh
data
diperlukan,
beberapa
instrumen:
lembar
observasi,
validasi,
kepraktisan,
keefektifan
berupa
essay
test
respon
mahasiswa,
kemudian
dianalisis
secara
kualitatif
kuantitatif.
Berdasarkan
hasil
penelitian,
tersebut
3
ditentukan,
terbukti
adanya
peningkatan
kemampuan
dalam
relevan
kebutuhan
siswa
termasuk
warga
digital.
There
are
no
practicum
books
that
valid,
practical,
and
of
good
quality
can
be
utilized
as
study
aids
for
creating
media.
This
aims
to
create
an
book
is
integrated
with
team-based
project
principles
meet
standards.
research
conducted
using
a
model,
which
consists
four
processes,
produce
the
desired
product:
(1)
define,
(2)
design,
(3)
develop
(4)
disseminate.
The
subjects
this
students
who
prospective
mathematics
teachers
taking
IT-based
learning
courses
consisting
people
(classes
was
obtained
through
several
instruments:
observation
sheets,
validation
practicality
effectiveness
sheets
in
form
tests
student
response
then
were
analyzed
qualitatively
quantitatively.
Based
on
findings,
has
met
three
specified
standards,
it
proven
there
increase
students'
ability
understand
development
concepts
relevant
needs
native
digital
learners.
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.
PLoS ONE,
Journal Year:
2023,
Volume and Issue:
18(7), P. e0283778 - e0283778
Published: July 7, 2023
To
explore
the
visual
experience
characteristics
and
influencing
factors
of
college
students'
attention
intervention
in
interface
mobile
learning
platform
by
using
eye-tracking
technology,
to
summarize
pattern
design
its
inspiration.Using
head-mounted
28
images
from
6
groups
typical
elements
layout
CGTN
were
selected
as
test
samples,
eye-movement
indexes
subjects
browsing
recorded.There
significant
differences
time,
number
times
attention,
rate
recall
different
areas
topics
(P
<
0.
001).In
design,
analysis
can
be
found
that
people's
is
mainly
influenced
color,
text,
typography,
secondary
also
play
an
important
role
communication.
The
color
text
well
innovative
typography
effectively
enhance
students
better
communicate
information
platform.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(24), P. 32 - 46
Published: Dec. 20, 2022
This
research
uses
the
Android
module
based
on
a
strategy
called
"inquiry-based
learning"
and
"flipped
classroom"
to
help
people
utilize
their
cross-disciplinary
skills
in
complex
real-world
situations.
experiment
showed
how
module-based
inquiry
flipped
classroom
learning
affects
math
pre-service
teachers'
ability
solve
mathematical
problems
think
creatively
geometry.
In
third
term,
123
students
were
randomly
assigned
learning,
PowerPoint
conventional
or
learning.
The
study
found
that
teachers
much
better
at
solving
mathematics
creative
thinking
when
using
because
its
use
effectively
extends
time,
permits
acquisition
of
more
knowledge,
encourages
collective
responsibility
for
order
engage
process
deeper
type
also
helps
them
learn
deal
with
they
may
face
future
jobs.
implication
can
guide
instructional
designers
creatively.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2023,
Volume and Issue:
17(03), P. 21 - 38
Published: Feb. 6, 2023
Conventional
learnings
have
given
way
to
methods
aided
by
technological
advances.
The
approach
known
as
Student-Centered
Learning
(SCL)
is
the
foundation
of
e-learning.
Furthermore,
SCL
demands
students
be
self-motivated
complete
courses
and
engage
with
offered
learning
content.
Programming
one
most
important
subjects
study
independently
aid
an
instructor.
need
for
graduates
programming
computational
skills
in
field
web
design
continues
receive
widespread
attention
from
industry.
However,
problems
such
low
student
engagement
are
often
encountered
about
concepts
syntax.
Gamification
instructional
facilitate
boost
motivation
through
game
elements,
mechanics,
thinking.
Therefore,
this
research
aims
discuss
development
Gamification-based
e-learning
increase
motivation,
especially
HTML
CSS
design.
This
system
was
tested
3
methods,
including
unit,
system,
user
testing.
In
testing,
involved
264
computer
backgrounds
validate
system.
results
show
that
can
perform
well
according
expected
specifications.