The Effect of Gamification-Based Programming E-Learning Platform on Students' Achievement DOI
Fajar Pradana, Punaji Setyosarı, Saida Ulfa

et al.

Published: Oct. 24, 2023

Gamification is gaining popularity because it has been shown to positively influence behaviour and cognitive processes by increasing user motivation engagement through a game-like experience. supports making the teaching learning process more exciting enjoyable applying various game elements such as levels, progression, points leaderboards. In using concept of gamification in learning, three principles need be considered: engagement, giving autonomy learners, providing progress. However, there are still gaps research on most uses generic platforms applied non-specific contexts. Programming one main competencies possessed students computer science. Learning programming requires critical thinking, problem-solving, computational logic, system design skills. One problems that often encountered low students, which causes student achievements not optimal. This study aims investigate whether gamification-based affect achievement. expected offer researchers practitioners empirical data regarding effectiveness developing achievement context involved 109 lessons divided into experimental control groups. Based calculation results, found based platform get significance value 0.000, means significant difference between groups who apply use non-gamification platforms.

Language: Английский

CT-Mobile: Enhancing Computational Thinking via Android Graphic Design App DOI Open Access
Muhammad Hakiki,

Halomoan,

Radinal Fadli

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2024, Volume and Issue: 18(13), P. 4 - 19

Published: July 12, 2024

In the rapidly evolving digital age, need for computational thinking (CT) skills is answered with introduction of CT-Mobile, an innovative Android-based graphic design application. The app integrates basic concepts principles, providing a unique platform users to improve problem-solving, algorithmic thinking, and logical reasoning skills. This study used research development (R&D) approach 4-D Model (define, design, develop, disseminate) as guide. validity test experts categorized CT-Mobile “valid” values 0.85 0.88 from media material experts. practicality this application was rated “very practical” by teachers (89.67%) students (86.34%). These findings confirm significant benefits in learning, both educators students. analysis showed positive impact on users’ CT ability, reflected improved problem-solving efficiency deeper understanding processes. provides valuable insights into relationship between mobile development, education, emerges promising tool bridge technology, creativity, cognitive skill age.

Language: Английский

Citations

2

Strategies for integrating a web-based learning environment based on authentic learning in distance learning for elementary school students DOI Open Access
Abna Hidayati,

Eldarni,

Solfema

et al.

Journal of Education and e-Learning Research, Journal Year: 2023, Volume and Issue: 10(3), P. 437 - 445

Published: July 18, 2023

This research aimed to find a strategy integrate web-based learning based on authentic by identifying the dominant factors regarding teachers' activities. The method was teacher survey that used learning. Questionnaires were given 100 teachers use of questionnaire tested for validity and had high load factor more than 0.6. Authentic an effect 0.689. data processed factorial analysis obtain value. Furthermore, developed in results showed activities real-world activities, integrated assessment, various sources final product design. It can be concluded using applications provides real-life experiences students supports meaningful.

Language: Английский

Citations

4

Measurement of User Satisfaction for Gamification-based Programming E-Learning Platform using End-user Computing Satisfaction Method DOI Creative Commons
Fajar Pradana, Punaji Setyosarı, Saida Ulfa

et al.

Journal of Information Technology and Computer Science, Journal Year: 2024, Volume and Issue: 9(2), P. 108 - 118

Published: Aug. 23, 2024

HSS Learning is a learning media innovation in the form of gamification-based e-learning platform to support process programming. has been applied web design and programming courses, primarily on HTML CSS topics. This study uses quantitative model using descriptive approach measure satisfaction level users—measurement user End-user Computing Satisfaction (EUCS). The variables used this research are content, format, ease use, timeliness, accuracy. Data collection questionnaire consisting 12 questions, with number participant data being 264 participants. results show that overall reaches 4.30 at 5 (very strong). can be as material evaluation for application instructional field.

Language: Английский

Citations

0

MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System DOI
Mary Jane C. Samonte, Madeleine S. Lim,

Ernesto Gabriel Maiquez

et al.

Published: Oct. 18, 2024

Language: Английский

Citations

0

Utilization of Wordwall Media in Arabic Vocabulary Learning Towards Eighth Graders DOI Creative Commons
Ibnu Hajar, Muassomah Muassomah,

Wachida Muhlis

et al.

Jurnal Al Bayan Jurnal Jurusan Pendidikan Bahasa Arab, Journal Year: 2024, Volume and Issue: 16(1), P. 55 - 55

Published: June 11, 2024

Wordwall is an interesting, interactive, and educational browser game application. This application can be interesting learning resource, media, assessment tool for students. research aims to determine the of media students' responses Arabic vocabulary using in eighth grade at MTs Satu Atap Al-Hidayah Batu. A quantitative approach survey methods were used this research. Data collection was carried out through observation, interviews, questionnaires. The data collected eventually analyzed by descriptive statistics. Descriptive analysis with SPSS 25 results showed that ideal total score all items number questionnaires 9 X Maximum 18 each = 162. obtained from 116. students’ about as a are considered positive because percentage value 71.60%. It confirmed significance innovative response students, providing basis increasing use technology contexts.

Language: Английский

Citations

0

Estratégias de Gamificação Personalizadas no Ensino de Programação: Uma Revisão Sistemática da Literatura DOI

Patrícia Diniz,

Bruno Merlin, Carlos Portela

et al.

Published: Nov. 4, 2024

Este artigo identifica as melhores práticas para a aplicação eficaz da gamificação no ensino de programação por meio uma revisão sistemática literatura, abrangendo estudos 2019 2024. Analisando 45 artigos, revela que estratégias personalizadas, consideram perfis individuais dos alunos, são essenciais melhorar o engajamento e os resultados aprendizagem. A destaca importância adaptar às características, estilos aprendizagem motivações alunos. Conclui-se personalização é fundamental sucesso, proporcionando experiência mais significativa motivadora.

Citations

0

The Effect of Gamification-Based Programming E-Learning Platform on Students' Achievement DOI
Fajar Pradana, Punaji Setyosarı, Saida Ulfa

et al.

Published: Oct. 24, 2023

Gamification is gaining popularity because it has been shown to positively influence behaviour and cognitive processes by increasing user motivation engagement through a game-like experience. supports making the teaching learning process more exciting enjoyable applying various game elements such as levels, progression, points leaderboards. In using concept of gamification in learning, three principles need be considered: engagement, giving autonomy learners, providing progress. However, there are still gaps research on most uses generic platforms applied non-specific contexts. Programming one main competencies possessed students computer science. Learning programming requires critical thinking, problem-solving, computational logic, system design skills. One problems that often encountered low students, which causes student achievements not optimal. This study aims investigate whether gamification-based affect achievement. expected offer researchers practitioners empirical data regarding effectiveness developing achievement context involved 109 lessons divided into experimental control groups. Based calculation results, found based platform get significance value 0.000, means significant difference between groups who apply use non-gamification platforms.

Language: Английский

Citations

1