CT-Mobile: Enhancing Computational Thinking via Android Graphic Design App
Muhammad Hakiki,
No information about this author
Halomoan,
No information about this author
Radinal Fadli
No information about this author
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
Strategies for integrating a web-based learning environment based on authentic learning in distance learning for elementary school students
Abna Hidayati,
No information about this author
Eldarni,
No information about this author
Solfema
No information about this author
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
Measurement of User Satisfaction for Gamification-based Programming E-Learning Platform using End-user Computing Satisfaction Method
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
MATHevation: Enhancing Student Academic Performances in Mathematics Through a Gamified Learning Web Application with Reward System
Published: Oct. 18, 2024
Language: Английский
Utilization of Wordwall Media in Arabic Vocabulary Learning Towards Eighth Graders
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
Estratégias de Gamificação Personalizadas no Ensino de Programação: Uma Revisão Sistemática da Literatura
Patrícia Diniz,
No information about this author
Bruno Merlin,
No information about this author
Carlos Portela
No information about this author
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.
The Effect of Gamification-Based Programming E-Learning Platform on Students' Achievement
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