Computers,
Год журнала:
2024,
Номер
13(12), С. 324 - 324
Опубликована: Дек. 4, 2024
Gamification
has
become
a
topic
of
interest
for
researchers
and
educators,
particularly
in
science
education,
the
last
few
years.
Students
all
educational
levels
have
consistently
faced
challenges
when
grasping
scientific
concepts.
However,
effectiveness
gamification,
especially
terms
academic
performance,
shown
mixed
results.
This
led
to
explore
new
alternative
approach,
adaptive
gamification.
Our
study
compared
effects
gamification
with
traditional
inquiry-based
learning.
Two
classes
9-year-old
students
participated,
experimental
group
using
control
following
more
conventional
teaching
approach
lessons
experiments.
Both
groups
were
tested
before
after
lessons,
their
results
analyzed
SPSS.
The
findings
revealed
that
while
both
showed
significant
difference
had
significantly
higher
scores
than
group.
Particularly
observed
regarding
learning
improvements
based
on
students’
gender,
female
male
demonstrating
improvement.
In
contrast,
group,
only
displayed
research
contributes
relatively
field
education
improvement
learning,
context
gender
differences.
Computers,
Год журнала:
2023,
Номер
12(7), С. 143 - 143
Опубликована: Июль 18, 2023
In
recent
years,
gamification
has
captured
the
attention
of
researchers
and
educators,
particularly
in
science
education,
where
students
often
express
negative
emotions.
Gamification
methods
aim
to
motivate
learners
participate
learning
by
incorporating
intrinsic
extrinsic
motivational
factors.
However,
effectiveness
yielded
varying
outcomes,
prompting
explore
adaptive
as
an
alternative
approach.
Nevertheless,
there
needs
be
more
research
on
approaches,
concerning
motivation,
which
is
primary
objective
gamification.
this
study,
we
developed
tested
environment
based
specific
psychological
frameworks.
This
incorporated
criteria,
strategies,
gaming
elements,
all
crucial
aspects
education
for
six
classes
third-grade
school.
We
employed
a
quantitative
approach
gain
insights
into
impact
their
perception
application.
aimed
understand
how
each
game
element
experienced
influenced
motivation.
Based
our
findings,
were
motivated
learn
when
using
environment.
Additionally,
adaptation
process
was
largely
successful,
generally
liked
elements
integrated
lessons,
indicating
multidimensional
framework
enhancing
students’
experiences
engagement.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 718 - 726
Опубликована: Апрель 24, 2023
The
elaboration
of
the
education
sector
as
one
main
pillars
for
progress
nation's
next
generation
and
digitalization
technology
need
to
adjust
times
so
not
be
left
behind
both
in
field
learner
curriculum
compared
developed
countries.
However,
using
digital
pocketbook
Physics
learning
boosts
academic
motivation,
literacy
ability,
student
achievements.
This
study
summarizes
several
literature
reviews
on
advantages,
practical
implementation,
limitations,
opportunities
learning.
research
uses
methods
with
qualitative
descriptive
analysis.
According
results,
we
implemented
an
e-pocket
book
learning,
proven
improve
outcomes.
These
books
can
alternative
media
that
attract
interest
attention
students.
Therefore,
teachers
could
develop
or
implement
further
models
support
revolution.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(20), С. 60 - 75
Опубликована: Ноя. 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.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(16), С. 4 - 15
Опубликована: Авг. 21, 2023
The
purpose
of
the
current
study
is
to
enhance
students’
literacy
and
numeracy
using
mobile
game-based
learning
with
augmented
reality
(ARGBL)
in
chemistry
biology.
In
this
quasiexperimental
design,
714
10th
11th
grade
students
from
five
high
schools
Indonesia
were
recruited
as
participants.
To
gather
data,
Chemical
Literacy
Numeracy
Test
(C-LNT)
Biological
(B-LNT)
administered
treatment
control
group
(CG)
students.
Quantitative
data
then
analyzed
descriptive
statistics
t-tests.
results
highlighted
that
who
instructed
ARGBL
had
higher
scores
than
comparison
taught
PowerPoint
(PPT)
slides.
This
indicates
effective
promoting
among
school
Thus,
we
suggest
teachers
apply
elevate
a
satisfactory
level.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2024,
Номер
18(04), С. 4 - 20
Опубликована: Фев. 27, 2024
In
the
field
of
automation
technology
education,
primary
emphasis
is
on
instructing
students
in
use
programmable
logic
controllers
(PLCs).
Practical
training
for
beginners
includes
sessions
wiring
and
programming.
However,
lacks
resources
additional
practice
outside
laboratory.
Recognizing
potential
mobile
devices
digital
game-based
learning,
this
study
aims
to
create
a
game
app
practicing
basic
PLC
at
any
time
location.
The
also
seeks
examine
impact
using
student
performance
user
satisfaction.
underwent
expert
assessment
received
high
suitability
rating,
garnering
an
overall
score
4.43.
Subsequently,
it
was
employed
experiment
involving
experimental
group
comprising
18
control
consisting
22
students.
To
address
non-normal
data,
we
utilized
both
parametric
non-parametric
methods
ensure
more
robust
data
analysis.
found
that
independent
sample
t-test
Mann-Whitney
U
test
yielded
consistent
results,
with
p-values
0.009
0.01,
below
0.05.
This
led
conclusion
improved
students’
wiring.
experience
positive
feedback,
4.25.
Based
consider
be
effective
learning
tool
can
enhance
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(2), С. 754 - 762
Опубликована: Июль 5, 2023
This
research
presents
gamification-flip-books
in
education
that
can
significantly
improve
students'
conceptual
understanding
due
to
the
actions
involved
learning.
However,
this
approach
also
a
problem
for
"slow
learners"
and
other
students
who
require
individualized
attention
their
classroom's
teaching
Many
researchers
have
been
drawn
use
of
gamification
as
way
boost
engagement
learning
outcomes.
study
aims
show
empirical
results
most
recent
on
applying
ability
slow
learners.
aimed
develop
an
interactive
digital
gamification-flip-book
which
meets
criteria
assisting
called
A
4-D
design
&
development
was
applied,
covering
four
stages:
define,
design,
disseminate.
Since
percentage
produced
more
significant
than
85%,
validity
level
generated
media
satisfied
very
valid
requirements,
it
could
be
used
without
any
modifications
because
standards
were
met.
The
implication
proves
integration
with
LMS
practical
providing
activities
learners
support
them.
demonstrated
by
fact
successful.
Therefore,
additional
should
encouraged
investigate
usefulness
integrated
into
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(17), С. 19 - 37
Опубликована: Сен. 14, 2023
This
research
aims
to
investigate
the
effectiveness
of
using
a
mobile
learning
application
on
undergraduates’
intrinsic
motivation
and
their
general
nutrition
knowledge.
quasi-experimental
study
involved
participation
125
students
who
were
divided
into
two
groups:
control
group
consisting
62
an
experimental
comprising
63
students.
Pre-
post-intrinsic
questionnaires
nutritional
knowledge
test
administered.
The
results
showed
significant
differences
between
group.
exhibited
higher
level
knowledge,
there
no
statistically
in
was
found
be
effective
improving
but
did
not
enhance
motivation.
Further
may
needed
understand
factors
that
influence
how
effectively
increase
it.
Deleted Journal,
Год журнала:
2023,
Номер
unknown, С. 51 - 56
Опубликована: Ноя. 8, 2023
This
narrative
review
critically
examines
the
application
of
gamification
in
higher
education.
Gamification,
integration
game
elements
into
learning,
is
increasingly
used
to
enhance
student
engagement
and
motivation.
However,
effectiveness
depends
on
its
alignment
with
learning
objectives.
Superficial
use
elements,
such
as
irrelevant
badges,
can
hinder
meaningful
outcomes.
Moreover,
over-reliance
extrinsic
rewards
lead
short-term
motivation
but
may
compromise
deep
learning.
Additionally,
a
competitive
culture
fostered
by
might
collaboration
stress
individual
achievement.
To
harness
gamification's
benefits,
educators
must
carefully
design
mechanics
promote
collaboration,
select
suitable
activities,
consider
diverse
styles.
underscores
need
for
thoughtful
importance
evaluating
impact
pedagogical
goals
The
article
concludes
providing
implications
research
practice.
In
recent
years,
gamification
has
captured
the
attention
of
researchers
and
educators,
particularly
in
science
education,
where
students
often
express
negative
emotions.
Gamification
methods
aim
to
motivate
learners
participate
learning
by
incorporating
intrinsic
extrinsic
motivational
factors.
However,
effectiveness
yielded
varying
outcomes,
prompting
explore
adaptive
as
an
alternative
approach.
Nevertheless,
there
needs
be
more
research
on
approaches,
concerning
motivation,
which
is
primary
objective
gamification.
this
study,
we
developed
tested
environment
based
specific
psychological
frameworks.
This
incorporated
criteria,
strategies,
gaming
elements,
all
crucial
aspects
education
for
six
classes
3rd-grade
school.
We
employed
a
quantitative
approach
gain
insights
into
impact
their
perception
application.
aimed
understand
how
each
game
element
experienced
influenced
motivation.
The
findings
our
study
revealed
encouraging
results
terms
increased
motivation
engagement
among
students,
well
influence
different
elements
when
connected
with
individual's
profile
multidimensional
framework.