The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences DOI Creative Commons
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

и другие.

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.

Язык: Английский

Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation DOI Creative Commons
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

и другие.

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.

Язык: Английский

Процитировано

40

The emerging of digital revolution: A literature review study of mobile and android based e-pocket book in physics learning DOI Creative Commons
Hanandita Veda Saphıra, Binar Kurnia Prahanı, Budi Jatmiko

и другие.

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.

Язык: Английский

Процитировано

16

Facilitating Mathematical Argumentation by Gamification: A Gamified Mobile Collaborative Learning Approach for Math Courses DOI

Wei-Cheng Lee,

Chiu‐Lin Lai

International Journal of Science and Mathematics Education, Год журнала: 2024, Номер unknown

Опубликована: Апрель 9, 2024

Язык: Английский

Процитировано

7

Revolution in Engineering Education through Android-Based Learning Media for Mobile Learning: Practicality of Mobile Learning Media to Improve Electrical Measuring Skills in the Industrial Age 4.0 DOI Open Access

Fivia Eliza,

Radinal Fadli, Muhammad Hakiki

и другие.

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.

Язык: Английский

Процитировано

13

Improving Students’ Literacy and Numeracy Using Mobile Game-Based Learning with Augmented Reality in Chemistry and Biology DOI Open Access
Ucu Cahyana,

Jack Roland Luhukay,

Ika Lestari

и другие.

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.

Язык: Английский

Процитировано

11

Developing a Mobile Game Application to Enhance Learning Experience in Programmable Logic Controller (PLC) Wiring beyond the Laboratory DOI Open Access
Nuchchada Kohpeisansukwattana, Natt Siriwattananon, Ekkapot Charoenwanit

и другие.

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

Язык: Английский

Процитировано

4

Interactive gamification-flip-book for developing students' outcomes DOI Creative Commons
J. Priyanto Widodo,

Marianus Subandowo,

Lailatul Musyarofah

и другие.

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

Язык: Английский

Процитировано

10

The Effectiveness of Using Mobile Learning Application on Undergraduates’ Intrinsic Motivation and Their General Nutrition Knowledge DOI Open Access
Walaa Jumah Alkasasbeh, Adam Tawfiq Amawi

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.

Язык: Английский

Процитировано

9

Challenges with Gamification in Higher Education: A Narrative Review with Implications for Educators and Policymakers DOI Creative Commons
Kevin Fuchs

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.

Язык: Английский

Процитировано

9

Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation DOI Open Access
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

и другие.

Опубликована: Июнь 21, 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 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.

Язык: Английский

Процитировано

7