Google sites-based math book development on statistical materials to improve students' understanding of mathematical concepts DOI Creative Commons
Achmad Buchori,

Desy Aryani,

Widya Kusumaningsih

и другие.

Al-Jabar Jurnal Pendidikan Matematika, Год журнала: 2023, Номер 14(2), С. 467 - 467

Опубликована: Дек. 31, 2023

Background: The learning process in mathematics significantly impacts students' comprehension, particularly due to the scarcity of practical tools for understanding mathematical concepts. This challenge has led researchers focus on developing innovative and media enhance grasp these concepts.Aim: study aimed determine effectiveness a math book based Google Sites, assessing its validity, practicality, impact concepts.Method: Research Development (R&D) approach was employed using ADDIE model, which includes Analysis, Design, Development, Implementation, Evaluation. involved 61 students, with 30 from class VII D as experimental group 3

Язык: Английский

Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education DOI Open Access
Tatjana Sidekerskienė, Robertas Damaševičius

Sustainability, Год журнала: 2023, Номер 15(9), С. 7393 - 7393

Опубликована: Апрель 29, 2023

The traditional lecture-based model of teaching and learning has led to the exploration innovative approaches including digital escape rooms. Digital rooms offer an immersive engaging experience that promotes critical thinking, problem-solving, teamwork, making them a unique opportunity address challenges STEM education, which is often perceived as difficult, boring, intimidating. In this study, goal explore application practice in STEAM (science, technology, engineering, arts, mathematics) education Europe. More specifically, study aims evaluate influence on student engagement outcomes mathematics well provide valuable insights into efficacy approach means fostering active experiential education. order investigate potential metaphor for breaking down barriers escaping from ”box” paper proposes conceptual framework understanding pedagogical value It outlines design process, paths scenarios, storyline, puzzles, challenges, feedback mechanisms, presents concept room patterns. An example case designed teach university students also presented, providing effectiveness approach. By using more inclusive, engaging, impactful environment can be created prepare opportunities 21st century.

Язык: Английский

Процитировано

33

Influence of game-based learning in mathematics education on the students' cognitive and affective domain: A systematic review DOI Creative Commons

Hii Bii Hui,

Muhammad Sofwan Mahmud

Frontiers in Psychology, Год журнала: 2023, Номер 14

Опубликована: Март 28, 2023

Introduction Game-based learning (GBL) is one of the modern trends in education 21st century. Numerous research studies have been carried out to investigate influence teaching on students' academic attainment. It crucial integrate cognitive and affective domains into strategies. This study aims review journal articles from 2018 2022 concerning GBL mathematics T&L domains. Methods A methodology based PRISMA (Preferred Reporting Items for Systematic Reviews Meta-Analyses) was used survey basis Scopus Web Science (WOS) databases wherein 773 relating game-based were discovered. Based topic, design, technique, analysis, only 28 open-access chosen further evaluation. Two types domain five identified as related implications mathematics. Results The results show that has positively impacted students when they are comprised two (knowledge mathematical skills) (achievement, attitude, motivation, interest, engagement). findings this anticipated encourage educators classrooms more effectively. Discussion now major Since 2019, number increased. There an due Mathematics utilizing a approach.

Язык: Английский

Процитировано

24

Exploring the effectiveness of different “escape room simulation teaching” methods on clinical preceptors’ knowledge and skills in judging and handling violent situations in the healthcare profession DOI
Huang-Chin Wu,

Han-Jen Hsu,

Yi‐Ting Chou

и другие.

Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 14

Опубликована: Март 10, 2025

Язык: Английский

Процитировано

0

POSRho: Efficient Spearman’s Rho Calculation for Big Data DOI
Xinhua Zhao, Fanglin Guo

Communications in computer and information science, Год журнала: 2025, Номер unknown, С. 247 - 259

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

The affective and performative effects of ludicization on language learning: An integrated model related to technology acceptance and multidimensional motivation DOI
Qi Zhang

Education and Information Technologies, Год журнала: 2024, Номер 29(13), С. 17293 - 17326

Опубликована: Фев. 23, 2024

Язык: Английский

Процитировано

1

Escaperooms como metodología activa para la integración de las STEAM: una revisión sistemática DOI Creative Commons
Enrique García Tort, Laura Monsalve Lorente

European Public & Social Innovation Review, Год журнала: 2024, Номер 9, С. 1 - 18

Опубликована: Авг. 28, 2024

Introducción: El enfoque STEAM precisa de metodologías que incrementen la motivación del alumnado hacia las ciencias. objetivo presente trabajo es analizar claves pedagógicas y efectividad uso escaperooms educativos como metodología activa para el aprendizaje STEAM. Metodología: Se llevó a cabo una revisión sistemática literatura con areglo los criterios calidad establecidos en declaración PRISMA. analizaron un total 97 documentos 4 bases datos diferentes (WoS, Scopus, Dialnet Eric). Tras aplicación inclusión exclusión, se conformó muestra final 17 documentos. Resultados: Todos analizados muestran indicadores positivos herramienta pedagógica STEAM, especialmente mejora motivación, actitud, disfrute proactividad Discusión: Las líneas investigación analizadas indican polivalente herramienta, variaciones su diseño, complejidad, temática modalidad. Conclusiones: Los son recurso educativo evidencias sobre incremento equipo, vocación científica rendimiento académico. No obstante, existen factores intrínsecos diseño limitan implementación generalizada campos

Процитировано

1

Impact of Training Kit-Based Internet of Things to Learn Microcontroller Viewed in Cognitive Domain DOI Open Access

Mohammad Wildan Habibi,

I Gusti Putu Asto Buditjahjanto

TEM Journal, Год журнала: 2024, Номер unknown, С. 1157 - 1166

Опубликована: Май 28, 2024

This research aims to find out how effective the IoT microcontroller training kit learning media is and analyze effect of using compared common on students' cognitive outcomes in microprocessor programming techniques. The normalized gain method was used determine effectiveness media. ANOVA average student outcomes. results show that has a value 59.62% enough category. students are greater than those regular kit, according study one-way ANOVA, where p-value less α 0.05. can be improve cognition regarding vocational schools.

Язык: Английский

Процитировано

0

Call for Papers: The Game, a Gamified Tool for Teaching Scientific Writing in Engineering Students DOI Open Access
Rosa Núñez-Pacheco, Elizabeth Vidal, Osbaldo Turpo-Gebera

и другие.

HUMAN REVIEW International Humanities Review / Revista Internacional de Humanidades, Год журнала: 2023, Номер 21(2), С. 299 - 310

Опубликована: Авг. 14, 2023

This paper presents the evaluation of alpha version a gamified tool called Call for Papers: The Game (CfP:TG), specially designed teaching scientific writing in training future engineers. A non-probabilistic convenience sampling was carried out with participation engineering students from Peruvian public university. short user experience questionnaire (UEQ) applied, and usability qualitatively evaluated. main results indicate that Pragmatic Quality CfP:TG is neutral range value 0.729, Hedonic receives positive 1.089.

Язык: Английский

Процитировано

1

Gamificación para la Innovación de la Educación: Una Revisión Sistemática de la Literatura DOI Open Access

María Augusta Cáceres Hidalgo,

Teresa Milena Freire Aillón

Revista Perspectivas, Год журнала: 2023, Номер 5(2), С. 25 - 38

Опубликована: Авг. 16, 2023

La gamificación nace como una herramienta de innovación educativa con la finalidad mejorar las competencias en educación. En este trabajo se propone llevar a cabo revisión sistemática literatura sobre para centrándose investigaciones que hayan explorado los efectos estudiantes secundaria y universitarios. Se utilizó el método Kitchenham & Carters planteamiento tres preguntas directrices, base aspectos enfoques, metodologías aportes al proceso enseñanza-aprendizaje. Como resultado identificaron 26 documentos, bajo criterios inclusión exclusión, evaluaron e interpretaron hallazgos bibliografía científica encontró bases datos electrónicas IEEE, Springer ScienceDirect últimos 5 años. Los resultados apuntan es valiosa puesto aumenta motivación, compromiso, aprendizaje activo, retroalimentación inmediata, colaboración personalización.

Процитировано

1

Let’s Open the Locker of Creativity - How the Traditional Educational Escape Room Changed into a Virtual Puzzle Game During the COVID-19 Pandemic DOI
Monika Frania

Communications in computer and information science, Год журнала: 2023, Номер unknown, С. 102 - 114

Опубликована: Янв. 1, 2023

Язык: Английский

Процитировано

0