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
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.
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.
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
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.
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.
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.