Gamification Intervention on Student Academic Performance in Private Secondary School DOI Creative Commons
Moses Adeleke Adeoye

Journal of Education Technology, Год журнала: 2024, Номер 8(2), С. 326 - 332

Опубликована: Июль 16, 2024

Gamification interventions incorporate game elements into educational activities to enhance student engagement and motivation. The study aims analyze in-depth effects of gamification on academic performance in a particular private secondary school Nigeria. research design adopted for this is case design. populations the were all junior students. Likert-scale rating open-ended questions are used gather quantitative data. collects data perceptions students, teachers administrators regarding intervention's effectiveness, feasibility sustainability. analyzed using descriptive statistics inferential statistics, such as correlation analysis t-tests. reveals that students generally support integration their learning environments. They believe it makes more enjoyable, helps them understand difficult concepts better, enhances experience. A significant proportion strongly agree or has improved performance, increased confidence understanding subjects, overall outcomes.

Язык: Английский

Improving Students' Critical Thinking Skills: Is Interactive Video and Interactive Web Module Beneficial? DOI Open Access
Asyti Febliza, Zul Afdal, Jimmi Copriady

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(03), С. 70 - 86

Опубликована: Фев. 6, 2023

This study aims to analyze the comparison of students' critical thinking skills by using learning media based on phenomenon-based in a general chemistry course. The were an interactive web module and video about colloidal system. research is comparative with quantitative approach. sample comprised 68 students from State Islamic University Sultan Syarif Kasim Riau education department. data obtained ability test, which consisted 10 questions was analyzed SPSS version 26 for windows. collected mean standard deviation notice difference achievement, while analysis covariance (ANCOVA) used test hypotheses effect size contribution. results showed there significant between classes that use modules video. Both PhenoBL can improve where reaches one-third percentage. Therefore, educators consider these facilitate improving skills.

Язык: Английский

Процитировано

17

Validity and Practicality of Articulate Storyline Learning Media on Environmental Pollution Materials for Junior High School Students DOI Open Access
Maya Istyadji,

Ratna Yulinda,

Dina Amalina

и другие.

Jurnal Penelitian Pendidikan IPA, Год журнала: 2022, Номер 8(6), С. 2599 - 2604

Опубликована: Дек. 28, 2022

Research has been carried out on the development of Articulate storyline environmental pollution material. This study aims to test validity and practicality The model used in this research is ADDIE up implementation stage. instruments were validation sheets student response questionnaires. results obtained high criteria with a value 0.90. get very practical an average 95.5%. product resulting from can be continued effectiveness

Язык: Английский

Процитировано

15

Articulate Storyline Learning Media on Speed and Discharge Concepts for Elementary School DOI Open Access

Salzhabila Ramadhanti,

Dian Kusmaharti,

Via Yustitia

и другие.

Edunesia Jurnal Ilmiah Pendidikan, Год журнала: 2024, Номер 5(1), С. 533 - 549

Опубликована: Янв. 30, 2024

The low level of understanding among fifth-grade students in learning the concepts speed and discharge causes difficulties solving story problems. This research aims to develop a media using an Articulate Storyline for fifth grade SDN Krian IV. contains presented narrative form, accompanied by triggering questions interactive quizzes. Research Development method with 4D model was used, but only up three stages: Define, Design, Development. Time constraints were consideration researcher determining stages. Data collection techniques used this included interviews teachers questionnaires validation. results are as follows: 1) development process topics went through several stages product revisions; 2) meets criteria suitability be process, indicated validation from expert aspects: media, content, language assessment, all which received category Very Feasible.

Язык: Английский

Процитировано

2

Interactive Media Based on Adobe Animate CC Increases Student Participation in History Learning DOI Open Access

Orbit Thomas,

Nani Setiawati,

Rahman Rahman

и другие.

Journal of Education Research and Evaluation, Год журнала: 2024, Номер 8(2), С. 214 - 222

Опубликована: Май 28, 2024

In the learning process, teachers still use lecture and discussion methods. Apart from that, lack of multimedia-based teaching materials affects level student participation. This has an impact on low outcomes. research aims to analyze influence using interactive media based Adobe Animate CC participation in history learning. is quantitative with a descriptive analysis approach assisted by SPSS. The population this study consisted students classes XI-1, XI-2, XI-3, totaling 97 students. entire was used as sample study. Data collection techniques were through questionnaires, observation, documentation, tests. data instrument questionnaire sheet. technique uses inferential statistical analysis. results indicate that variable significant main prove very suitable for apply continuously because it can have good students, thereby increasing implication increase students' interest motivation history, changing often considered boring into more exciting experience.

Язык: Английский

Процитировано

2

Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness DOI Open Access
Hamidah Suryani Lukman, Nur Agustiani, Ana Setiani

и другие.

International Journal of Emerging Technologies in Learning (iJET), Год журнала: 2023, Номер 18(20), С. 4 - 22

Опубликована: Окт. 17, 2023

Gamification is a strategy for involving students by incorporating game elements into the learning process to improve specific abilities, students, optimizing learning, supporting behavior change, and socializing. This study aims develop gamification-based mathematics teaching materials specifically designed students’ mathematical critical thinking problem-solving as well test these products based on aspects of their validity, practicality, effectiveness in classroom. The analysis, design, development, implementation, evaluation (ADDIE) research development model used this study. sample was 153 from 3 junior high schools, namely Hayyatan Thoyyibah IT Middle School, Pelita YNH Tahfidz Qur’an Al-Fath Islamic which were taken through cluster random sampling technique. Data collected validation sheets, FRISCO ability instruments, Krulik Rudnick student response sheets. analyzed using one-sample t-test, two-sample paired descriptive analysis. results showed that gamification- met valid, practical, effective criteria use mathematics, significantly improving school abilities with moderate improvement categories.

Язык: Английский

Процитировано

6

Feasibility Test of Articulate Storyline 3 Learning Media Based on Local Wisdom for Optimizing Students’ Algebraic Thinking Skills DOI Creative Commons

Wian Azrillia,

Rina Oktaviyanthi,

Khotimah Khotimah

и другие.

PAEDAGOGIA, Год журнала: 2024, Номер 27(1), С. 1 - 1

Опубликована: Фев. 26, 2024

<span id="docs-internal-guid-10705bf3-7fff-c7b6-d0a3-e78588309998"><span>This research focuses on assessing the suitability of learning media developed using Articulate Storyline 3. The foundation local wisdom is integrated into to enhance algebraic thinking skills among students. study analyzes media's design, content, and effectiveness, emphasizing its potential optimize thinking. employs a comprehensive evaluation, incorporating expert validation, small-scale testing, field trials. Thirty-seven students were involved as participants, with seven individuals for pilot 30 scale tests. Meanwhile, five experts employed validate designed instructional media. instrument used assess feasibility was questionnaire consisting 32 items student responses 36 validators, 17 points allocated 19 mathematics experts. results demonstrate high rating 93,38%, indicating efficacy 3-based Furthermore, responded positively media, an overall interest 88,39%. also reveals moderate increase in skills, reflected average n-gain index 0,46 testing 0,39 field-scale testing. recommendations future include considerations free hosting ease accessibility, enhancing interactivity presentation teaching materials, expanding encompass diverse subjects aligned students' needs. This contributes valuable insights developing technology-based tools, their students.</span></span>

Язык: Английский

Процитировано

1

A study on the development of eleventh grade students’ critical thinking skills and self-efficacy using active learning pedagogy with gamification DOI Open Access
Atchanaphong Supnoon, Ratchanikorn Chonchaiya

International Journal of Education and Practice, Год журнала: 2024, Номер 12(2), С. 447 - 466

Опубликована: Апрель 16, 2024

The main objective of this research is to understand the development critical thinking skills and self-efficacy eleventh grade students at a girls’ school in Bangkok by using classrooms implemented with active learning pedagogy through gamification on topic elementary counting principles. study uses mixed method pre-experiment design, which also acquires in-depth data from interviews. involved 29 out 182 retrieved cluster sampling. was analyzed descriptive statistics, including mean, percentage, standard deviation. A t-test chosen as inferential statistic for analysis. results indicated that students’ were improved (Sig. (1-tailed) 0.011 < 0.025), while remained unchanged (2-tailed) 0.148 > 0.050). interviews suggests did not develop because stress their life. As findings revealed effectiveness toward self-efficacy, use combined approach schools universities recommended promote competencies needed 21st century. We suggest further management stressful academic environments, will benefit both teachers. Furthermore, obtain more practical data, specific context could be used.

Язык: Английский

Процитировано

1

Pengembangan Game SIRAJA Berbasis Articulate Storyline 3 untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik Kelas V DOI Creative Commons

Aris Dwiyanto,

Tri Joko Raharjo,

Supriyadi Supriyadi

и другие.

Ideguru Jurnal Karya Ilmiah Guru, Год журнала: 2024, Номер 9(3), С. 1305 - 1312

Опубликована: Май 31, 2024

Guru perlu mengusahakan inovasi dalam menciptakan media baru, agar pembelajaran Ilmu Pengetahuan Alam menjadi lebih mudah bagi peserta didik. Tujuan dari penelitian ini yaitu memaparkan karakteristik, validitas dan keefektifan SIRAJA memberikan dampak peningkatan keterampilan berpikir kritis. Penelitian merupakan jenis pengembangan. Peneliti menggunakan berbagai metode untuk mengumpulkan data, di antaranya wawancara, kuesioner, pengamatan, dokumentasi, tes. desain eksperimen one group pretest-posttest. Data yang didapatkan kemudian diuji meliputi keefektifan, normalitas, kenaikan skor kritis pretest posttest berdasarkan gain Hake. Eksperimen dilakukan guna menguji meningkatkan didik kelas V. Sedangkan jawaban hasil angket guru dievaluasi skala Likert. Analisis responden subjek penelitian, memperoleh pada sebesar 59 meningkat 77 posttest. Persentase ketuntasan belajar juga secara signifikan, 20% 85% Uji normalitas digunakan sample Shapiro-Wilk ditemukan nilai asymp sig 0,388, 0,616, melebihi tingkat signifikansi 0,05. Oleh karena itu, peneliti menyimpulkan bahwa pemanfaatan V

Процитировано

1

Android-Based Articulate Storyline Interactive Media in IPAS Subjects DOI Open Access

Amilatul Masrifah,

Novi Setyasto

Jurnal Penelitian Pendidikan IPA, Год журнала: 2024, Номер 10(6), С. 2978 - 2988

Опубликована: Июнь 20, 2024

The limitations of learning media, especially technology-based, make students passive so they feel bored and less interested in learning. This results low student outcomes. research aims to develop test the feasibility, practicality, effectiveness Android-based interactive media IPAS subject, fifth grade elementary school interaction material. type is developed using Borg Gall model. data collection techniques used are observation, interviews, document data, tests, questionnaires. validation by expert validators were 91.3% material experts 91.2%, an average 91.25% met valid criteria. Based on pretest posttest results, it known that effective improving outcomes as seen from t-test N-gain tests. shows Sig. < 0.05, meaning there a significant difference between before after treatment. high criterion, namely 0.73 small scale, medium 0.59 large scale. response questionnaire distributed, very positive was obtained teachers students. From these can be concluded for well feasible practical use fifth-grade

Язык: Английский

Процитировано

1

NEEDS ANALYSIS AS THE FIRST STEP OF ARTICULATE STORYLINE ASSISTED LEARNING MEDIA DEVELOPMENT DOI Open Access

Ayu Harlinda,

Suratmi Suratmi

Jurnal Cakrawala Pendas, Год журнала: 2024, Номер 10(3), С. 446 - 457

Опубликована: Июль 31, 2024

This study aims to analyze students' needs for learning media assisted by Articulate Storyline as a way improve critical thinking skills. The research method used was development with the ADDIE model, but this only reached analysis stage. Data collection involved literature and field study. conducted collecting relevant sources analyzing curriculum school, while interviewing teachers students of grade VI SD Negeri 74 Palembang, observation, skills test, documentation. using concept Miles Huberman which includes data reduction, presentation, conclusion. results showed that had varied characteristics average percentage overall ability is 37% low category. IPAS Phase C Learning Outcomes on Earth rotation material require be able think critically. Students show enthusiasm when involving technology. Teachers agreed they need media, has several features train app allows integration different types such video, audio, image, text animation in one platform, can enrich materials trigger deep thinking. Based findings, it concluded there develop

Язык: Английский

Процитировано

1