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.
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.
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
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.
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.
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.
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>
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.
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
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
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