Bibliometric analysis: Trends of gamification in physics learning from 2019 to 2023 DOI Creative Commons
Surya Haryandi,

Rossy Arlinda,

Misbah Misbah

и другие.

Momentum Physics Education Journal, Год журнала: 2024, Номер 8(2), С. 181 - 193

Опубликована: Апрель 9, 2024

This research aims to analyze trends related the topic of Gamification from 2019 2023* through bibliometric analysis using Scopus database. Based on criteria, 56 articles were obtained 326 documents. These have been translated international journals indexed by Scopus. The selection references then managed reference management software, namely Mendeley. After working database, this classifies and visualizes it VOSviewer software. results indicate that is gradually increasing every year. United States, China Japan contribute most globally. Visualizing gamification for 2019-2023* reveal six clusters. can support researchers regarding worldwide provide direction further research. Overall, these reflections an excellent point Gamification.

Язык: Английский

My Indonesia is Rich in Culture: Problem-based Articulate Storyline on Social Sciences Lesson Content DOI Open Access

Farah Ariadiny,

Kurniana Bektiningsih

Journal of Education Research and Evaluation, Год журнала: 2023, Номер 7(4), С. 569 - 577

Опубликована: Дек. 23, 2023

Natural and social science is content of lessons that require memorization. Therefore, in delivering material, it necessary to use tools can increase the success teaching learning process. Articulate Storyline one popular e-learning software has several advantages make a good choice developing interactive content. storyline an intuitive easy-to-use interface, enabling users create without having strong programming or graphic design background. This makes very suitable for teachers, instructors, designers. The aim this study develop media based on problem-based fourth grade research method used Research Development (R&D) ADDIE research. data collection techniques are test non-test. Meanwhile, analysis technique qualitative quantitative analysis. results show with percentage material experts 92% 91%. effectiveness using activities was stated be quite effective average (n-gain) student outcomes 0.61 pre-test score 58 84 during post-test. From these results, concluded learning-based feasible Science learning.

Язык: Английский

Процитировано

3

Content validity of D-MESS: Articulate storyline 3-based learning media in sport massage courses DOI Creative Commons
Gede Doddy Tisna, Ketut Chandra Adinata Kusuma,

I Wayan Muliarta

и другие.

JOURNAL SPORT AREA, Год журнала: 2023, Номер 8(1), С. 105 - 116

Опубликована: Апрель 6, 2023

The development of innovative learning media is one the solutions for educators in process higher education current era digital and technological disruption. Interactive are relevant to be applied hybrid or blended methods. purpose this study was find out results validating D-MESS content as an interactive medium sports massage courses. data used quantitative obtained from questionnaires filled by experts, programming experts. analysis technique descriptive, which oriented towards Content Validity Index (CVI) approach. validation test on show that, educational aspect, a value 0.89 obtained, aspect program display, 0.91, technical quality, 0.83. Referring these results, course, named D-MESS, has high level validation, both appearance, quality. So that relevance all components three aspects, such curriculum suitability, materials, interaction, feedback, coloring, graphics, sound, animation, display between screens, ease use, security, very good, even though there minor revisions. Furthermore, with value, it suggested future research.

Язык: Английский

Процитировано

2

Measuring Student Learning Activities Through Articulate Storyline 3-Based Mobile Learning DOI Open Access

Yessi Prihartina,

Das Salirawati,

Antuni Wiyarsi

и другие.

Jurnal Penelitian Pendidikan IPA, Год журнала: 2023, Номер 9(4), С. 2252 - 2258

Опубликована: Апрель 30, 2023

This study aims to measure students' learning activities through the use of articulate storyline 3-based mobile with Project Based Learning model on colloidal material. The type research used is experimental research. subjects this were 17 students class XI MIPA Negeri 1 Seyegan. instruments question sheets and questionnaire sheets. indicator success in results student general reaching Active criteria. In are carried out 5 assessments including worksheet assessment, quiz poster presentation activity assessment. showed that average score was 73.50, 76.46, 87.05 80.60, 76.52. value from all gets a 78.83 included active category. recommendation must be further enhanced so they can provide knowledge direct experiences

Язык: Английский

Процитировано

2

The Effect of Team Games Tournament Model-Assisted Articulate Storyline Media on Improving Outcomes and Interest in Learning Javanese Script Material in Elementary School DOI Creative Commons
Elok Puspita Sekarsari, Rusnilawati Rusnilawati

Mimbar Sekolah Dasar, Год журнала: 2023, Номер 10(1), С. 281 - 296

Опубликована: Апрель 30, 2023

Javanese language is a national culture that needs to be protected and preserved not lose its identity. In the script, education includes writing reading skills starting from elementary school. This study was motivated by difficulty of understanding script material in classroom. aims determine Team Games Tournament learning (TGT) model using Articulate Storyline media enhance student outcomes interest The research method used quantitative with Quasi Experiment Design. sampling technique purposive random two class samples for research, experimental control classes as comparison. sample consists 50 fifth-grade students, each consisting 25 students. instruments were test questions questionnaires measure specified variables. Data analysis techniques statistical testing are instrument, prerequisite, hypothesis tests. average post-test final result 47.36, 36.1. results showed an influence on TGT improving school

Язык: Английский

Процитировано

2

Articulate Storyline Application: Development of Foreign Language Learning Media on the Aspects of Listening Skills DOI Creative Commons

Minatur Rokhim,

Fina Mega Oktaviani,

Randi Safii

и другие.

ELOQUENCE Journal of Foreign Language, Год журнала: 2023, Номер 2(1), С. 224 - 240

Опубликована: Апрель 30, 2023

Background: Arabic learning media using the Articulate Storyline application has not been developed much to improve listening skills. Objective: This study aims develop one of that can proficiency through use in Madrasah Tsanawiyah students. Method: research uses RnD method. The development model follows Dick and Carry's opinion with ADDIE model: Analysis, Design, Development, Implementation, Evaluation. Data collection procedures are obtained through, observation, interviews, questionnaires, tests. instrument questionnaires. source data was from an teacher, 20 students, 3 experts. analysis techniques descriptive percentage form paired sample t-test formula. Distribution questionnaires students provision tests pre-tests post-tests. Each test questions. Researchers conducted a normality Kolmogrof-Simirnov test. For quantitative response presentations were processed Likert scales (4) Very good, (3) Good, (2) Sufficient, (1) less. Results Discussion: results showed based on declared very could increase students' interest learning. is on: Assessment material experts 97% criteria feasible 75% criteria. Student assessment 94% so it classified as Pretest, average score 56.80% sufficient category, post-test 85% eligible category. Conclusion Implication: conclusion this shows articulate storyline be accepted by teachers solution problem skills at level. implication application-based best tools needed foreign languages improving language proficiency.

Язык: Английский

Процитировано

2

Promoting Religious Moderation Among Post-Conflict Students’: A Need Analysis of Gamification Interactive Multimedia DOI

Nur Fajar Arief,

Tono Viono,

Akhmad Tabrani

и другие.

Education Quarterly Reviews, Год журнала: 2023, Номер 6(3)

Опубликована: Сен. 25, 2023

Implementing multicultural education in Indonesia experiences various obstacles, including the emergence of opposition to socialization and internalization values among conservative groups.Several conflicts have arisen religious life due a lack awareness.Internalizing value moderation within framework is an alternative approach for schools.This research aims develop gamified interactive multimedia integrated with learning discussion texts.The method used adapts Borg Gall's development methods.In analyzing students' needs, data collection technique form intercultural sensitivity questionnaire was used.Teacher needs analysis Delphi consensus instrument.Curriculum literature document studies.Analysis environment using direct observation techniques.Based on analysis, cross-cultural communication beliefs need be improved.Teachers awareness by inclusive applied curriculum.There are two specific profiles product's development, namely gamification integration moderation.Study results revealed that product accordance post-conflict students Aceh.Behind limitations research, further dissemination needed find out picture developed through experimentation comprehensive description resulting product.

Язык: Английский

Процитировано

2

The Interaction of Elements of Define Phase in Gamification in Accounting Education:Course Success, Classroom Engagement, User Types, Badges DOI
Özlem Baydaş, Murat SERÇEMELİ, Mustafa Serkan Abdüsselam

и другие.

Опубликована: Янв. 1, 2024

Язык: Английский

Процитировано

0

Development of Interactive Learning Media Assisted by Articulate Storyline 3 to Train High School Students' Problem-Solving Skills DOI Creative Commons
Messy Wahyuni, Rosane Medriati, Iwan Setiawan

и другие.

Asian Journal of Science Education, Год журнала: 2024, Номер 6(1), С. 95 - 107

Опубликована: Апрель 25, 2024

As a result of the PISA test, science category indicates that students' problem-solving abilities in Indonesia fall within low category. This study aims to describe (1) feasibility interactive learning media assisted by Articulate Storyline 3 application, (2) improvement after using 3, and (3) student responses 3-assisted media. research uses Research Development (RD) method with ADDIE model. The subjects are students 10th grade at Public High School 8 Bengkulu City. instruments used interview sheets, observations, needs analysis, expert validation, pretest-posttest, response questionnaires. Data collection is done through interviews, were analyzed quantitative analysis techniques summarized qualitatively. product generated validation results showing 90% percentage highly feasible Students' abilities, tested N-gain obtained score 0.65, indicating moderate improvement, received an 83% very good Based on these results, it can be concluded development train

Язык: Английский

Процитировано

0

Genially Interactive Media: Improving Learning Outcomes of Indonesian Cultural Wealth DOI Open Access

Nurul Afni,

Kurniana Bektiningsih

Journal of Education Research and Evaluation, Год журнала: 2024, Номер 8(2), С. 266 - 275

Опубликована: Май 28, 2024

Education in Indonesia has shown progress the last few decades. However, education system still needs to overcome several challenges, especially context of teaching Natural and Social Sciences Elementary Schools. This research aims develop Genetically-based interactive media on Indonesian Cultural Wealth material Subjects. type is development using ADDIE model. The subjects are learning materials experts experts. test were 19 class IV students teachers. Data collection methods include observation, questionnaires, documentation, tests. data instrument uses a questionnaire sheet. analysis techniques use qualitative quantitative descriptive analysis. N-gain used effectiveness. validity results show that genetically very suitable for use. this also significantly improves student outcomes; responses positive. Thus, Generative effective natural social sciences fourth-grade elementary school.

Язык: Английский

Процитировано

0

Interactive Learning Multimedia Articulate Storyline as an Alternative Media to Improve Elementary Students’ Critical Thinking Skills DOI Open Access

Alanise Moriska,

Muhammad Hanif

Jurnal Ilmiah Sekolah Dasar, Год журнала: 2024, Номер 8(2), С. 258 - 269

Опубликована: Июнь 27, 2024

Due to the lack of use learning media in mathematics process, students become passive and uninterested participating process. The monotonous process causes students' critical thinking abilities be weak underdeveloped. Therefore this research aims analyze influence activities using Articulate Storyline interactive multimedia on analytical skills sixth-grade elementary school students. This employed a quantitative approach with experimental methods (Quasi-Experimental). type sampling used was purposive technique. instrument utilized nine HOTS-type description test questions. Data were analyzed through several tests, including normality, homogeneity, hypothesis tests. In testing, Independent Sample T-Test used, Sig (2-tailed) value (0.033 < 0.05) attained, so it inferred that there difference between who taught conventional media. Paired T-test class also obtained significance 0.000 0.05, suggesting significant average scores before after treatment. It could concluded influenced skills. implies teachers can improve analysis evaluation learning.

Язык: Английский

Процитировано

0