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

Development of interactive multimedia articulate storyline to improve elementary school students' learning outcomes regarding the history of the formulation of Pancasila DOI Creative Commons
Siti Rofi’ah,

Susilo Tri Widodo

Research and Development in Education (RaDEn), Год журнала: 2024, Номер 4(1), С. 516 - 532

Опубликована: Май 29, 2024

The low student learning outcomes on the history of formulation Pancasila and media used by teachers are less creative innovative, causing students to feel bored active in learning, this is background researchers conducting research. purpose study was develop, test feasibility, effectiveness Articulate Storyline interactive multimedia improving material for fourth-grade SDN Gondoriyo Semarang City. Researchers use development research or Research Development (R&D) with Borg Gall model. observation, interviews, documentation, questionnaires, tests as data collection techniques. analysis techniques normality test, t-test, N-Gain test. results expert feasibility assessment obtained a score 85.8%, 86.25%. validation experts show that articulate storyline "very feasible" be process. Teachers stated practical" proven small-scale product trials sig. (2-tailed) 0.000 <0.05, while large-scale trial < 0.05, it can there comparison average before after trial, so concluded improve grade IV elementary school students. discovery basis expanding distribution wider scale.

Язык: Английский

Процитировано

0

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

Процитировано

0

Articulate Storyline 3 Media to Improve Learning Outcomes in Natural and Social Sciences Subjects in Fourth-Grade Elementary School DOI Open Access

Chandra Tri Pambudi,

Ika Ratnaningrum

International Journal of Elementary Education, Год журнала: 2024, Номер 8(2), С. 374 - 384

Опубликована: Июнь 28, 2024

The lack of utilization and varied use learning media means that student outcomes have not been achieved optimally in Natural Social Sciences subjects grade IV elementary schools. This research aims to create a product the form Articulate Storyline 3 which is used as medium for subjects, material about cultural diversity Indonesia. type Research Development with ADDIE development model. this included experts, teachers, 28 fourth-grade school students. Data collection took test techniques non-test techniques. Test pretest posttest, while observation, interviews, questionnaires, documentation. Furthermore, data analysis were normality test, t-test, N-Gain processed using SPSS 23 application. small-group trials large-group obtained values 0.60 0.64 category, so it was concluded there an increase average posttest scores. Thus, concludes very suitable effective improving on Indonesia class

Язык: Английский

Процитировано

0

PENGARUH MEDIA SIKLAR PADA MATERI SIKLUS AIR TERHADAP HASIL BELAJAR SISWA KELAS 5 SDN RAHAYU KECAMATAN MANGKUBUMI DOI Creative Commons

Aldzira Gustianova,

Mohammad Fahmi Nugraha,

Rikha Surtika Dewi

и другие.

caXra Jurnal Pendidikan Sekolah Dasar, Год журнала: 2024, Номер 4(2), С. 108 - 113

Опубликована: Дек. 30, 2024

Abstrak: Berdasarkan data yang didapat dari hasil survey dilakukan oleh PISA (Programme for International Student Assessment) tahun 2000 sampai 2018 dalam Fetra Bonita Sari, Risda Amini (2020) menyatakan bahwa Indonesia sebagai salah satu negara dengan literasi rendah. Keterlibatan media pembelajaran berbasis teknologi berperan penting proses pembelajaran. Proses IPA menjadi perlu keterlibatan di dalamnya. Di tengah perkembangan zaman ini, interaktif pilihan untuk digunakan penelitian ini bertujuan melihat pengaruh pada peserta didik kelas 5 SDN Rahayu memberikan perlakuan berupa Siklar materi Siklus Air. Metode adalah pendekatan kuantitatif eksperimen menjadikan sampel dilakukan. pengumpulan kegiatan observasi, wawancara, dokumentasi dan pretest-posttest. Penelitian telah penggunaan Berbasis Articulate Storyline 3 Materi Air berpengaruh terhadap belajar siswa Rahayu. Kata Kunci: 3, Media Pembelajaran,

Процитировано

0

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

Процитировано

0