Identify Slow Learners in Math: Case Study in Rural Schools DOI Open Access

Tri Murdiyanto,

Dwi Wijayanti,

Anny Sovia

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(06), С. 45 - 61

Опубликована: Март 21, 2023

Abstract— One way to identify slow learners is with an IQ (Intelligence Quotient) test. However, in rural schools, facilities for conducting tests are very difficult obtain, usually only big cities. Whereas student identification necessary before students register elementary order determine students' abilities, so that later can be facilitated according their learning needs. This research a descriptive study qualitative approach aims schools. The participants involved were all four schools one village Indonesia. Data obtained by interviews teachers, sorting report cards, observing the process, and administering tests. results showed based on giving tests, there 17 identified as learners. Among them 6 female 11 male students. In addition test, of done interviewing viewing process class, Thus each teacher easily, this will helpful teachers schools. identify, school, learner

Язык: Английский

The use of mobile learning applications in higher education institutes DOI Creative Commons
Tuychi Norbutayevich Jurayev

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(1), С. 610 - 620

Опубликована: Янв. 27, 2023

Nowadays, many people, especially students, enjoy spending their free time with mobile devices. The main reason for this is that an intelligent device based on current information presents the desires and requirements of students. A nowadays-promising technology to overcome problems in m-learning, devices provide reliable, customized guaranteed dynamic computing environments all users. This article a new pedagogical architecture learning system extended cloud-computing environment enriched smart can be applied everywhere where there need intensive teaching higher education. was described together discussion knowledge assessment methods possibilities potential issues. In addition, solution problem developing applications organizing using visual programming MIT App Inventor proposed. results experiments use education were analyzed presented tabular diagram form.

Язык: Английский

Процитировано

47

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review DOI Open Access

Fahad Saleem Al-Hafdi,

Waleed Salim Alhalafawy

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2024, Номер 18(07), С. 188 - 212

Опубликована: Апрель 9, 2024

Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification emerged as vital aspect of educational setting, with gamified elements playing crucial role e-learning environments. The current study motivated by need address gap existing research on utilization gamification education. This exists lack studies monitor developments and effects environment. It important conduct such provide guidance for future field gamification. A bibliometric analysis systematic literature review were conducted understand describe its potential learning. results revealed most frequently used keywords gamification, game-based (GBL), motivation, engagement. majority published this was United States, followed Spain Britain. Journal Computers Human Behavior Education two journals focused primarily GBL. famous authors are Hamari, Juho, Patel, Mitesh S., Landers, Richard N. experiencing significant growth, number from 7 2012 917 2021. found undergraduates frequent participants gambling activities. game utilized points, leaderboards, badges, while outcomes addressed achievement, engagement, motivation. primary objective paper comprehensive guide scholars institutes, outlining key areas emphasis related subject also identified components instructors designers may rely frequently.

Язык: Английский

Процитировано

22

ICT tools for remote teaching and learning mathematics: A proposal for autonomy and engagements DOI Creative Commons
Niroj Dahal, Netra Kumar Manandhar, Laxman Luitel

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2022, Номер 2(1), С. 289 - 296

Опубликована: Янв. 1, 2022

This paper explores the paradigm shift in using ICT tools while teaching mathematics remotely within TPACK framework. Remote is not only one of primary modes and learning present context throughout world but transition from to digital world, where teachers struggle visualize content concisely clearly. focuses on promoting pedagogy learner empowerment by emphasizing autonomy engagement rather than technology. The ethos this all about encouraging promote students for quality remotely. However, leading require some techniques methodologies, thereby teachers' skill, experience, expertise. Those skills, experiences, expertise will be developed excelling tools. shall guiding principles (but limited to) dealing with and/or any other mode.

Язык: Английский

Процитировано

51

Students' evaluation and learning experience on the utilization of Digital Interactive Math Comics (DIMaC) mobile app DOI Creative Commons
Leo A. Mamolo

Advances in Mobile Learning Educational Research, Год журнала: 2022, Номер 2(2), С. 375 - 388

Опубликована: Янв. 1, 2022

Mobile phones are prevalent worldwide, and today's learners utilize this technology for instructional purposes. This educational design research aims to evaluate the developed interactive mobile application. material contributes 21st century or digital native learners' needs engage students in teaching-learning process. The app is aligned with mathematics instruction, balancing visuals Math content. Employing Instructional Material Development Non-print Materials instrument shows that acceptable Grade 11 students. Students reported a positive experience noted an increased interest Mathematics when using app. Further needed explore integration of classroom.

Язык: Английский

Процитировано

34

Development of Android Based Educational Games to Enhance Elementary School Student Interests in Learning Mathematics DOI Open Access

Iva Sarifah,

Ai Rohmaniar,

Arita Marini

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2022, Номер 16(18), С. 149 - 161

Опубликована: Окт. 3, 2022

This research is an android-based educational game development to increase interest in learning mathematics for elementary school students. study aims make the of games able be a solution increasing students' Mathematics at initial level, namely level. The method used this Research and Development model ADDIE (Analyse, Design, Development, Implement, Evaluation). In study, it was limited implementation stage which tested through experimental research. included type design simple experiment form Posttest Only Control Group Design. conclusion that can drawn from Android-based are proven

Язык: Английский

Процитировано

27

Social Robotics in Education: A Survey on Recent Studies and Applications DOI Open Access
Karim Hassan Youssef, Sherif Said, Samer Al Kork

и другие.

International Journal of Emerging Technologies in Learning (iJET), Год журнала: 2023, Номер 18(03), С. 67 - 82

Опубликована: Фев. 15, 2023

Over the last years, social robots have been conceived to be used in various domains and for different purposes. This paper presents a survey on applications aspects of education. Different contexts are seen, ranging from children education, until higher A variety studies reported, areas like as second language tutoring, teaching assistance, storytelling. Robotic platforms these observed, means evaluation users perception presented.

Язык: Английский

Процитировано

13

Enhancing L2 learners’ lexical gains via Quizlet learning tool: the role of individual differences DOI
Long Quoc Nguyen, Ha Van Le

Education and Information Technologies, Год журнала: 2023, Номер 28(9), С. 12143 - 12167

Опубликована: Март 6, 2023

Язык: Английский

Процитировано

11

Mobile Technology – An Innovative Instructional Design Model in Distance Education DOI Open Access
Songlak Sakulwichitsintu

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(07), С. 4 - 31

Опубликована: Апрель 5, 2023

This research aims to introduce and examine the innovative instructional design model with Mobile Technology for undergraduates of School Liberal Arts at Sukhothai Thammathirat Open University. Furthermore, it will evaluate accordingly. The participants in project comprised 30 from Information Science program, Thai Studies English program who took Science, Environment Life course. They were selected through cluster sampling technique. instruments model, evaluation forms pre- post- achievement tests. Included as well was questionnaire on undergraduates’ opinions towards model. data analysis used mean, standard deviation, t-test. In addition, contains distance learning lessons which have been developed by Technology, passed educational quality assurance measures. It has categorized regarding content, technology, assessment experts assessment. also rated “most appropriate” five areas education, mobile assessment, content. showed significant .05 level their satisfaction “high satisfaction” level. paper reports findings elements comprises input, process, output feedback. There are nine steps Technology.

Язык: Английский

Процитировано

11

The effectiveness of android-based budiran game assisted by smart apps creator 3 to improve science learning outcomes of fourth graders in theme 1 DOI Creative Commons

Dwi Margo Sutrisni,

Sri Utaminingsih,

Murtono Murtono

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2022, Номер 2(2), С. 483 - 492

Опубликована: Янв. 1, 2022

Educational games are learning educational tools, where these tools can encourage students to think creatively and perform actions with fellow by playing in a activity. This research aims analyze the effectiveness of an android-based budiran game assisted SAC3 improve science outcomes fourth-graders theme 1. Budiran stands for bunyi dan indra pendengaran. is educative form made SAC3. It was developed Borg & Gall's R&D model, adapted from Sugiyono seven stages. The game's fourth graders' outcome done pretest posttest control group design. researchers took experimental Public Primary School Bendanpete 2 Ngetuk 3. Then, researcher 1 3 as group. obtained data test. analysis included n-gain test t-test significant level 0.05. results showed improvement score group, higher than group's score. N-gain 64%, categorized moderate. on t-count = 8.803, 0.000 < ɑ Thus, effectively improved

Язык: Английский

Процитировано

16

Learning Cultural Spaces: A Collaborative Creation of a Virtual Art Museum Using Roblox DOI Open Access
Dong‐Hyun Kang, Haram Choi, Sang-Hun Nam

и другие.

International Journal of Emerging Technologies in Learning (iJET), Год журнала: 2022, Номер 17(22), С. 232 - 245

Опубликована: Ноя. 28, 2022

This study proposes education on creating virtual art museums using metaverse technology to broaden the understanding of museums. It investigates effect a museum Roblox Studio, platform, acquisition knowledge about museums, artists, and artworks ability create content. selected Moonshin Art Museum (MAM), be created in space, as its local cultural space. Fifteen students participated creation workshop learn spatial content Studio also visited an actual museum. The were then assigned architecture, artwork, avatar, teams collaborated with one another. To evaluate activities, filled out pre- post-questionnaires containing items MAM, sculptor Moonshin, Moonshin’s well produce Findings showed that through platform facilitates information artists artworks. In addition, collaboration not only helped task but identified solved technical difficulties improved creative abilities. These results suggest possibilities for delivering regarding

Язык: Английский

Процитировано

16