Sustainability,
Год журнала:
2023,
Номер
15(16), С. 12351 - 12351
Опубликована: Авг. 14, 2023
The
Internet
and
technology
have
flooded
all
the
activities
of
our
daily
lives,
making
digitalisation
a
reality.
Education
is
no
stranger
to
this
reality
beginning
incorporate
new
learning
methodologies
in
classroom.
Methodologies
such
as
game-based
are
presented
appropriate
solutions
for
digital
generations,
leading
video
game
industry
produce
less
controlled
way.
Therefore,
research
aims
systematise
scientific
production
serious
games
by
studying
methodological
models
processes
both
creation
evaluation
educational
identifying
common
patterns
differential
elements.
To
end,
systematic
literature
review
existing
was
carried
out
under
PRISMA
protocol.
An
initial
sample
13,692
articles
used
arrive
at
15
studies
included
review,
following
eligibility
criteria
PICO
model.
results
show
that,
although
there
certain
unanimity
different
authors,
aspects,
iteration
process
or
inclusion
teachers
game,
must
be
sufficiently
considered.
This
led
SCHEMA,
model
designing
that
incorporates
these
deficiencies.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 638 - 647
Опубликована: Фев. 13, 2023
So
far,
elementary
schools
have
found
problems
with
students'
critical
thinking
skills,
which
could
be
improved
by
implementing
thematic
learning,
so
a
learning
model
is
needed
to
train
skills.
The
purpose
of
this
study
was
analyze
whether
there
were
differences
in
the
level
effectiveness
Problem-Based
Learning
improving
skills
students
grade
IV
SD/MI,
namely
SDN
II
Weringinanom
Poncokusmo
Malang,
East
Java,
Indonesia.
This
type
research
Classroom
Action
Research
using
qualitative
and
quantitative
approaches.
subjects
used
class
teachers
46
students.
results
showed
an
increase
from
cycle
I
II.
implementation
teacher
80.73%,
increasing
91.76%
85.09%,
92.96%
on
student
implementation.
Thus,
has
integrated
fourth-grade
at
SD
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
3(1), С. 579 - 585
Опубликована: Дек. 15, 2022
Digital
storytelling
emerges
from
the
integration
of
and
digital
to
meet
media
needs
in
learning,
such
as
communication
self-expression,
well
facilitate
learning
by
improving
language
skills,
one
aspect
story
writing
skills.
The
purpose
this
research
is
find
out
teachers
students
using
storytelling.
This
study
uses
a
descriptive
qualitative
approach
with
data
collection
sources
teachers,
many
10
participants
60
students---data
techniques
through
observation,
semi-structured
interviews
via
video
calls,
supporting
documentation.
Based
on
analysis,
most
them
show
that
teaching
materials
used
offline
online
are
not
much
different.
fact
illustrates
requires
innovation
an
educator
create
active
fun
process
for
elementary
school
achieve
objectives.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 648 - 657
Опубликована: Фев. 20, 2023
During
the
preschool
period
children
acquire
basic
mathematics
skills
during
preschool,
foundation
for
their
later
formal
education.
One
tool
that
could
enhance
students'
mathematical
at
this
age
and
which
utilizes
elements
of
games
in
non-game
settings.
This
study
aimed
to
implement
an
intervention
program
examine
whether
gamification
affects
competencies
preschool-aged
students.
Thirty-one
students
aged
4
6
participated,
15
shaped
experimental
group
16
control
group.
program,
were
tutored
through
tablets
designed
Kahoot!
application
involved
math
exercises
such
as
addition
subtraction,
while
did
same
without
tablets.
The
results
student's
performance
showed
before
after
differed
significantly.
Therefore,
improved
Kahoot-based
learning
games.
It
can
be
concluded
Learning
improve
outcomes
Pedagogical
psychological
research
should
used
more
preschoolers.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 630 - 637
Опубликована: Фев. 1, 2023
The
rapid
development
of
augmented
reality
(AR)
applications
has
led
to
wide
adoption
in
education,
acting
as
a
supporting
tool
increase
the
transmitted
information.
However,
children
need
improve
their
knowledge
plants,
categories,
conceptual
framework
well
human
relationship
with
them.
This
research
studies
learning
outcomes
plant-themed
mobile
application
and
its
key
features
designed
for
1st
graders
primary
school.
results
showed
that
there
was
no
statistically
significant
improvement
between
experimental
group
control
group.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(03), С. 21 - 38
Опубликована: Фев. 6, 2023
Conventional
learnings
have
given
way
to
methods
aided
by
technological
advances.
The
approach
known
as
Student-Centered
Learning
(SCL)
is
the
foundation
of
e-learning.
Furthermore,
SCL
demands
students
be
self-motivated
complete
courses
and
engage
with
offered
learning
content.
Programming
one
most
important
subjects
study
independently
aid
an
instructor.
need
for
graduates
programming
computational
skills
in
field
web
design
continues
receive
widespread
attention
from
industry.
However,
problems
such
low
student
engagement
are
often
encountered
about
concepts
syntax.
Gamification
instructional
facilitate
boost
motivation
through
game
elements,
mechanics,
thinking.
Therefore,
this
research
aims
discuss
development
Gamification-based
e-learning
increase
motivation,
especially
HTML
CSS
design.
This
system
was
tested
3
methods,
including
unit,
system,
user
testing.
In
testing,
involved
264
computer
backgrounds
validate
system.
results
show
that
can
perform
well
according
expected
specifications.
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
2(2), С. 411 - 420
Опубликована: Янв. 1, 2022
This
research
aims
to
describe
PowerPoint-based
interactive
multimedia
products
in
learning
multiple
material
mathematics
and
class
IV
factors
of
the
Karangtengah
Baru,
Imogiri
State
Elementary
School,
feasibility
product.
uses
a
development
method
or
Research
Development
(R&D),
which
includes
six
stages
development.
The
results
this
study
show
that
product
developed
meets
valid
practical
criteria.
validity
can
be
categorized
as
"Very
Good",
with
an
average
score
4.6
percentage
92%.
assessment
from
media
experts
are
"Good",
3.9
78.7%.
Assessment
teachers
is
4.7
95.7%.
Practicality
seen
student
response
assessments
94%
10
students
respondents.
Based
on
above
exposure,
it
concluded
feasible
for
use
Class
elementary
materials
factors.
Applied Sciences,
Год журнала:
2022,
Номер
12(17), С. 8722 - 8722
Опубликована: Авг. 31, 2022
In
the
last
decade,
there
has
been
increased
use
of
eLearning
tools.
Platforms
and
ecosystems
supporting
digital
learning
generate
a
vast
amount
data
information
in
various
forms
formats.
Digital
repositories
emerge,
such
as
video,
audio,
emotional
data,
triplets
events’
educational
activities,
making
management
orchestration
extremely
difficult.
This
results
evaluating
sessions’
generated
knowledge
to
remain
unexploited.
other
disciplines,
law
enforcement,
tools
produce
valuable
that
help
solve
problems
or
improve
situations
by
synchronizing
several
modalities.
The
sessions
is
an
untapped
treasure
trove
can
contribute
production
essential
conclusions
would
be
difficult
impossible
with
conventional
methods
without
ARION
combines
into
simple
understandable
will
lead
teacher
better
understanding
strengths
weaknesses
students,
lesson,
process,
himself
providing
critical
look
at
available
aimed
substantial
improvement
all
components
path.
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
2(1), С. 278 - 288
Опубликована: Янв. 1, 2022
Applications
(apps)
available
as
educational
in
digital
app
stores
for
preschoolers
claim
that
they
offer
to
learn
content
on
a
wide
range
of
basic
academic
skills,
including
counting,
reading,
and
pattern
recognition.
This
research
aimed
investigate
the
quality
applications
Android
iOS
Operating
Systems
at
preschool-age
children,
i.e.,
children
from
3
5
years
old.
The
evaluation
was
done
using
two
scientific
tools:
rubrics
published
by
Lee
&
Cherner
entitled
"A
Comprehensive
Evaluation
Rubric
Assessing
Instructional
Apps"
Papadakis,
Kalogiannakis
Zaranis
"Designing
creating
an
rubric
preschool
teachers".
results
showed
most
proclaimed
did
not
have
real
value.
Research
extensions
are
discussed.
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
2(2), С. 475 - 482
Опубликована: Янв. 1, 2022
This
paper
explores
the
use
of
Workshop
activity
in
teaching
mathematics
courses.
Using
a
workshop
as
learning
and
evaluation
tool
for
MPhil
Mathematics
Education's
Graph
Network
course,
study's
goal
was
to
find
best
way
get
st(udents
involved
peer
assessment.
The
Moodle
is,
some
extent,
robust
assessment
(but
not
limited
to).
Based
on
specified
rubrics,
students
add
their
assignments/submissions.
These
assignments/submissions
are
later
allocated
randomly
amongst
peers,
at
least
three,
assess
with
anonymity
based
aspects
provided
by
course
facilitators.
Likewise,
this
helps
foster
students'
skills
against
peers'
submissions.
Subscribing
experiment
research
methodology
under
qualitative
research,
practical
pedagogical
uses
three
episodes
education
were
planning,
intervening,
assessment,
evaluation.
shows
that
is
helpful
looks
how
key
affordances
can
be
used
conduct
self-assessment,
improve
engagement,
develop
like
self
findings
study
show
engaged
become
active
constructors
knowledge.
It
acts
an
essential
transform
into
learners.
In
end,
provides
several
possibilities
learn
correct
while
assessing
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 602 - 609
Опубликована: Янв. 13, 2023
The
primary
purpose
of
this
research
is
to
design
and
implement
educational
material
through
the
method
distance
learning
teach
Braille
adult
educators.
Another
main
aim
study
probe
into
possibilities
offers
learners
what
extent
it
can
be
conducive
a
proper
effective
teaching
More
specifically,
was
examined
by
three
experts
in
education
who
contributed
its
evaluation
further
development.
Subsequently,
five
educators
evaluated
it.