SCHEMA: A Process for the Creation and Evaluation of Serious Games—A Systematic Review towards Sustainability DOI Open Access
Alba Merino-Cajaraville, Salvador Reyes de Cózar, Pablo Navazo-Ostúa

и другие.

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.

Язык: Английский

Problem-Based Learning model in improving critical thinking ability of elementary school students DOI Creative Commons
Samsul Susilawati, Triyo Supriyatno

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

Язык: Английский

Процитировано

9

The use of digital storytelling to improve students' writing skills DOI Creative Commons
Robiatul Munajah,

Mohammad Syarif Sumantri,

Yufiarti Yufiarti

и другие.

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.

Язык: Английский

Процитировано

15

The use of Kahoot in preschool mathematics education DOI Creative Commons

Aikaterini Xezonaki

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.

Язык: Английский

Процитировано

8

Using an augmented reality application for teaching plant parts: A case study in 1ˢᵗ-grade primary school students DOI Creative Commons
Georgia Antoniadi

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.

Язык: Английский

Процитировано

7

Development of Gamification-Based E-Learning on Web Design Topic DOI Open Access
Fajar Pradana, Punaji Setyosarı, Saida Ulfa

и другие.

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.

Язык: Английский

Процитировано

7

Developing powerpoint-based interactive multimedia of mathematics learning multiples and factors materials for elementary school DOI Creative Commons

Septian Adi Nugroho,

Trisniawati Trisniawati,

Nelly Rhosyida

и другие.

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.

Язык: Английский

Процитировано

11

ARION: A Digital eLearning Educational Tool Library for Synchronization Composition & Orchestration of Learning Session Data DOI Creative Commons

Alexandros Papadakis,

Anastasios Kristofer Barianos, Michail Kalogiannakis

и другие.

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.

Язык: Английский

Процитировано

10

An evaluation of educational apps for preschool-age children in Android and iOS DOI Creative Commons

Anastasia Strataki

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.

Язык: Английский

Процитировано

9

Exploration of the Workshop activity for peer assessment in online courses of mathematics DOI Creative Commons
Niroj Dahal, Bal Chandra Luitel, Binod Prasad Pant

и другие.

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

Язык: Английский

Процитировано

9

Designing educational material to teach Braille to adult educators through the method of distance learning DOI Creative Commons

Evaggelia Skaraki

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.

Язык: Английский

Процитировано

5