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.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(03), С. 102 - 122
Опубликована: Фев. 6, 2023
With
the
advent
of
new
technologies,
smart
devices,
and
evolution
ICT
in
education,
integration
technologies
into
learning
systems
has
been
mandated
a
way
born.
E-learning
m-learning
provide
learners
with
great
opportunities
anytime,
anywhere
without
restrictions.
A
generation
students
grown
up
technology
can
be
easily
identified
through
devices.
We
discuss
identity
e-learning
m-learning;
conduct
survey
analysis
to
measure
student
teacher
interest.
The
aims
promote
for
community
adoption
Moroccan
higher
education.
Qualitative
quantitative
methods
are
supported.
results
analyzed
at
end
this
paper,
conclusions
positions
presented.
Keywords—
e-learning,
m-learning,
ICT.
International Journal of Advanced Computer Science and Applications,
Год журнала:
2023,
Номер
14(2)
Опубликована: Янв. 1, 2023
Thanks
to
the
booming
technology
of
computers
and
multimedia,
student-centered
online
teaching
resource
platforms
have
become
an
important
way
for
students
learn.
However,
English
at
present
stage
fail
effectively
integrate
massive
scattered
learning
resources.
Based
on
this,
study
proposes
sharing
platform
based
mobile
Web
technology,
using
SOAP
protocol
deploy
heterogeneous
data
resources
as
services
achieve
interchangeability
between
In
addition,
enhance
efficient
use
by
students,
a
hybrid
algorithm
collaborative
filtering
sequential
pattern
mining
personalized
recommendation
students.
The
results
show
that
created
exhibits
excellent
performance
in
terms
transfer
capability,
achieves
short
response
time
also
shows
proposed
is
highly
accurate.
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
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(15), С. 103 - 119
Опубликована: Авг. 9, 2023
With
so
many
online
information
sources
in
recent
years,
it
has
become
increasingly
difficultto
determine
if
the
content
is
based
on
facts,
half-truths,
or
lies.
As
a
result,
goal
of
thisresearch
to
propose
serious
game
design
for
learning
evaluate
using
CRAAPtest.
In
game,
players
take
role
librarians
who
must
news
from
socialmedia
and
newspapers,
whether
fake
true,
then
inform
people
ofthe
city.
During
their
efforts
make
correct
decision,
are
able
observe
andlearn
about
impact
community
city
as
result
decisions.To
we
did
randomized
field
study,
including
quantitativeresearch
pre-posttests
involving
351
participants.
The
results
revealed
that
aserious
“How
Spot
Fake
News”
can
improve
knowledge
literacyneeded
information.
Finally,
provide
preliminary
evidencethat
gaming
improves
people’s
ability
recognize
resist
misinformation.
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.