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

Survey Analysis of Students and Teachers' Perceptions of E-Learning and M-Learning in Morocco DOI Open Access
Amine Dehbi,

Rachid Dehbi,

Abdellah Bakhouyi

и другие.

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.

Язык: Английский

Процитировано

5

Design of an English Web-based Teaching Resource Sharing Platform based on Mobile Web Technology DOI Open Access
Yan Zhang

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.

Язык: Английский

Процитировано

4

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

Процитировано

4

Enhancing Information Literacy for Spotting Fake News: A Study on the Efficacy of a Serious Game for M-Learning Across Different Age Groups DOI Open Access
Pradorn Sureephong, Suepphong Chernbumroong, Sumalee Sangamuang

и другие.

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.

Язык: Английский

Процитировано

4

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

Процитировано

4