JURNAL ARBITRER,
Год журнала:
2024,
Номер
10(4), С. 419 - 425
Опубликована: Янв. 8, 2024
The
current
paper
looks
at
investigating
middle
school
teachers’
perspectives
towards
gamification
in
the
EFL
context
Algeria.
To
this
end,
study
explores
potential
of
incorporating
digital
teaching
with
a
focus
on
implementation
Gamification
classroom
context.
In
order
to
gain
clearer
understanding
phenomenon,
researcher
adopted
qualitative
research
using
semi-structured
interview.
participants
were
total
11
teachers
from
various
schools
Mostaganem
–
interviewees
selected
based
their
use
technology
and
game-based
methods.
collected
data
was
thematically
analyzed
MAXQDA
software,
employing
descriptive
analysis
approach.
After
analysis,
findings
show
that
frequently
incorporate
ICT-based
lessons
into
practices.
Additionally,
accord
responses,
have
clear
notion
gamified
learning.
However,
they
lack
necessary
expertise
effectively
implement
gamification.
Being
novelty
arena
language
teaching,
call
for
training
programs
enable
them
classroom.
As
concludes,
it
provides
standpoint
regarding
gamification,
openness,
readiness
adopt
modern
It
also
offers
valuable
insights
state-of-the-art
methods
paves
way
further
considerations
lesson
design.
Frontiers in Education,
Год журнала:
2022,
Номер
7
Опубликована: Сен. 20, 2022
In
language
learning
environments,
technology
is
rapidly
manipulated
to
encourage
engagement,
promote
autonomy,
and
boost
motivation.
Many
instructors
have
initiated
exploit
online
platforms
tools
as
a
more
engaging
alternative
conventional
activities.
One
of
the
engaging,
enjoyable
games
Kahoot.
The
purpose
this
study
perceive
course
content
Kahoot
in
classroom
increase
exam
scores
vocabulary,
student
addition,
also
explored
issues
encountered
by
students
vocabulary
through
impact
gamification
on
achievement
was
assessed
using
quantitative
qualitative
methods
first-year
English
department
(
N
=
82).
findings
revealed
that
incorporating
for
teaching
effectively
allows
learners
expand
deeper
understanding
concepts
indicated
improvement.
This
method
has
positive
engagement
well
Furthermore,
rigorous
future
research
needed
fully
understand
Kahoot’s
efficacy
improve
pedagogy
classroom.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 586 - 595
Опубликована: Янв. 4, 2023
In
recent
years,
there
has
been
a
low
percentage
of
learning
in
all
educational
centres.
This
research
aims
to
design
mobile
application
improve
and
technical
soft
skills
institutions
Peru.
way,
it
can
be
replicated
another
country
with
similar
reality.
Also,
we
used
the
Design
Thinking
methodology,
which
promotes
innovation
each
its
processes.
Thanks
this,
focus
not
only
on
application's
development
deployment
but
also
users'
experiences
feelings.
During
methodology
process,
survey
was
for
data
collection
analysis
impact
education,
having
population
40
students,
obtaining.
As
result,
good
acceptance
application,
especially
public
education.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(2), С. 754 - 762
Опубликована: Июль 5, 2023
This
research
presents
gamification-flip-books
in
education
that
can
significantly
improve
students'
conceptual
understanding
due
to
the
actions
involved
learning.
However,
this
approach
also
a
problem
for
"slow
learners"
and
other
students
who
require
individualized
attention
their
classroom's
teaching
Many
researchers
have
been
drawn
use
of
gamification
as
way
boost
engagement
learning
outcomes.
study
aims
show
empirical
results
most
recent
on
applying
ability
slow
learners.
aimed
develop
an
interactive
digital
gamification-flip-book
which
meets
criteria
assisting
called
A
4-D
design
&
development
was
applied,
covering
four
stages:
define,
design,
disseminate.
Since
percentage
produced
more
significant
than
85%,
validity
level
generated
media
satisfied
very
valid
requirements,
it
could
be
used
without
any
modifications
because
standards
were
met.
The
implication
proves
integration
with
LMS
practical
providing
activities
learners
support
them.
demonstrated
by
fact
successful.
Therefore,
additional
should
encouraged
investigate
usefulness
integrated
into
IEEE Access,
Год журнала:
2022,
Номер
10, С. 121385 - 121394
Опубликована: Янв. 1, 2022
Early
childhood
learning
is
an
important
concern
for
the
concept
building
of
children.
Students
have
been
taught
with
traditional
methods
from
beginning.
However,
these
lack
kids'
attention.
Application
Augmented
Reality
(AR)
in
a
way
teaching
can
help
students
better
engagement
and
learning.
In
this
research,
ABCD-AR
mobile
based
application
designed
to
overcome
flaws
education
system.
While
designing
AR
applications,
certain
guidelines
need
be
considered
that
cause
problems
kids
their
These
may
include
but
are
not
limited
small
screen
size
irregularity.
Considering
problems,
study
proposes
23
usability
principles
applications
kids.
identified
validated
by
human
experts.
Furthermore,
experiments
carried
out
evaluate
terms
efficiency,
effectiveness,
learn-ability,
user
satisfaction
engagement.
The
results
implies
developed
game-based
highly
effective
efficient
because
mean
marks
obtained
before
using
lower
(M
=
4.97,
SD
1.650)
than
after
7.97,
1.608).
Similarly,
indicate
time
taken
perform
tests
without
higher
as
compared
it
4.37,
Majority
were
entertained
playing
game
while
learning,
felt
motivated
continue
on
game's
scenario
due
variety
activities
included.
Teachers
parents
involved
shown
towards
use
process
preschool
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(1), С. 596 - 601
Опубликована: Янв. 5, 2023
This
study
aimed
to
examine
the
effect
of
whole
language
approach
on
learning
motivation
and
productive
communication
skills
third-grade
students
SD
Lab
Undiksha
for
academic
year
2022/2023,
both
individually
together.
research
is
quasi-experimental.
The
design
used
was
posttest-only
control-group
design.
population,
which
also
sample
in
this
study,
are
all
Undiksha,
totalling
48
students.
independent
variable
approach.
At
same
time,
dependent
students'
skills.
Data
collection
methods
questionnaires
tests.
data
that
have
been
collected
tabulated
with
mean
standard
deviation.
statistical
analysis
test
hypothesis
MANOVA.
Based
has
done,
it
found
that:
1)
there
a
significant
Class
III
2022/2023
an
F
count
75,037
significance
0,000;
2)
84,668
0,000,
3)
simultaneously
73.211
0.000.
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.
In
recent
years,
gamification
has
captured
the
attention
of
researchers
and
educators,
particularly
in
science
education,
where
students
often
express
negative
emotions.
Gamification
methods
aim
to
motivate
learners
participate
learning
by
incorporating
intrinsic
extrinsic
motivational
factors.
However,
effectiveness
yielded
varying
outcomes,
prompting
explore
adaptive
as
an
alternative
approach.
Nevertheless,
there
needs
be
more
research
on
approaches,
concerning
motivation,
which
is
primary
objective
gamification.
this
study,
we
developed
tested
environment
based
specific
psychological
frameworks.
This
incorporated
criteria,
strategies,
gaming
elements,
all
crucial
aspects
education
for
six
classes
3rd-grade
school.
We
employed
a
quantitative
approach
gain
insights
into
impact
their
perception
application.
aimed
understand
how
each
game
element
experienced
influenced
motivation.
The
findings
our
study
revealed
encouraging
results
terms
increased
motivation
engagement
among
students,
well
influence
different
elements
when
connected
with
individual's
profile
multidimensional
framework.
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
2(2), С. 333 - 340
Опубликована: Янв. 1, 2022
The
present
work
supports
the
possibility
of
connecting
exhibits
Museum
Ali
Pasha
on
island
Ioannina
with
Natural
Sciences
through
an
educational
scenario
in
light
Theory
Activity
and
SciEPIMGI
design
framework.
In
this
way
programs
designed
for
Museums
general
interest
gain
added
value
by
supporting
cooperation
formal
non-formal
education.
script
was
during
training
program
University
implemented
November
2021
students
Kindergarten
Ioannina.
Through
selected
Museum,
bridges
themes
were
detected
from
Curriculum
Kindergarten,
focusing
specifically
theme
"water".
Theoretically,
it
is
based
approach
Hein's
constructivism,
Gardner's
multiple
intelligences
active
participation
Simon's
student,
particular
emphasis
student's
individual
peculiarities
regarding
ways
perceiving
reality
personal
meanings
he
forms.
Museum-pedagogical
activities
that
are
apply
a
variety
methodologies
such
as
students'
oral
expression,
visual
creations,
hidden
treasure
game,
writing,
experimentation,
creating
connections,
problem
solving,
interpretation
expression
crises,
etc.
Special
given
to
senses
experiential
exploratory
learning.
museum
space
utilized
constructed
environment
learning
application
museum-pedagogical
methods
invisible
framework
allows
effective
processes,
mobilizes
curiosity,
evokes
emotions
impressions.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(10), С. 92 - 117
Опубликована: Май 22, 2023
This
study
aims
to
develop
and
identify
the
effect
of
SMART-P
training
on
parenting
knowledge
children's
cognitive
development.
research
is
included
as
Mix
Method
with
an
ADDIE
development
model
experimental
quantitative
approach.
The
method
used
explanatory
a
non-equivalent
control
group
design
involving
classes.
carried
out
for
three
weeks,
stages
covering:
analysis,
design,
development,
instrument
implementation,
evaluation.
population
in
this
are
714
parents
children
aged
four
years
from
posyandu/KB
five
sub-districts
Malang
City,
sample
150
six
experts.
Data
collection
techniques
questionnaires
observation
checklists.
analysis
descriptive
percentage
SPSS
analysis.
results
show
that
1)
application
declared
valid
acceptable
be
implemented
medium,
2)
significant
before
after
being
given
using
identified,
3)
re
care
4)
difference
between
shown,
5)
slightly
identified.
Therefore,
needs
continuously
so
can
maximized
Frontiers in Education,
Год журнала:
2022,
Номер
7
Опубликована: Ноя. 15, 2022
To
enhance
student
engagement
in
a
French
foreign
language
course,
two
active
learning
methods
were
combined:
Flipped
and
gamification.
This
study
aimed
to
explore
the
efficiency
of
these
teaching
course
with
beginner
learners
assess
student's
perception
experience.
A
total
215
students
enrolled
this
university
elective
course.
All
sections
taught
by
same
instructor
during
one
semester.
experienced
both
flipped
methodology
traditional
approach.
The
results
indicate
that
students'
scores
gamified
quizzes
better
when
they
prepared
advance
for
sessions
had
session.
Moreover,
questionnaire
was
completed
at
end
term,
reported
preferred
because
such
helped
them
understand
memorize
textual
material.
Students
also
appreciated
use
gamification
tools
help
learn
interest.