Designing Mobile Games Application for Digitalization of English Teaching and Learning Materials for Elementary School DOI Open Access
Agus Rofi’i, Sri Sumartini, Sigit Vebrianto Susilo

и другие.

Indonesian Journal Of Educational Research and Review, Год журнала: 2023, Номер 6(3), С. 488 - 500

Опубликована: Июль 31, 2023

The world faces rapid industrial changes in line with the revolution 4.0. These leave several challenges and opportunities to be adaptive evolve respond of times. Therefore, this research aims develop Android-based digital teaching materials support learning mobility. This study uses a development (R&D) approach. instructional design used is model Gall. method mixed methods research. Furthermore, type that will exploratory type. started qualitative activities aimed at exploring process testing hypothesis through experimental Experimental provide decision about acceptability or not hypotheses developed widely applied elementary schools. results showed based on Android games have been successfully implemented correctly; material also helps them understand being taught. Digitizing mobile can an effective alternative improving English

Язык: Английский

Exploring the impact of using Chat-GPT on student learning outcomes in technology learning: The comprehensive experiment DOI Creative Commons
Muhammad Hakiki, Radinal Fadli, Agariadne Dwinggo Samala

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(2), С. 859 - 872

Опубликована: Окт. 18, 2023

This experimental study investigates the impact of integrating Chat GPT (Generative Pre-trained Transformer) on student learning outcomes in technology education at Universitas Muhammadiyah Muara Bungo. The research involves an group using and a control with conventional methods. Data from 31 participants each were collected, assessing through final test scores. Analyzing results t-test, displayed significantly higher achievements than group, highlighting positive effect incorporating into educational technology. illuminates potential AI-powered chatbots like to enhance outcomes. Further exploration is required gauge its adaptability across diverse contexts for more enhanced results. T-test results, conducted 95% confidence level α 0.05, degrees freedom dk = n1 + n2 - 2 60, showed tcount 5.424 against ttable 2.000, firmly establishing > (5.424 2.000). Consequently, null hypothesis (H0) proposing no significant utilization refuted. Conversely, alternative (H1), signifying influence usage, upheld, affirming substantial role students' technological education.

Язык: Английский

Процитировано

21

Educational benefits of digital game-based learning: K-12 teachers' perspectives and attitudes DOI Creative Commons
Γεώργιος Λαμπρόπουλος

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(2), С. 805 - 817

Опубликована: Авг. 23, 2023

This study aims to examine K-12 teachers’ perspectives and attitudes toward the benefits of adopting integrating digital game-based learning in education. The involves 158 teachers primary education secondary who filled a 37-question questionnaire. Overall, had significantly positive attitudes. In contrast their age level which they taught, educational background, gender, teaching experience were correlated with responses. Based on results, most familiar games use settings previous classrooms. lack equipment, skills, training emerged as challenges that face. Concerning its general education, an effective approach can be applied various subjects offer interactive student-centered environments. Regarding it yield for teachers, useful facilitate enrich process improves communication skills enables them create motivational virtual environments would consciously engage encourage students actively participate activities promote collaborative learning. terms students, was evaluated valuable pedagogical enhance students’ cognitive social-emotional development, competencies, improve motivation, engagement, achievements, increase joy, autonomy, critical thinking, creativity, imagination. Finally, used at all levels both face-to-face online meet new requirements, provide overall quality

Язык: Английский

Процитировано

17

Revolution in Engineering Education through Android-Based Learning Media for Mobile Learning: Practicality of Mobile Learning Media to Improve Electrical Measuring Skills in the Industrial Age 4.0 DOI Open Access

Fivia Eliza,

Radinal Fadli, Muhammad Hakiki

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(20), С. 60 - 75

Опубликована: Ноя. 3, 2023

This study examines the practicality of Android-based learning media in improving students’ ability to use electrical measuring instruments Industrial Revolution 4.0 era. adopted a research and development (R&D) approach using 4D model. The process involved practical tests conducted by lecturers students questionnaire that evaluated convenience, time, usability. study’s results revealed for mobile showed level deserved thumbs up. Aspects all reach good practicality, so they fall into ‘practical’ category. Based on findings, provides significant benefits through easy access materials, better interactive visualization, efficiency self-evaluation. received can be added understanding instruments. However, currently being developed has not been integrated with artificial intelligence (AI), there are still great opportunities further its integration education.

Язык: Английский

Процитировано

13

Android-based learning media using smart apps creator on matrix materials to support high school student creativity DOI

Rizka Qotrunnada,

Muhamad Toyib, Vera Septi Sistiasih

и другие.

AIP conference proceedings, Год журнала: 2025, Номер 3142, С. 020007 - 020007

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Enhancing Practicality of Web-Based Mobile Learning in Operating System Course: A Developmental Study DOI Open Access
Muhammad Hakiki, Herman Dwi Surjono,

Wagiran Wagiran

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(19), С. 4 - 19

Опубликована: Окт. 10, 2023

Web-based Mobile Learning can enhance the learning experience in various educational contexts. However, operating system courses, practical challenges arise when implementing a web-based mobile platform, which impacts effectiveness and accessibility of materials for students. To overcome these challenges, this research development (R&D) aims to improve practicality courses. The adopts systematic 4D (Define, Design, Develop, Disseminate) model identify explore strategies optimize platform. Data collected from lecturers students showed high average value practicality, 88.33% 88.35%, respectively. This contributes improving aspects learning, thereby enhancing students’ outcomes context

Язык: Английский

Процитировано

11

Interactive gamification-flip-book for developing students' outcomes DOI Creative Commons
J. Priyanto Widodo,

Marianus Subandowo,

Lailatul Musyarofah

и другие.

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

Язык: Английский

Процитировано

10

Effectiveness of Android-Based Mobile Learning in Graphic Design Course for Digital Learning: The Development Research Study DOI Open Access
Muhammad Hakiki

International Journal of Information and Education Technology, Год журнала: 2024, Номер 14(4), С. 602 - 611

Опубликована: Янв. 1, 2024

This research spearheads the development and evaluation of an Android-based mobile learning platform specifically designed for graphic design education, using 4-D model (Define, Design, Develop, Disseminate). The key findings indicate a substantial statistically significant improvement in outcomes (t-count = −15.453, t-table 2.019), highlighting positive impact platform. Moreover, proves highly effective enhancing student motivation, with average motivation score 85.86%. novelty this lies its focus on specific application technology offering valuable insights educational institutions navigating digital challenges. not only contributes to improved quality but also fosters creative environment, encouraging further optimization diverse contexts. Limitations include need ongoing technological updates potential variations device accessibility. Recommendations encompass continuous optimization, integration into broader settings, adapting evolving landscapes.

Язык: Английский

Процитировано

3

An Adaptive M-Learning Usability Model for Facilitating M-Learning for Slow Learners DOI Open Access
Jawad Ul Hassan, Malik Muhammad Saad Missen,

Amnah Firdous

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(19), С. 48 - 69

Опубликована: Окт. 10, 2023

Mobile devices have evolved from communication tools to versatile platforms for various purposes, including learning. Usability is crucial practical mobile learning applications, ensuring ease of use and expected performance. However, existing research on educational apps has primarily focused typical learners, neglecting the specific requirements slow learners who face cognitive limitations. In this work, we fill gap by proposing an adaptable learning-oriented usability model (ALUM) specifically tailored support learners. The conducts a detailed analysis systematic review identify problems users investigate how respond in terms efficiency, effectiveness, satisfaction, outcomes. Twenty-four participants classified as evaluated 25 HTML-based apps. evaluation revealed critical deficiencies concerning needs particularly user-friendliness learnability, leading their dissatisfaction. We propose that leverages hybrid recommendation system address these challenges. incorporates navigational graph, ontology, item matrix provide personalized topic recommendations, tailoring content delivery materials based individual preferences. By enhancing experience proposed aims improve This bridges between academic applications interactive technologies. presented paper offers framework supporting emphasizing its essential components interactions enhance outcomes user group.

Язык: Английский

Процитировано

5

Improving English Vocabulary Through Quizizz in Practice Tests for Gamification and Google Forms with AutoProctor in Assessment tests for the Preclusion of Malpractice DOI Open Access
Venkata Ramana Manipatruni, Nannapaneni Siva Kumar, Mohammad Rezaul Karim

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(13), С. 22 - 43

Опубликована: Июль 4, 2023

Research on Vocabulary is prominent, and it helps learners find many diverse ways to learn vocabulary a greater extent. However, the research in recent years gradually diminishes as students age get higher education [1]. Many researchers recommend effective use of digital tools motivate participate actively learning [9], gamification makes quite an impact by creating student interest word [1] [12]. At this juncture, our serves need for improving Engineering through using 'Quizizz' their Practice tests Google Forms with 'AutoProctor' preclude malpractice during assessment test-taking. This study was carried out based quantitative collecting analyzing numerical data couple groups, control group (n1=45) experimental (n2=69), also closed-ended questionnaire Likert Scale. The findings demonstrate how culminated results that brought subtle difference two groups; groups pursued traditional blended methods. Pooled Standard Deviation (Spooled) (Weighted average Deviations from both groups) statistically demonstrated had deviated group's (s1) 0.286 (s2) 0.2. weighted vindicated could perform better than post-test.

Язык: Английский

Процитировано

2

An Android e-Learning Application to Support Academic Learning: Design, Development, and Implementation of a Case Study DOI Creative Commons

Neilcy Tjahjamoorniarsih,

Leonardus Sandy Ade Putra, Eka Kusumawardhani

и другие.

International Journal of Electrical and Electronic Engineering & Telecommunications, Год журнала: 2023, Номер 12(5), С. 363 - 372

Опубликована: Янв. 1, 2023

After the pandemic, Indonesia became one of countries that imposed a new normal for all levels society with various sectors life. The education sector is areas most highlighted in change. Various policies and learning methods have been attempted to implement distance education. In current normal, beneficial method implementing Indonesia. delivery materials carried out by sending meeting face-to-face online using video conferencing applications provided on storage services. Both are now available separate platforms not integrated into platform, making it difficult users. It has shortcomings terms optimization providing addition, used today still several weaknesses, such as adjusting schedule, understanding more accept because done also yet between media mobile device. This study aims design an Android-based e-learning application can assist students’ process help distribute materials. designed meet needs students material optimally be without being limited time. results research student satisfaction obtained percentage level 94% which stated use applications. Satisfaction says improve academic abilities skills fields they study.

Язык: Английский

Процитировано

2