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
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.
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
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.
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
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
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.
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.
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.
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.