Gamification techniques in Maritime English online courses: Motivating learners in virtual environments DOI Creative Commons

Olena Diahyleva,

Alona Yurzhenko, Olena Kononova

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2024, Номер 4(1), С. 965 - 972

Опубликована: Апрель 2, 2024

The research is conducted to solve the problem of students' motivation while m-learning, namely Maritime English online courses on LMS MOODLE. Gamification techniques are listed in paper. advantages m-learning with gamification described. following activities motivate and engage students m-learning: leaderboards, badges, points, levels, missions, maps, scenarios. was higher maritime education institutions Ukraine. results show positive impact formation communicative competence future ship engineers. prospects further can be seen analysing other raise quality (e.g. game-based learning, problem-based learning).

Язык: Английский

A constructivist-based interactive learning management system leveraging Google Codelabs DOI
Xuan‐Lam Pham, Duc Thuan Nguyen, Linh T. Nguyen

и другие.

Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 19

Опубликована: Март 20, 2025

Язык: Английский

Процитировано

0

Integration of whiteboard use in maritime education and training to enhance environmental awareness of cadets DOI Creative Commons

Olena Diahyleva,

Olena Kononova, Alona Yurzhenko

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2024, Номер 4(1), С. 1038 - 1045

Опубликована: Май 29, 2024

The paper is devoted to analysing the use of whiteboards in maritime education and training cadets ship engineering department. This research highlights benefits incorporating interactive into provides practical recommendations for educators aiming enhance environmental awareness among future professionals. Whiteboards provide a promising way bridge gap between theoretical knowledge application. ensures are equipped with essential skills needed navigate challenges rapidly evolving industry while prioritising sustainability. findings demonstrate significant improvement cadets' understanding concepts their ability apply sustainable practices real-world scenarios. Cadets expressed higher levels engagement motivation when learning through whiteboards, citing dynamic immersive nature technology as contributing factor. Moreover, faculty members reported enhanced teaching capabilities address individual needs effectively. work potential using (e.g. Whiteboard.fi, Miro) awareness. It suggests further explore its effectiveness other educational contexts.

Язык: Английский

Процитировано

2

Flipbook and e-learning for teaching English to elementary school teacher education students DOI Creative Commons
Herlina Usman, Ika Lestari, Yulia Elfrida Yanty Siregar

и другие.

Deleted Journal, Год журнала: 2024, Номер 11(2), С. 919 - 935

Опубликована: Июнь 6, 2024

The purpose of this study is to investigate the lecturers’ and students’ perception flipbooks e-learning in enhancing English learning for teacher education students, influence technology integration on student-centered pedagogy use improve skills students. Thirty students nine lecturers from elementary school programs at three Indonesian universities participated study, which used qualitative descriptive technique. They attend Universitas Halu Oleo Kendari Southeast Sulawesi, Borneo Tarakan North Kalimantan, Negeri Jakarta Jakarta. Data collection was conducted through documents, observations, interviews, questionnaires. This found that both positively perceive as tools education. Flipbooks effectively present complex concepts, while provides accessible, diverse resources develop digital skills. Technology significantly benefits but also poses challenges such technical issues increased workloads. highlighted need interventions listening speaking skills, suggesting combining effective teaching methods media can enhance language proficiency overall experience. It suggested more efforts should be directed toward promoting content knowledge fosters higher-order thinking materials higher Indonesia.

Язык: Английский

Процитировано

2

Exploring the impact of mobile devices in electronics e-learning: A case study evaluating the effectiveness of mobile learning applications in the field of electronics and sensors DOI Creative Commons
Khalid Ghoulam, Belaid Bouikhalene, Abdelghani Babori

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2024, Номер 4(2), С. 1058 - 1072

Опубликована: Июнь 14, 2024

Integrating mobile devices into educational environments has revolutionised e-learning, presenting new opportunities and challenges. This research paper aims to examine the pivotal role of in e-learning environment assess effectiveness learning applications enhancing experience. The study employs a mixed-methods approach, combining quantitative data through surveys usage analytics with qualitative insights from interviews focus group discussions. By analysing perspectives both educators learners, investigates how contribute flexibility accessibility content. Additionally, evaluates various promoting engagement, knowledge retention, overall outcomes. It scrutinises features that success these applications, such as user interface design, interactivity, adaptability diverse styles. Furthermore, delves challenges learning, including device compatibility, connectivity, motivation issues. Strategies overcome optimise benefits are explored. findings this expected provide valuable for educators, curriculum designers, developers applications. ongoing discourse on effective integration offer recommendations optimising design implementation strategies. Ultimately, exploration seeks foster deeper understanding potential shaping future education.

Язык: Английский

Процитировано

1

Framework-Driven Design: Analyzing the Impact of the Zachman Framework on LMS Effectiveness DOI Creative Commons

Fujiama Diapoldo Silalahi,

Setiyo Adi Nugroho,

Budi Hartono

и другие.

Journal of Technology Informatics and Engineering, Год журнала: 2024, Номер 3(2), С. 203 - 216

Опубликована: Авг. 21, 2024

In today's digital era, Learning Management Systems (LMS) play a crucial role in education. Despite the availability of numerous LMS platforms, challenges designing effective and efficient systems persist, particularly integrating comprehensive frameworks like Zachman Framework. This study aims to explore application Framework design enhance system effectiveness user satisfaction. The research employs mixed-methods approach, combining qualitative quantitative methods. Data is collected through survey involving 100 respondents, including instructors, developers, students. analyzes data using thematic analysis descriptive statistical techniques. findings reveal that 85% respondents believe applying significantly improves effectiveness. Additionally, average satisfaction score for designed this framework 4.2 on 5-point scale, indicating high level concludes implementing not only aids identifying needs essential functions but also ensures all elements are well-integrated. These provide valuable insights developers educational institutions creating more responsive meet needs..

Язык: Английский

Процитировано

0

Gamification techniques in Maritime English online courses: Motivating learners in virtual environments DOI Creative Commons

Olena Diahyleva,

Alona Yurzhenko, Olena Kononova

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2024, Номер 4(1), С. 965 - 972

Опубликована: Апрель 2, 2024

The research is conducted to solve the problem of students' motivation while m-learning, namely Maritime English online courses on LMS MOODLE. Gamification techniques are listed in paper. advantages m-learning with gamification described. following activities motivate and engage students m-learning: leaderboards, badges, points, levels, missions, maps, scenarios. was higher maritime education institutions Ukraine. results show positive impact formation communicative competence future ship engineers. prospects further can be seen analysing other raise quality (e.g. game-based learning, problem-based learning).

Язык: Английский

Процитировано

0