Validity Test of Android-Based Learning Media Assisted by Ispring Suite on Pythagorean Theorem Material DOI Creative Commons

Triayuningsih Permata Suci,

Sunismi Sunismi

Prisma Sains Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, Год журнала: 2024, Номер 12(2), С. 296 - 296

Опубликована: Март 31, 2024

The development of technology today has a great influence on human life. This also includes the use in education, such as utilization learning media connected to information technology. research was conducted validate form Android applications with help iSpring Suite Pythagorean Theorem material. method used is RnD by applying ADDIE model. subjects consisted 3 experts, one practitioner, and 5 grade VIII students. Data collection involved qualitative quantitative data. results analysis showed that experts gave an average assessment 92.09% category "Very Valid." Trials practitioners small groups Valid" 90%. Overall, it can be concluded Android-based appropriate effective achieving objectives. With this been proven valid effective, interesting alternative improve quality mathematics classroom. Integrating provide more interactive experience for Thus, study make positive contribution answering challenges education digital era, enriching methods, increasing attractiveness materials.

Язык: Английский

Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material DOI Open Access

Fivia Eliza

International Journal of Information and Education Technology, Год журнала: 2025, Номер 15(1), С. 49 - 58

Опубликована: Янв. 1, 2025

This research introduces Game-D, an innovative educational game designed to facilitate learning about straightline motion through interaction with a line-following robot. Grounded in constructivist theory, Game-D employs gamification principles enhance students’ understanding and retention of fundamental concepts robotics physics. Using R&D approach the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), underwent series design testing phases ensure alignment objectives user preferences. The sample this study consisted 34 students from Science Education program, Faculty Teacher Training Education, Trunojoyo University, Madura, Indonesia. Analysis results indicate that meets high standards validity reliability, average score 88.25%, categorized as very valid, practicality 87.3%, practical. Additionally, effectiveness test yielded 86.25%, categorizing effective. These findings demonstrate Game- D is highly practical, effective medium for straight-line motion. confirms integrating robot into can improve quality learning, providing viable tool support process. media showed significantly improved conceptual understanding, active student engagement motivation. underscores role supporting fostering dynamic interactive environment successful education.

Язык: Английский

Процитировано

2

Adventuring Physics: Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning DOI Open Access
Iqbal Ainur Rizki, Hanandita Veda Saphıra, Yusril Alfarizy

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(01), С. 4 - 21

Опубликована: Янв. 10, 2023

One of the difficulties in physics learning is low motivation to learn because materials are considered complex, boring, and abstract for students. Therefore, this research developed an Augmented Reality (AR)-integrated game application "Adventuring Physics" based on android that can create more fun provide concept visualization so they become easier students understand. This study aims develop a valid practical Adventuring Physics games learning. uses Research Development (R&D) design application. has two main features: 'play games' 'augmented reality'. Furthermore, game's adapted materials. Meanwhile, AR feature visualizations form 3D image projections material. The results validity assessment show declared valid, feasible, reliable. In addition, practicality very practical. Thus, app worth applying implications as motivate physics, apply digital technology education, it

Язык: Английский

Процитировано

22

Gamification and Game-Based Learning in Mathematics Education for Advancing SDG 4: a Systematic Review and Qualitative Synthesis of Contemporary Research Literature DOI Creative Commons
Ruşen Meylani

Journal of Lifestyle and SDGs Review, Год журнала: 2025, Номер 5(2), С. e04567 - e04567

Опубликована: Янв. 15, 2025

Objectives: This study investigates how gamification and game-based learning (GBL) contribute to advancing Sustainable Development Goal 4 (SDG 4) by fostering inclusive, equitable, high-quality education in mathematics. Theoretical Framework: The research draws on constructivist theories, Self-Determination Theory, Flow Theory understand the mechanisms through which educational games enhance outcomes. Method: A systematic qualitative synthesis was conducted, analyzing studies published between 2010 2023 across databases like ERIC, PsycINFO, Scopus. Key themes were identified thematic coding, supported CASP checklist for rigor. Results Discussion: Findings indicate that improves student engagement, motivation, achievement. Gamification elements such as points badges significantly experiences. Emerging technologies VR AI further amplify effectiveness of approaches. However, challenges remain addressing equity technology access aligning with curricula. Research Implications: review underscores potential support SDG promoting lifelong skills, reducing disparities, inclusivity. Teacher training policy reforms are critical scale these approaches effectively. Originality/Value: synthesizes contemporary findings highlight transformative role mathematics education, emphasizing its alignment global agenda sustainable equitable education.

Язык: Английский

Процитировано

1

Analysis of The Relationship Between Student Interest and Written Communication in Solving Realistic Mathematics Problems DOI Creative Commons

Diella Aprilani Luthfia Amany,

Annisa Amallinda Indriatno Puteri,

Samuel Karim

и другие.

Delta-Phi Jurnal Pendidikan Matematika, Год журнала: 2023, Номер 1(1), С. 15 - 19

Опубликована: Апрель 30, 2023

The world of human education can be studied in a structured and well-supported manner. Because learning to build each person's personality. Interest is the tendency observe remember various activities. Always pay attention, followed by sense fun, interest, desire, concentration, students' understanding mathematics. Communication interpreted as technique conveying messages from messenger recipient with intention expressing or informing comment orally writing. purpose this study was determine relationship between interest written communication skills solving realistic mathematical problems. This research qualitative descriptive study. Data obtained using questionnaires tests. subjects were two students class XI MIPA. steps taken are through WhatsApp group working on tests individually. researcher identified analyzed answers indicator ability write communications for statement question. method data analysis paper tried 3 stages, namely: reduction, presentation drawing conclusions. results show that math problems directly proportional, where student 1's still low his classified poor. Student 2 has moderate abilities also namely not too bad good

Язык: Английский

Процитировано

20

Technology in Mathematics Teaching and Learning: An Impact Evaluation in Selected Senior Schools in Masingbi Town DOI Creative Commons
Samuel Karim,

Exton Mohamed Zoker

Assyfa Learning Journal, Год журнала: 2023, Номер 1(2), С. 60 - 72

Опубликована: Июль 14, 2023

The analysis is based on a detailed evaluation of primary data collected through case studies, questionnaires, and semi-structured interviews in Senior secondary schools Masingbi. Mathematics education learning explored to understand the issues surrounding Technology integration. This study shows that despite perceived advantages integrated teaching methods, there are barriers closely connected teachers’ beliefs at work. Most educators admitted lack ongoing professional training programs curriculum expectations as among factors affect their attitudes towards respective Teaching schools. Further empirical research suggested advance exploration role subject leaders -integrated methods. provides an in-depth own practice mathematics teachers' perceptions integrating into teaching. total sample size respondents was sixty (60), both simple random sampling technique used develop samples Teachers Pupils, while purposive for Principals or Heads Schools three selected senior Masingbi

Язык: Английский

Процитировано

18

Gamification: Enhancing Constructivist Skills through Line-Following Robots DOI Open Access
Ridho Dedy Arief Budiman, Herman Dwi Surjono,

Wagiran Wagiran

и другие.

International Journal of Online and Biomedical Engineering (iJOE), Год журнала: 2025, Номер 21(01), С. 132 - 150

Опубликована: Янв. 16, 2025

This study addresses the challenge of enhancing student engagement and constructivist skills in engineering education by integrating gamification with line-following robots. The problem arises from need for more interactive engaging learning experiences technical disciplines, where traditional methods often fail to actively involve students process. To tackle this challenge, explores how gamification, using game design elements non-game contexts, can motivate create a dynamic environment. main objective is investigate effectiveness approach promoting engagement, motivation learn, critical thinking skills, solving, collaboration, which are all core theory. research employs analysis, design, development, implementation, evaluation (ADDIE) model as framework, quantitative evaluate both validity practicality. was conducted at Department Electrical Engineering, Faculty Universitas Negeri Yogyakarta, Indonesia. Data collection involved expert validation media specialists, average scores 0.90 0.89, indicating highly valid approach. Practicality assessments educators yielded an score 91.85%, while feedback showed rating 90.62%. These results highlight significant potential combining robotics enhance context. Future should long-term effects integration explore its applicability across broader educational environments age groups.

Язык: Английский

Процитировано

0

Improving Students’ Cognitive Abilities and Motivation in Kinematics Material Through Egamerasi Media DOI
Sigit Dwi Saputro, Badrud Tamam,

Naelur Rohmah

и другие.

Salud Ciencia y Tecnología, Год журнала: 2025, Номер 5, С. 1429 - 1429

Опубликована: Фев. 25, 2025

Introduction: Kinematics is considered as difficult material. Learning media greatly supports the achievement of learning objectives. Educational games have been proven to be an attraction for students learn, easy use in learning. However, a preliminary study, educational games, students' conceptual understanding was still moderate category. While presentation material with multiple representations approach has make it easier understand science concepts. The purpose this study test results development Game Based Multiple Representations (EGAMERASI) improve students’ and motivation learning.Methods: This experimental testing activity using EGAMERASI on limited scale. research instruments include cognitive ability tests student questionnaires. Data analysis used descriptive quantitative determine effectiveness increasing EGAMERASI, ARCS levels.Results: are 1) increase average high category effective domains knowledge, understanding, application, analysis. Moreover, at level evaluation synthesis included quite effective, 3) scores attention 89%, relevance 90%, confidence 85%, satisfaction 88%, including overall 87%.Conclusions: All indicators were responded by making very motivated

Язык: Английский

Процитировано

0

The development of 3D-animated interactive media integrated into problem-based learning DOI
Yunita Sari, Arita Marini, Yuli Rahmawati

и другие.

AIP conference proceedings, Год журнала: 2025, Номер 3142, С. 020089 - 020089

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Powtoon-based audiovisual media to improve mathematics understanding ability for sixth-grade elementary school students DOI
Desy Safitri, Arita Marini,

Nindya Pavita Prilia

и другие.

AIP conference proceedings, Год журнала: 2025, Номер 3142, С. 020073 - 020073

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Multimedia-based interactive learning media to improve student’s concept understanding of mathematics DOI
Desy Safitri,

Aghisna Jihadah,

Gusti Yarmi

и другие.

AIP conference proceedings, Год журнала: 2025, Номер 3142, С. 020070 - 020070

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0