Peran adaptasi game (gamifikasi) dalam pembelajaran untuk menguatkan literasi digital: Systematic literature review

DN Sari, AR Alfiyan - UPGRADE: Jurnal …, 2023 - journal.universitasbumigora.ac.id
This research is a systematic literature review that aims to analyze the role of game
adaptation or gamification in learning to strengthen digital literacy. Using the SLR method …

[HTML][HTML] How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training

A Cattoni, F Anderle, P Venuti, A Pasqualotto - International Journal of …, 2024 - Elsevier
This research investigates the potential of gamified tools to enhance motivation as well
reading and writing skills in pupils, from 8 to 11 years old. The study compares the impact of …

Designing immersive gamified experiences in the metaverse for enhanced student learning

R Damaševičius… - … Conference on Intelligent …, 2023 - ieeexplore.ieee.org
The integration of the Metaverse with educational contexts offers new opportunities for
innovative teaching and learning strategies. This paper examines the design and …

Transformative approaches and challenges in 21st century mathematics education: A comprehensive review

AN Mustafa - World Journal of Advanced Research and Reviews, 2023 - wjarr.com
This article examines the challenges and transformative approaches in 21st century
mathematics education. The article examines the transition from conventional lecture-based …

Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning

MK Othman, SK Ching - Education and Information Technologies, 2024 - Springer
This study investigates the impact of gamified learning, specifically through computerised
and paper-based board games, compared to conventional teaching methods on science …

Gamified-flipped English classes and L2 learners' achievement and perceptions

E Daliranfirouz, M Amiryousefi, R Geld… - Innovation in Language …, 2024 - Taylor & Francis
This study aimed to investigate the benefits of incorporating gamification within a flipped
English classroom to evaluate the resulting synergies on language learners' overall L2 …

EL Greco Platform: A novel Python programming learning platform that uses a real robot

M Rousouliotis, M Vasileiou, N Manos… - Computer …, 2024 - Wiley Online Library
This paper introduces the El Greco Platform, a Python programming platform for distance
learning that employs an educational robot. This website allows prospective learners to …

Exploring the Predictive Potential of Complex Problem-Solving in Computing Education: A Case Study in the Introductory Programming Course

B Bubnic, M Mernik, T Kosar - Mathematics, 2024 - mdpi.com
Programming is acknowledged widely as a cornerstone skill in Computer Science
education. Despite significant efforts to refine teaching methodologies, a segment of …

Metaverse VR technologies in contemporary Chinese music education

HM Zhang - Interactive Learning Environments, 2024 - Taylor & Francis
The research purpose is to explore the need to introduce innovations in the curriculum and
the classroom in music colleges and universities influenced by virtual reality multimedia …

Influence of Gamification on Student Engagement in Online Discussions Using Self-Determination Theory.

RP Pradana, AA Pinem, PW Handayani - Journal of Educators Online, 2024 - ERIC
This study uses self-determination theory to examine the effect of gamification on the
students' behavioral, emotional, and cognitive engagement in online discussion forums by …