[HTML][HTML] Gamification and game based learning for vocational education and training: A systematic literature review

F Dahalan, N Alias, MSN Shaharom - Education and Information …, 2024 - Springer
Games have been used as a learning tool for centuries. Gamification and game-based
learning are becoming more prominent in educational settings for several reasons. When it …

Using an avatar-based digital collaboration platform to foster ethical education for university students

YH Hu, HY Yu, JW Tzeng, KC Zhong - Computers & Education, 2023 - Elsevier
When teaching business ethics, teachers often design collaborative learning activities that
allow students to practice ethical decision-making skills with their peers. However …

Desain Tes Bahasa Arab Menggunakan Aplikasi Wondershare Quiz Creator Untuk Meningkatkan Maharah Istima'

MA Jamil, M LatifNawawi… - Attractive: Innovative …, 2023 - attractivejournal.com
The researcher conducted the development of an Arabic test using the Wondershare Quiz
Creator, aiming to enhance the listening skills of STIT Bustanul Ulum students. This research …

[HTML][HTML] Flipped classroom with gamified technology and paper-based method for teaching vocabulary

DI Pratiwi, SW Fitriati, I Yuliasri, B Waluyo - Asian-Pacific Journal of …, 2024 - Springer
While gamified technology integration in vocabulary instruction within a flipped classroom
has yielded beneficial teaching outcomes, specific studies have raised concerns about …

Identifying factors affecting entrepreneurship education and entrepreneurial intention among Indonesian university students

SUM Widjaja, A Wibowo, BS Narmaditya… - … and Economics Review, 2022 - ceeol.com
Objective: The shift from conventional to online learning activities may impact students'
performance and entrepreneurial involvement. This research investigates the role of e …

Metode systematic literature review efektivitas platform e-learning pada mahasiswa

ER Risnawati, RN Viddyartha… - Journal of …, 2023 - jcs.greenpublisher.id
E-learning adalah jenis pembelajaran online yang menggunakan teknologi digital untuk
menyampaikan pelajaran melalui platform atau aplikasi yang dapat diakses melalui …

Technology integration of using digital gameplay for enhancing EFL college students' behavior intention

RM Tawafak, LH Al-Obaydi, B Klimova… - Contemporary …, 2023 - cedtech.net
This abstract presents a research study that investigates the effects of technology integration
(TI) through digital gameplay on English as a foreign language (EFL) college students' …

Creative Arabic Learning Based On Quizizz: Model And Impact

Q A'yuni, D Hilmi, SL Benedik… - An …, 2022 - e-journal.ejournal.metrouniv.ac.id
Since entering the Covid pandemic, learning has been shifted simultaneously to an online
or blended learning mode. Teachers need alternative creative learning based on media and …

Gamification as a strategy in collaborative learning against virtual education in times of pandemic

C Páez-Quinde, D Morocho-Lara… - 2022 IEEE Global …, 2022 - ieeexplore.ieee.org
This research focuses on the use of gamification in collaborative learning, which means,
implementing game-based activities in the virtual education of students from Educación …

[PDF][PDF] The role of instructional quality on online learning intentions of university students: The technology acceptance model of Zoom

T Iriani, PL Nugraheni - Int. J. Eval. Res. Educ.(IJERE), 2023 - academia.edu
E-learning technology has a vital role to play in supporting the realization of learning goals
during the COVID-19 pandemic. One that is often used is video conferencing technology …