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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Aranta, Arik; Wijaya, I. Gede Pasek Suta; Husodo, Ario Yudo; Nugraha, Gibran Satya; Dwiyansaputra, Rama; Bimantoro, Fitri; Putrawan, I. Putu Teguh – Journal of Education and Learning (EduLearn), 2021
Preservation of Indonesian culture is an important thing that must be considered. One of the efforts that have been made in preserving culture is technological development implementation. In cultural preservation, based on data obtained from 45 respondents from the Bima community in Indonesia, 34.9% of the community does not understand the Bima…
Descriptors: Latin, Alphabets, Written Language, Translation
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Nurul Aini; Iwan Kurniarahman; Utami Widiati; Bambang Yudi Cahyono; Yazid Basthomi – Issues in Educational Research, 2024
Our research investigated the integration of artificial intelligence in education (AIEd), focusing on Indonesian university students' perspectives. A quantitative survey design was based on the Technology Acceptance Model (TAM), a framework focused on perceived usefulness, modified by adding items related to affective aspects: interest, needs,…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Artificial Intelligence
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Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
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Muslaini, Fadel; Kristina, Diah; Sutomo, Ngadiso – International Online Journal of Education and Teaching, 2019
The present study reports the results of an exploration stage of research and development (RND) whose project is to develop an EFL [English as a foreign language] reading android application. At this exploration stage, this study aims at finding out the possible weaknesses of the existing EFL reading media (textbook) and the needs for an ideal EFL…
Descriptors: English (Second Language), Computer Software, Handheld Devices, Educational Technology
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Wiyaka; Mujiyanto, Januarius; Rukmini, Dwi – English Language Teaching, 2018
This paper presents the result of a survey on the usefulness of an ICT-based software program called DEC (a pseudonym for a particular commercial English learning resource). This program was utilized by English Departement University of PGRI Semarang as a complementary software in Integrated Course offered to the first semester students. The…
Descriptors: Foreign Countries, College Students, Student Attitudes, Information Technology
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Sunarto, M. J. Dewiyani; Hariadi, Bambang; Sagirani, Tri; Amelia, Tan; Lemantara, Julianto – International Journal of Instruction, 2020
The purpose of this study is to develop a Web- and Android-based learning application for high school students, named MoLearn. To meet teacher needs, a preliminary study was conducted by conducting interviews and field observations. The design and development follow the ADDIE model, with stages namely (1) analysis of needs, (2) design of…
Descriptors: Teaching Methods, Learning Processes, Computer Software, Science Teachers
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Santoso, Harry B.; Schrepp, Martin; Isal, R. Yugo Kartono; Utomo, Andika Yudha; Priyogi, Bilih – Journal of Educators Online, 2016
The aim of the current study is to develop an adapted version of User Experience Questionnaire (UEQ) and evaluate a learning management system. Although there is a growing interest on User Experience, there are still limited resources (i.e. measurement tools or questionnaires) available to measure user experience of any products, especially…
Descriptors: Student Centered Learning, Online Courses, Electronic Learning, Student Experience
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Mack Shelley Ed.; Omer Tayfur Ozturk Ed.; Mustafa Lutfi Ciddi Ed. – International Society for Technology, Education, and Science, 2023
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on May 18-21, 2023 in Cappadocia, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Conferences (Gatherings), Mathematics Education, Science Education, Technology Education
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Kesiman, Made Windu Antara; Agustini, Ketut – Journal of Information Technology Education: Innovations in Practice, 2012
By studying and analyzing thoroughly the aspects of Indonesian culture, we may find many concepts of local wisdom that have been practiced in daily life of Indonesian people that can be beneficial for Information Technology study. Subak is a Balinese organization of irrigation systems, and is one example of local wisdom known widely in the world.…
Descriptors: Foreign Countries, Developing Nations, Hypermedia, Computer Assisted Instruction