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Showing 1 to 15 of 72 results Save | Export
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Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
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Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
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Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
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Livia Feranty; Sonia Anggreini; Tasya Meylani; I. Nyoman Pasek Darmawan – Journal of English Teaching, 2024
Flashcard is viewed as one of the interesting and effective teaching media to teach English in general and vocabulary in particular. To enrich students' vocabulary, flashcards can be used as a personal dictionary for students or as an instrument to play a game applied as a strategy that facilitates active and fun learning. This study aims to solve…
Descriptors: Instructional Materials, English (Second Language), Second Language Instruction, Vocabulary
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Pramono, Andy; Pujiyanto; Puspasari, Betty Dewi; Dhanti, Nadhifa Salmatia – International Journal of Instruction, 2021
The game application is one of the leading choices of cellular media users, according to a report from the Ministry of Communication and Information of Indonesia, at least 30 million are children and adults. However, there is a sharp perception that interactive games hinder children's education, which impacts lazy children to learn. This article…
Descriptors: Foreign Countries, Educational Games, Thematic Approach, Values Education
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Rohmawaty, Enny; Rostikawati Husen, Ike; Vicahyani Utami, Novi; Berbudi, Afiat – Cogent Education, 2022
Developing innovation in medical education is a vital part of improving the learning outcomes. One such learning innovation in medical education is to learn using game as a tool. The Husenynov antihypertensive drug game (HAG) was developed as an innovation to assist the learning process for studying pharmacology. The study was conducted to compare…
Descriptors: Medical Students, Medical Education, Educational Games, Game Based Learning
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Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
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Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
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Siti Muthomimah; Fattah Hanurawan; Nur Eva; Hetti Rahmawati – Pegem Journal of Education and Instruction, 2023
Educational games are becoming a learning trend for elementary school students today because of their fun nature and attractive appearance which makes students interested in trying them. Pancasila educational games are also designed to make learning more interesting. Testing of educational games and their compatibility with human-computer…
Descriptors: Educational Games, Elementary School Students, Learner Engagement, Computer Games
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Ade Hamka; Nur Mukminatien – International Society for Technology, Education, and Science, 2023
The aim of this study is to develop a learning media on teaching Descriptive Text for first grader of Senior High School. This study was conducted with Research & Development (R&D) design. The source of the data are the students of one of Islamic senior high schools in Indonesia which consists of thirty-two students. To collect the data,…
Descriptors: Foreign Countries, High School Students, English (Second Language), Second Language Learning
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Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
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Jabar, Abdul; Gazali, Rahmita Yuliana; Ningrum, Ajeng Ayu; Atsnan, Muh. Fajaruddin; Prahmana, Rully Charitas Indra – Mathematics Teaching Research Journal, 2022
Bahasinan is a traditional game, a maritime cultural heritage, which still exists today in the area of South Kalimantan, Indonesia, precisely in the village of Gunung Makmur. Bahasinan itself is a traditional game that should be played in groups. In Bahasinan, people can find many aspects that have strong correlation with the learning of…
Descriptors: Mathematics Instruction, Educational Games, Mathematical Concepts, Concept Formation
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Inayah, Arih Afra; Zubaidah, Enny – Journal of Education and Learning (EduLearn), 2020
Thematic learning, especially thematic integrative, basically requires the optimization of the use of varied learning media so that it will help students in understanding the concepts of material which are abstract. Therefore, the use of learning media is important in learning. This study aims to reveal: 1) the eligibility of Dakon-themed game…
Descriptors: Educational Games, Personality Traits, Elementary School Students, Thematic Approach
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
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Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
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