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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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Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
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Prasetiawan, Hardi; Barida, Muya; Handaka, Irvan Budhi; Widyastuti, Dian Ari; Agungbudiprabowo; Wahyudi, Amien; Muyana, Siti; Saputra, Wahyu Nanda Eka – Pegem Journal of Education and Instruction, 2023
The purpose of this study is to mengetahui keberterimaan produk yang berupa Creative Cognitive Behavior Group Counseling dalam mereduksi kecanduan game online. Penelitian ini menggunakan pola penelitian dan pengembangan Born & Galls yang terdiri dari tahap studi pendahuluan, tahap pengembangan produk, dan tahap evaluasi. The participants of…
Descriptors: Addictive Behavior, Counseling Techniques, Behavior Modification, Group Counseling
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Fathurrohman, Maman; Nindiasari, Hepsi; Rahayu, Ilmiyati – Journal on Mathematics Education, 2022
This paper reported the design and development of a conventional and digital mathematical board game for use by students in learning arithmetic. At the time of research, there is no significant indication that a mathematical board game is available in scientific and published patent documentation. The availability of mathematical board games for…
Descriptors: Game Based Learning, Video Games, Curriculum Development, Arithmetic
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
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Rahayu, Mega Septiana Ika; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of the Android-based carom games comic integrated to discovery learning (MIKIMOM) in improving critical thinking and mathematical representation in the teaching of physics. It is quantitative research with the quasi experimental research design. It was conducted in two phases, with the…
Descriptors: Instructional Effectiveness, Handheld Devices, Video Games, Discovery Learning
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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
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Umamah, Atik; Saukah, Ali – PASAA: Journal of Language Teaching and Learning in Thailand, 2022
Digital games have been integrated into the teaching and learning process along with the immense use of digital games by student gamers. This adoption is to facilitate students with a more interesting and exciting classroom atmosphere. This study was conducted in an attempt to describe the voice of EFL university students regarding the integration…
Descriptors: Video Games, Game Based Learning, Student Attitudes, English (Second Language)
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Johan, Zaimy Johana; Hafit, Nor Intan Adha; Tusyanah, Tusyanah – Asian Journal of University Education, 2021
Technology addiction has become an alarming disorder that has increasingly caught the attention of researchers, mental health counsellors and doctors. Unfortunately, those who are having the disorder do not realize that they are going through the phase of pleasurable, addictive experience of appealing themselves by long hours of social networking,…
Descriptors: Addictive Behavior, Foreign Countries, Undergraduate Students, Predictor Variables
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Rulyansah, Afib; Hidayat, Muhammad Thamrin; Rihlah, Jauharotur; Shari, Destita; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Teachers are unclear how to adapt pedagogical techniques in digital play to enhance language development for young children in the digital era and with the changes in early childhood education. The purpose of this study is to analyze how teachers understand the development and teaching of early childhood language in early grades with digital game…
Descriptors: Elementary School Students, Teaching Methods, Teacher Student Relationship, Digital Literacy
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Hendra – TESOL International Journal, 2018
In the digital era, some people must use technology to support their works or even their pleasure time. A game is one of the digital applications for some people to spend their leisure time, including children. However, indirectly, a game also can be an educational tool for children, especially for language. Based on the description, the…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Video Games
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Attou, Amal Ben, Ed.; Ciddi, M. Lutfi, Ed.; Unal, Mevlut, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Studies in Education and Social Sciences" includes full papers presented at the International Conference on Studies in Education and Social Sciences (ICSES) which took place on November 10-13, 2022, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Educational Technology, Secondary Education, Foreign Countries, Higher Education
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
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