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Keyword: GamificationThe Gamification Design for Affordances Pedagogy
This study aims to design a gamification affordances pedagogy. Affordances are the ways in which we perceive environments to support the needs of learners in the educational system. The main questions are how gamification elements can influence student engagement to improve their affordances. Affordance behavior is a human behavior that refers to a mindset; an…
Read MoreOctalysis Audit to Analyze gamification on Kahoot!
Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as…
Read MoreUser’s Demographic Characteristic on the Evaluation of Gamification Interactive Typing for Primary School Visually Impaired with System Usability Scale
This paper extends the gamification interactive typing for Primary School Visually Impaired in Indonesia with some development according to previous user’s feedback. This study focuses in to renew the application and evaluate the updated application for visually impaired children developed by utility Unity software. Besides, standards of good gamification are worthy of study and can…
Read MoreThe Effectiveness of Personality-Based Gamification Model for Foreign Vocabulary Online Learning
Currently, there is a growing interest for applying gamification in e-learning due to innovations in technologies and pedagogies. However, motivation and engagement related problems can arise when the gamification elements are not personalized to match the individual’s needs. Therefore, this research proposes a Hybrid Learning Model that combines both Gamification and Personality Traits to increase…
Read MoreBridging Culture and Care: A Mobile App for Diabetes Self-Care Honoring Native American Cultural Practices
Diabetes presents a significant public health issue for Native Americans, exacerbated by cultural nuances often ignored by conventional healthcare. To address this, we introduce a mobile app designed with the cultural context of Native American populations in mind. The app’s development followed participatory design principles, with direct input from Native American stakeholders through focus groups…
Read MoreThe Graded Multidisciplinary Model: Fostering Instructional Design for Activity Development in STEM/STEAM Education
In a challenging and increasingly technological world, it is important to promote critical thinking, multidisciplinary problem solving, and collaboration through STEAM education; however, there are important economic, administrative, and especially pedagogical manage- ment limitations for its implementation at the secondary level. Therefore, this paper presents systematic recommendations for an effective and sustainable implementation of STEAM…
Read MoreEffectiveness of Gamified Instructional Media to Improve Critical and Creative Thinking Skills in Science Class
Gamified Instructional Media has recently been widely used in the education sector to improve students’ abilities. Using Gamified Instructional Media at the elementary school level becomes more interesting because it is in accordance with the way children learn K1-K6. The research aims to identify the gamified instructional using Genially to improve students’ critical and creative…
Read MoreOpinion and Effectiveness of Kahoot! use in Online Distance Learning in Crop Production at Higher Education Level: A Case of Study
Kahoot is one of the most popular learning platforms, with over 2.5 billion players per year worldwide, used mainly for knowledge review through gamification. However, students´ opinion and its effectiveness in online distance learning as well as in another language teaching has been little studied. With these aims, this study was carried out in the…
Read MoreDiscover DaVinci: Blockchain, Art and New Ways of Digital Learning
Discover DaVinci is a novel augmented reality system that incorporates blockchain technology with experiential learning to engage participants in an interactive discovery of Leonardo da Vinci’s oeuvre. The software was created by Marko Suvajdzic, first author of this paper, and it was produced at the University of Florida Digital Worlds Institute. In the true spirit…
Read MoreThe Impact of eLearning as a Knowledge Management Tool in Organizational Performance
This paper aims to understand the impact of eLearning capabilities on organizational performance. It also addresses the obstacles of organizational learning using eLearning methods and highlighting some emerging trends and technologies that will impact the eLearning experience in organizations. It examines a brief history of knowledge management and how it is related to learning, organizational…
Read MoreThe Effect of User Experience from Teksologi
A meaningful User Experience can indicate successful of the application, so it is important to provide positive experience which aims to maximize the usability of an application. The purpose of this current study is to evaluate the user experience of an application called Teksologi: Gamification interactive typing for visually impaired children in Indonesia. User Experience…
Read MoreInnovative Solution for Parking-Sharing of Private Institutions Using Various Occupancy Tracking Methods
This work presents an innovative solution for parking-sharing of private institutions based on daily occupancy patterns and using different real time tracking methods of vacant parking slots. The research objective consists in finding the most accurate cars detection method, for determining of vacant parking slots and updating them on application web page. Beside the technical…
Read MoreCISELexia: Computer-Based Method for Improving Self-Awareness in Children with Dyslexia
Dyslexia has a lack of ability which causes other disturbances to social-emotional development. Based on an interview with the Chair of the Indonesian Dyslexia Association, increasing self-awareness is one form of dyslexia therapy to reduce that problem. Therefore there is a need for increasing self-awareness to solve that problem, whereas such technology the closest has…
Read MoreProviding Underlying Process Mining in Gamified Applications – An Intelligent Knowledge Tool for Analyzing Game Player’s Actions
This work deals with the issue of understanding a user’s behaviour as this is expressed via a gamified application. The notion of ontologies and the association of concepts in relevance to decisions that have to be made is used. The current work introduces a new process-based approach, based on collected large log files and associations…
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