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Keyword: Learning OutcomesImplementation of Blended Learning Models to Improve Student Learning Outcomes in Junior High School
The purpose of this study is to determine the improvement of the competence of junior high school students through the application of blended learning models. This is a Classroom Action Research comprising of two cycles and two observations of student activities, with the descriptive statistics used for data analysis. From the results of the learning…
Read MoreOnline Support for Tertiary Mathematics Students in a Blended Learning Environment
The context for the study was a naturally occurring quasi-experiment in the core mathematics program in a large Australian university. Delivery of teaching was changed in a sequence of two initial core mathematics subjects taken by engineering and science students. The change replaced one of two face-to-face tutorial classes per week by an online tutorial.…
Read MoreA User-Item Collaborative Filtering System to Predict Online Learning Outcome
Education has seen the rapid development of online learning. Many researchers have conducted studies on the use of recommendation systems in online learning. However, until now, several similar studies still focus on the accuracy of the prediction results. Various obstacles were encountered related to changes in the face to face learning process into online learning.…
Read MoreImpact of Integrating Chatbots into Digital Universities Platforms on the Interactions between the Learner and the Educational Content
The rapid expansion of digital universities across Africa addresses the need for scalable higher education solutions, but challenges such as limited physical infrastructure and high dropout rates persist. In digital learning environments, effective interaction with educational content is crucial for student success. This article explores the transformative role of chatbots integrated into digital university platforms,…
Read MorePersonalized Serious Games for Improving Attention Skills among Palestinian Adolescents
Serious games (SGs) are interactive and entertaining digital games with a special educational purpose. Studies have shown that SGs are effective in enhancing educational skills. Cognitive skills training through serious games have been used in improving students learning outcomes. In this article, we introduce the ‘plants kingdom’ serious game for improving adolescents’ cognitive skills, mainly…
Read MoreThe 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…
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