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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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Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
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Rahayu, Chika; Putri, Ratu Ilma Indra; Zulkardi; Hartono, Yusuf – Journal on Mathematics Education, 2022
This research aimed to generate a learning trajectory in an introduction to early mathematics, precisely to measure learning using educational games and Realistic Mathematics Education (RME) and to describe young children's curiosity in learning early mathematics. Children need to have an understanding to take a measurement and use a learning…
Descriptors: Game Based Learning, Educational Games, Mathematics Education, Learning Processes
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I. Nyoman Laba Jayanta; G.A.P. Suprianti; Ni Nyoman Ganing; I. G.A. Lokita Purnamika Utami – International Journal of Language Education, 2025
Many elementary school students do not enjoy learning English due to ineffective instructional approaches that limit independent learning. While digital technology offers potential solutions, its educational use faces challenges such as misinformation and students' low digital resilience. This study investigates the current levels of digital…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Grade 5
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Damayanti, Almira Eka; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental…
Descriptors: Indigenous Knowledge, Physics, Science Instruction, Instructional Effectiveness
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Suparmi; Suardiman, Siti Partini; Budiningsih, C. Asri – International Journal of Instruction, 2020
This study aims to describe the development of creativity in elementary school-age pupils inspired using electronic media through self-actualization. Qualitative research was designed with a multicase study and the selection of informants using purposive sampling methods. Data collection involved 30 informants consisting of six pupils, six…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Children
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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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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Sofiana, Nina; Mubarok, Husni – International Journal of Instruction, 2020
This study is aimed at finding the impact of Englishgame-based Mobile Application (EBMA) on reading achievement and learning motivation of the students. It is an experimental research which uses test and questionnaire to gather the data. 119 samples (58 students of experimental group and 61 students of control group) are selected from eighth grade…
Descriptors: Game Based Learning, Reading Achievement, Learning Motivation, Instructional Effectiveness
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Li Sun, Editor; Cheng-Yao Lin, Editor – IGI Global, 2025
Many educators face the challenge of engaging students in science and mathematics, often struggling to bridge the gap between theoretical concepts taught in classrooms and their real-world applications. This disconnect can lead to disinterest and disengagement among students, hindering their learning outcomes. "Cases on Informal Learning for…
Descriptors: Informal Education, Science Education, Mathematics Education, Problem Solving
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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