Recent advancements in e-learning have highlighted the significance of incorporating gamification into language acquisition processes. It is essential to examine the application of learning game features within classr...
Recent advancements in e-learning have highlighted the significance of incorporating gamification into language acquisition processes. It is essential to examine the application of learning game features within classroom settings. The foremost goal of this systematic review of literature is to ascertain and thoroughly delineate the elements of gamification considered suitable for incorporation into environments for language learning. This investigation focuses on two main objectives: firstly, to examine the influence of diverse elements of gamification on the enhancement of language abilities, and secondly, to comprehend how these elements shape the educational approaches and experiences of students in a gamified learning environment. The review methodology employed in this study is a systematic literature review of the current literature to comprehensively analyze and map out the effective utilization of gamification in the context of language teaching. The results of our study demonstrate that the deliberate integration of game features can have a substantial impact on student motivation and engagement. Nevertheless, the efficacy of these components is contingent upon the individual attributes of students and the educational goals in question. The paper finishes by providing advice for customizing gamification tactics to accommodate the varying learner profiles in language teaching. Additionally, it suggests potential areas of future research that can contribute to the ongoing development and enhancement of this pedagogical approach.
Within design Science, design Culture is a branch focused on regional development through design principles and participatory tools designed to intrinsically understand endogenous potentials. designing living is a goa...
Within design Science, design Culture is a branch focused on regional development through design principles and participatory tools designed to intrinsically understand endogenous potentials. designing living is a goal/output based on recognizing regional 'color' and facilitating the community for economic sustainability, social acceptability, and environmental soundness. Anthropological/ethnographic study embodied in material culture research is applied practically in learning about life in the field to incite curiosity and learning reflexes. In experiencing communal living, student-participants Observe-Collect-Map valuable tangible/intangible potentials (treasures), and analyses for presentations, ideate visions and co-design with local community as one of stakeholders. As an example, UNS-FSRD design Culture Laboratory collaborates with UNS-Agriculture Faculty and GAPOKTAN Sedyo Makmur to redevelop Rojolele Delanggu Rice and community-based plantations in Sabrang Village, Delanggu.
The integration of augmented reality has shown to be a successful implementation within the fields of education. The resultant positive impact is highly beneficial and introduces a novel dimension to the realm of educ...
The integration of augmented reality has shown to be a successful implementation within the fields of education. The resultant positive impact is highly beneficial and introduces a novel dimension to the realm of education. Nevertheless, the advancement of technology and the evolving demands of education present inherent challenges that must be confronted. This study's main goal is to provide a thorough examination of the difficulties faced when implementing augmented reality (AR) technology in educational settings. This study involves an extensive review of literature focusing on the integration of augmented reality (AR) into educational contexts. Nevertheless, the availability of literature source databases remains constrained. Another researcher has asserted that this study aims to address the limitations previously discussed. The objective of this study is to adequately rectify the limitations. The bibliometric review was carried out utilizing analytical techniques offered by Scopus, while the viewing of bibliometric data was performed employing the Vos viewer application. The findings indicate that there exist multiple factors that stakeholders ought to consider while employing augmented reality within educational contexts. The field of augmented reality (AR) encompasses four separate challenges, namely technological complexities, user-related considerations, AR content creation, and the need for curriculum adjustments to meet the learning demands associated with AR integration.
The future agricultural sector is required not only to maximize the management of natural resources but also to manage human resources as the main actors driving and maintaining its existence amid the decreasing inter...
The future agricultural sector is required not only to maximize the management of natural resources but also to manage human resources as the main actors driving and maintaining its existence amid the decreasing interest of the young generation in the agricultural sector. The agricultural sector is prone to high uncertainty due to global climate change. This research sought to identify young generation's perception on the agricultural sector. This study was a descriptive research using survey on 120 farmers' children (called as Taruna Tani) in Sragen Regency, Indonesia with direct interview through questionnaires as primary data. The results showed that most youths had fairly good perceptions in terms of income, social status, and work convenience in the agricultural sector, but not in terms of career development and warranty of future life. The youth concerned with the lack of careers and warranty of future life if they work in the agricultural sector. However, today's young generations are very potential to be prepared for being the human resources to develop agricultural development in the future. Therefore, some efforts are needed to encourage the youths to work in the agricultural sector through socializing and educating them about agriculture and introducing technology and cultivation innovations to anticipate the impacts of climate change on the agricultural sector.
Mobile Adhoc Networks (MANETs) is an emerging technology in both the industrial and academic research. The major drawback in MANETs is improving the battery capacity. MANETs are dynamic in nature therefore during comm...
Mobile Adhoc Networks (MANETs) is an emerging technology in both the industrial and academic research. The major drawback in MANETs is improving the battery capacity. MANETs are dynamic in nature therefore during communication it consumes more energy that reduces the overall energy efficiency of the network. Many past and present researches are concern about this problem. In this paper, Energy Preservation in MANETs using Self-Adaptive Cluster Head Selection with Advanced Genetic Algorithm (EPMSA-CHAG) approach is proposed where the CH selection is performed using two segments; they are initial parameter based on CH selection and Advanced Genetic Algorithm (AGA) based CH selection. At the initial stage the parameters which are considered for the CH selection are node degree, node stability, distance, residual energy, and speed and delivery rate. Using these parameters are the best fit for CH selection is chosen then in order to find the optimal best fit from the best fit calculation, Advanced Genetic Algorithm (AGA). The proposed EPMSA-CHAG approach is simulated using NS2 and the parameters which are considered for the performance analysis are packet delivery rate, energy efficiency, end to end delay, routing overhead and throughput. The methods that are taken for the comparative analysis are HLSPM-CHSR and HAMBO-CHLD. From the results calculated it is proven that the proposed EPMSA-CHAG approach achieved high packet delivery rate, energy efficiency and throughput as well as lower end to end delay and routing overhead when compared with the earlier methods HLSPM-CHSR and HAMBO-CHLD.
Computational thinking is a way of thinking for problem solving and is one of the basic skills of the 21st century that is very important to be applied in science learning as an effort to prepare for disruption in the...
Computational thinking is a way of thinking for problem solving and is one of the basic skills of the 21st century that is very important to be applied in science learning as an effort to prepare for disruption in the industrial era 4.0 and society 5.0. This study aims to find a new method that has proven its effectiveness to apply problem solving skills. The Research and Development (R and D) method with the ADDIE model (Analysis, design, Develop, Implementation and Evaluation) was carried out to develop a Problem Project Based Learning (PPjBL) model with a Computational Thinking (CT) approach based on CoSpaces-Edu Paper Cube Augmented Reality. This research has produced a product in the form of a Problem Project Based Learning (PPjBL) model with a Computational Thinking (CT) approach based on CoSpaces-Edu Paper Cube Augmented Reality which has been validated by experts on very feasible and effective criteria to be applied as a science learning design.
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