An Adaptive Gamification Learning Approach on Digital Logic Gates: LogIO
Gamified e-learning has become popular as a learning and teaching tool, especially in higher education. This method has been proven to effectively engage, motivate, and improve learning outcomes. However, depending on the subject matter of a particular gamified application, learners or students react differently to game designs and game...
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Research on Development of Physics Learning Media Based on Self-Efficacy Use Mobile Augmented Reality for Senior High School
The importance of self effectiveness in physics learning in high school (SMA) was discovered to be poor in one school. Self-efficacy was found to be at a rate of 48%. And this is confirmed by OECD data (3), which shows that more than 55 percent of Indonesian students rate...
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