There are numerous methods available in the education arena for increasing student participation in class. The experience that students have during class is critical not just for the students, but also for the instructor. Student achievement in the classroom can be increased to the point that the student enjoys performing class tasks. Problems arise when the students are burned out because they are exhausted by learning, especially online learning during the pandemic situation. It is necessary to develop an application that may be utilized as a tool to assist teachers and students in managing student achievement through the use of gamification. The objective of this study is to ascertain which requirements and functions should be incorporat...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This research presents an approach to engage the children with a learning mobile application. The in...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
The work presented in this document focuses on the implementation of a mobile phone application to s...
In this research, gamification techniques were investigated on how they could be effectively used in...
“ClassMotvr” is a system designed to motivate students to participate more in class rather than bein...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
Violations that continue to increase, as if unconsciously, can affect the teacher's assessment of st...
Education is now heading towards Fourth Industrial Revolution. Most students and teachers opt to hav...
This study aims to help students improve their knowledge capability based on their active participat...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This research presents an approach to engage the children with a learning mobile application. The in...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
The work presented in this document focuses on the implementation of a mobile phone application to s...
In this research, gamification techniques were investigated on how they could be effectively used in...
“ClassMotvr” is a system designed to motivate students to participate more in class rather than bein...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
Violations that continue to increase, as if unconsciously, can affect the teacher's assessment of st...
Education is now heading towards Fourth Industrial Revolution. Most students and teachers opt to hav...
This study aims to help students improve their knowledge capability based on their active participat...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This research presents an approach to engage the children with a learning mobile application. The in...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...