This study aims to investigate the effectiveness of gamification in developing soft skills and STEM (science, technology, engineering, and mathematics) among students. The background of this study is the low interest and achievement of students in STEM fields, as well as the lack of 21st century skills, such as creativity, collaboration, communication, and problem-solving, that are needed in the digital era. This study uses an experimental method with a pretest-posttest control group design. The sample of this study is grade X students from three public high schools in Lamongan, namely SMA Negeri 2 Lamongan, SMAN 1 Sukodadi, And SMA Negeri 1 Babat, who are divided into two groups, namely the experimental group that receives learning w...
Abstrak: Desain Pembelajaran Gamifikasi adalah sebuah desain pembelajaran yang dibuat menggunakan pr...
The application of gamification in education has attracted many researchers to increase engagement a...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This study aims to investigate the effectiveness of gamification in developing soft skills and STEM ...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
The study aimed to investigate the effectiveness of an educational environment based on gamification...
Gamification is a new form of approach that is being looked into in the world of education. With its...
Gamification is a strategy for involving students by incorporating game elements into the learning p...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
This paper explores the effects of gamification on lower secondary school students’ motivation and e...
The concept of physics material for some students is a difficult concept. In fact, students tend to ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Matematik adalah salah satu subjek yang kurang mendapat sambutan di kalangan pelajar. Ini kerana kes...
Abstrak: Desain Pembelajaran Gamifikasi adalah sebuah desain pembelajaran yang dibuat menggunakan pr...
The application of gamification in education has attracted many researchers to increase engagement a...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This study aims to investigate the effectiveness of gamification in developing soft skills and STEM ...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
The study aimed to investigate the effectiveness of an educational environment based on gamification...
Gamification is a new form of approach that is being looked into in the world of education. With its...
Gamification is a strategy for involving students by incorporating game elements into the learning p...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
This paper explores the effects of gamification on lower secondary school students’ motivation and e...
The concept of physics material for some students is a difficult concept. In fact, students tend to ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Matematik adalah salah satu subjek yang kurang mendapat sambutan di kalangan pelajar. Ini kerana kes...
Abstrak: Desain Pembelajaran Gamifikasi adalah sebuah desain pembelajaran yang dibuat menggunakan pr...
The application of gamification in education has attracted many researchers to increase engagement a...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...