Data Analysis of the Number of Tourism Businesses in the Entertainment and Recreation Sector is used as data sources for extracting information. In this study, data on the number of tourism businesses in the entertainment and recreation sector will…
This is a learning media with the scope of ADHD (Attention Deficit Hyperactivity Disorder) for children of age 7 – 8 years. The study aims is to education learning media for children with ADHD with existing games. The Dick and Carey instructional…
This research reports on the design aspect of a bigger project which sought to design and implement information and communication technology (ICT)-based interventions for the purpose of developing pre-service teachers’ ICT competency for teaching…
The rapid advancement of technology has created a vibrant digital museum services and solutions industry. There is a drive for museums to overcome interaction and engagement issues, therefore providing a favorable atmosphere for a digital heritage…
Previous research into multimedia learning has mainly focused on cognitive factors to investigate different instructional conditions and design principles. Emotional aspects have so far been widely neglected. This study investigates how the cheerful…
Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in…
The paper investigates the effectiveness of personal smartphones and other mobile devices for learning English at the tertiary level during hostility in Ukraine. The research methods included 1) general theoretical methods (analysis and synthesis);…
In recent years gaming products have increasingly been used to enhance learning and training development in the academic and commercial sectors. Gaming is an approach that applies technology to provide an almost real experience with interactive…
Current serious game framework still lacks in fulfilling the user's requirements. This is due to the framework elements which only focus on the process of delivery. Hence, this study was carried out to determine user’s ability in self-directed…
The conventional and most common way to measure the interior of a room is using a measuring tape and other similar tools. However, it is not productive and often more than one worker is required to assist the measurement process. The goal of this…