Browse Items (1784 total)

The research aimed to develop interactive multimedia based on scientific inquiry to improve student mathematics problem-solving as a provision for the era of Society 5.0. The research method used is the Agile Method, which is a software development…

The current fact shows that entrepreneurship education is only a textbook without providing experimental learning to students. The current solutions have not been able to accommodate the needs of students, especially in the era of disruptive…

The success of a convection business is determined by the materials used. The more the need for orders at GORICH Industry and production convection, the business owner must be competent in producing and selecting superior materials so that customers…

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);…
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