This study aims to determine the effectiveness of mobile learning based android in learning vocabulary at the seventh-grade students of SMP Batara Gowa. This type of research is pre-experimental. The research design used was pre-experimental design,…
This study aimed to examine the effectiveness of mobile blended compared to conventional problem-based learning on mathematical problem-solving skills and look for students' responses about the use of online learning. The study was conducted using a…
The purpose of this study was to (1) assess the impact of using Dynamic Geometry Software (DGS) on students’ mathematical abilities, (2) determine the differences in effectiveness based on study characteristics in order to help educators decide under…
This paper presents methodology for user identification on smartphone and mini-tablet using finger based gestures. In this paper, a set of four features, namely Signature Precision (SP), Finger Pressure (FP), Movement Time (MT), and Speed were…
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…
The globe is grappling with the COVID-19 pandemic, which has enslaved the economy, including the educational sector. This epidemic has caused recent changes and disruptions in all aspects of life, this pandemic has compelled educational systems all…
The researchers implemented the quasi-experimental method of research. This research was conducted at SMAN 1 Ngemplak, Indonesia. The research was conducted from March to April 2020. In this study, the samples consisted of 70 students divided into…
The growing demand for combining digital technology with learning practices has surpassed the use of technology or learning how to use it into the process of enhancing learners’ intellectual levels and scaffolding their understanding by focusing on…
This experimental study investigates the effect of using web-cam chat on the FL Learners' socio-cultural competence by answering the following question: What is the effect ofusing web-Cam chat onthe socio-cultural on competence of tenth grade…
This study aims to investigate the effect of using an educational computer game on the improvement of learning English language vocabulary in the city of Irbid. To achieve this aim was programmed a computer game to teach third graders English…