How can gamification be incorporated into disaster emergency planning? A systematic review of the literature

N Kankanamge, T Yigitcanlar… - International Journal of …, 2020 - emerald.com
Purpose The purpose of this paper is to investigate the role of gamification as a novel
technique in motivating community engagement in disaster-related activities in order to …

SEM Model to Assess the Impact of Mobile Gaming on Islamic Education Learning

MR Fuadiy, MAF Rozi, S Marpuah - Journal of Educational Research …, 2024 - cesmid.or.id
This study examines the impact of mobile gaming on Islamic Religious Education
(Indonesian: PAI) learning outcomes using Structural Equation Modeling (SEM). Conducted …

“Video games for boys and chatting for girls?”: Gender, screen time activities and academic achievement in high school

S Tak, S Catsambis - Education and Information Technologies, 2023 - Springer
Using national longitudinal data of students during their 9th and 11th grades, we address
popular concerns over screen time activities distracting students' academic pursuits. We …

[PDF][PDF] Sistem monitoring beban listrik dan perbaikan faktor daya menggunakan PZEM004T dan dashboard Adafruit berbasis IoT

I Surya, J Kustija, RE Pawinanto… - … dan Listrik Tenaga …, 2023 - pdfs.semanticscholar.org
ABSTRAK Graphic User Interface (GUI) pada suatu sistem Internet of Things (IoT) salah
satunya dipengaruhi oleh monitor yang mudah diakses, fleksibel, serta efisien dalam …

Gamifying Community Education for Enhanced Disaster Resilience: An Effectiveness Testing Study from Australia

N Kankanamge, T Yigitcanlar, A Goonetilleke - Future Internet, 2022 - mdpi.com
Providing convenient and effective online education is important for the public to be better
prepared for disaster events. Nonetheless, the effectiveness of such education is …

[PDF][PDF] Fuzzy Logic Based Power Factor Repair System Using PZEM004T and Internet of Things

J Kustija, I Surya - researchgate.net
Fuzzy logic is a mathematical approach to overcoming uncertainty and ambiguity in systems
that allows truth values to be between true or (1) and false or (0)[1],[2]. This approach is …

[PDF][PDF] Boosting Human Capital for 21st Century Skills-Literature Review

K Rajagopal, A Raes, B Hurkmans, F Depaepe - bhc21.eu
The Boosting Human Capital for the 21st Century (BHC21) project looks at Innovative
Learning Technologies (ILTs) to redefine training and recruitment of low-skilled people …

Project-Based Learning Module Development of Wearable Computing for the Internet of Things (IoT)

GN Amani, Y Somantri… - 6th UPI International …, 2021 - atlantis-press.com
This research explained about the learning module development of Wearable Computing for
IOT which was conducted in XI class of Engineering Electronics Industry at SMK Negeri 1 …