This study aims to identify the utilization of animals, conduct an ethnozoology quantitative analysis, describe animal conservation by local people on Enggano Island, and apply the …
HS Lukman, N Agustiani… - AKSIOMA: Jurnal Program …, 2024 - ojs.fkip.ummetro.ac.id
Implementasi pembelajaran yang menitikberatkan pada penguasaan keterampilan abad 21 dapat dilakukan melalui teknik Gamifikasi, yaitu penggunaan elemen desain game dalam …
N Agustiani, HS Lukman… - AKSIOMA: Jurnal Program …, 2024 - ojs.fkip.ummetro.ac.id
Games-based learning is a learning model that integrates material into games so that it can motivate students to think critically when solving problems. This study aims to review the …
N Assegaff, E Bonyah - Pasundan Journal of Mathematics …, 2024 - journal.unpas.ac.id
This research explores the development of ethnomathematics-based teaching materials through interactive games, and analyzes their effectiveness in increasing students' …
The use of multimedia in teaching and learning activities has been a practice that has been going on for a long time, especially since COVID-19. Teaching and learning activities using …
SLR da Silva, LHM de Souza - ARACÊ, 2024 - periodicos.newsciencepubl.com
O presente trabalho aborda o uso de gamificação e Role Playing Game (RPG) como metodologias para o ensino de Física, especificamente no estudo de satélites e do Sistema …
The new economy, driven by digital technologies could help developing countries diversify output and foster economic growth. Building capacity for digital development enhances the …
La gamificación es el eje transversal de esta guía didáctica, con los juegos diseñados se busca que los estudiantes logren un aprendizaje entretenido, es por ello que esta guía …
Se reporta una propuesta didáctica basada en la integración de estrategias de aprendizaje activo, inductivo, supervisado y con retos desvanecidos para asistir en el desarrollo de …