Revolutionizing learning: Unleashing the power of technology gamification-augmented reality in vocational education

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dc.contributor.author Wulansari, Rizky Ema
dc.contributor.author Fortuna, Aprilla
dc.contributor.author Marta, Rizkayeni
dc.contributor.author Primawati, Primawati
dc.contributor.author Masek, Alias
dc.contributor.author Kaya, Deniz
dc.contributor.author Prasetya, Febri
dc.contributor.author Sakti, Rizki Hardian
dc.contributor.author Luthfi, Afdal
dc.contributor.author Rizki, Iqbal Ainur
dc.contributor.author Hasna, Fadilah Habibul
dc.contributor.author Eshaghi, Sarvin
dc.date.accessioned 2024-09-03T07:51:57Z
dc.date.available 2024-09-03T07:51:57Z
dc.date.issued 2024-08-27
dc.identifier.citation Rizky Ema Wulansari et al.(2024). Revolutionizing Learning: Unleashing the Power of Technology Gamification-Augmented Reality in Vocational Education.TEM Journal, 13(3), 2384-2397. tr_TR
dc.identifier.uri 2217-8309
dc.identifier.uri http://hdl.handle.net/20.500.11787/8642
dc.description.abstract This study explores innovative approaches to enhance vocational education by employing Gamification and Augmented Reality (GAR) in problem-based learning. Utilizing the Borg and Gall development model with a pre-post-experiment design, vocational students constitute the primary subjects. The experimental group experiences Problem-Case teaching enriched with GAR, while the control group relies on traditional learning media. Results indicate a positive impact on student engagement and motivation in the experimental group, attributed to gamification elements and augmented reality. Gamification components, including points and challenges, incentivize active student participation. Augmented reality promotes engaging learning activities and nurtures imaginative and analytical thinking skills. This research enhances understanding of vocational education and proposes a comprehensive learning approach using sustainable gamification and augmented reality technology for industry advancement tr_TR
dc.language.iso eng tr_TR
dc.publisher TEM Journal tr_TR
dc.relation.isversionof 10.18421/TEM133-65 tr_TR
dc.rights info:eu-repo/semantics/openAccess tr_TR
dc.subject Augmented reality tr_TR
dc.subject Classroom interactivity tr_TR
dc.subject Gamification tr_TR
dc.subject Problem-case method tr_TR
dc.title Revolutionizing learning: Unleashing the power of technology gamification-augmented reality in vocational education tr_TR
dc.type article tr_TR
dc.relation.journal TEM Journal tr_TR
dc.contributor.department Nevşehir Hacı Bektaş Veli Üniversitesi/eğitim fakültesi/matematik ve fen bilimleri eğitimi bölümü/matematik eğitimi anabilim dalı tr_TR
dc.contributor.authorID 262266 tr_TR
dc.identifier.volume 13 tr_TR
dc.identifier.issue 3 tr_TR
dc.identifier.startpage 2384 tr_TR
dc.identifier.endpage 2397 tr_TR


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