Challenges to User Testing E-Learning Games with Children in Elementary Schools

Author(s):  
Thorsten Frohlich ◽  
Susan Feinberg
2009 ◽  
Vol 52 (1) ◽  
pp. 101-112 ◽  
Author(s):  
Fong-Ling Fu ◽  
Rong-Chang Su ◽  
Sheng-Chin Yu
Keyword(s):  

Author(s):  
Matthew Kam ◽  
Aishvarya Agarwal ◽  
Anuj Kumar ◽  
Siddhartha Lal ◽  
Akhil Mathur ◽  
...  

Author(s):  
Budi Wibowotomo ◽  
Eris Dwi Septiawan Rizal ◽  
Muhammad Iqbal Akbar ◽  
Dediek Tri Kurniawan

Koolinera is a web-based e-learning application about learning to cook Indonesian culinary dishes. Users are free to choose cooking classes. Culinary in Indonesia is very diverse, so many users feel confused in choosing a cooking class. No specific guidance is given to users on tips for choosing a cooking class. Therefore, it is important to develop a feature that can help users to guide the selection of cooking classes, namely by building a cooking class selection recommendation system. Class recommendations are obtained based on the last class taken by the user. The criteria used to determine the recommendations are the similarity of class names, dominant taste of cuisine, category of cuisine, area of origin, and tutor. The algorithm used is Content-Based Filtering with TF-IDF calculations. The recommendations given to users are a list of six cooking classes. Testing is carried out based on black box testing, expert validation, and user testing. The blackbox test carried out states that all functions are running well. The validity test of the media by the validator got a percentage of 96.52%. User testing in the Usability Tetsing Experience section got a percentage of 85.73%, User Acceptance Testing got a percentage of 83.89% and testing the relevance of the recommendation system got a percentage of 88.69%


Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Rahmat Perdana ◽  
Putut Nugroho

Education is a processor effort carried out by someone to gain knowledge, skills, and habits in life. Today education in Indonesia is much influenced by globalization and the development of technology, information, and communication (ICT). ICT has become one of the aspects that is very much considered in the world of education from now on. The use of ICT in planning, process, and evaluation of learning is a very lively discussion discussed by Indonesian education practitioners. The teacher must be able to process the development of ICT in a positive direction so that students do not forget their original culture as the Indonesian nation. many things teachers can do by using Tats in the learning process. Teachers can find more educational references, teachers can use ICT as a learning medium. By using e-learning, students will become more motivated in learning. One form of e-learning based learning is to use a 3D page flip book application. The e-book is an innovative book that is designed to produce printed books because it produces products in the form of soft and economical distribution files. The ethnic-constructivistic module developed here will use a professional 3D page flip. In this research, we will see how the implementation of e-learning-based learning, ethnoconstuctivist multimedia with module uses a 3D page flip book. In addition, in this study, it will also be seen how students' responses and motivation after learning using the 3D page flip book application.


2021 ◽  
Vol 23 (7) ◽  
pp. 170-186
Author(s):  
S. Rafiqa ◽  
E. Boeriswati ◽  
H. Usman

Introduction. New digital technology in education and its constantly evolving paradigm have completely transformed the model of learning and the learning methods. E-learning has become an important tool for teaching and learning environments. Moreover, virtual learning has become a required alternative teaching method in educational system change during the COVID-19 pandemic, especially for learners in elementary schools.Aim. This research aimed to explore the necessities, lack, and want of learning English, which is done virtually at home.Methodology and research methods. This research employs descriptive methods using questionnaires and interviews as instruments to get responses from teachers and students about their learning needs. In the course of the needs analysis process, the importance and priority of teachers’ and students’ needs are discussed. The participants of this study were second-grade elementary school students, and the sample was 40 students and 2 English teachers for 10 months.Results. The research results demonstrate a gap between the needs of learners and current conditions; therefore, the whole language approach, the multimedia, and technology-based English teaching materials will become an inevitable need and even become a solution in the world of education.Scientific novelty. Further research is needed to study educational system change during the COVID-19 pandemic or after, especially in designing teaching materials in various disciplines and at different educational stages. Future studies could be generalised by these research findings to other populations in different learning contexts, and the findings presented in thisarticle should be further explored. In particular, technology-based and multimedia-based teaching materials must be explored more deeply. Furthermore, further research should focus on utilising a different model for needs analysis in language education to verify the need for effective English learning in changing the education system during the pandemic and after.Practical significance. It is thought that this study will contribute to the stakeholders in terms to provide empirical evidence of what necessities, lack, and want should be considered when a teacher will design and develop teaching materials during the COVID-19 period or afte.


2016 ◽  
pp. 55-75
Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Amy Muise ◽  
Michelle Garza

2019 ◽  
Author(s):  
Светлана Сергеевна Титова ◽  
Ольга Андреевна Фигловская

Данная работа посвящена рассмотрению особенностей использования современных мобильных приложений и электронных игр обучающей направленности в художественном образовании. Составлена сводная таблица актуальных мобильных приложений, сводная таблица электронных обучающих игр. Приведены возможные методы применения электронных обучающих продуктов в художественном образовании (дополнительном и профессиональном).This work is devoted to the features of the use of modern mobile software applications and electronic games training orientation in art education. A summary table of current mobile applications, a summary table of e-learning games. The possible methods of application of e-learning products in art education (additional and professional) are given.


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