Browse Items (1739 total)

The advance of increasingly sophisticated technology, in the era of the industrial revolution 4.0, led to the patterns of digital economy, artificial intelligence, big data, and robotic, known as the phenomenon of disruptive innovation. This change…

This paper is based on study and implementation of the pilot project for customized, automated, highly secured class room management system known as JIC CMS (Jubail Industrial College Class room management System). In this research paper, the…

Handwritten fonts are appealing to designers, but their application in web design can cause a readability problems. Different handwritten letter cuts in different font sizes are not equally readable on all screen types. The problem often occurs on…

Students’ science literacy in Indonesia is considered very low and needs improvement. Knowledge, such as science, can be learned naturally and effectively in social context (Social Scientific Issues/SSI). The current elementary students are regarded…

Our paper advocates the preparation of future mathematics teachers for the use of game-based learning and gamification technologies. For this purpose, we created a university course that is dedicated to familiarizing the students with basic concepts…

Depression is a critical public health problem, mainly when it affects young people (adolescents). This condition is most challenging to detect in this group because they tend to think about other people's negative assumptions. Adolescents with…

The purpose of this research is to determine the response of teachers and students towards the use of computer-based games as a medium for learning Sciences. Data were obtained from students of two ninth-grade classes of Junior high school in…
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