By determining the elements that impact VR technology adoption, teachers can create plans to raise student engagement and improve learning outcomes. The purpose of this study is to determine the elements that contribute to the effective use of virtual reality (VR) technology by vocational education …
STEM education is a learning approach developed to equip students with integrated knowledge in Science, Technology, Engineering, and Mathematics. This teaching method has many positive impacts on both students and teachers. Therefore, Indonesia, which has adopted a curriculum "Merdeka" emphasizing e…
The purpose of this study was to determine the effect of the Project Based Learning model assisted by animation media on the mathematics learning outcomes of fourth grade students. The research method used in this research is the experimental method. The type of research used in this research is qua…
This research is conducted to develop project-based learning instructional English materials for sustainable tourism industry sector. It was developing a worksheet module for students who studied in tourism department. It was conducting a limited trial among lecturers and students and reflecting on …
The convergence of blockchain and federated learning has emerged as a transformative paradigm in decentralized artificial intelligence and secure data sharing. This study presents a comprehensive bibliometric analysis of research at the intersection of these technologies from 2018 to 2024, addressin…
Vocational higher education plays a role in preparing students to work in the industrial world. One of the efforts to prepare students for work is to equip students with the skills needed in the industrial world, mainly English. However, the English language curriculum used in vocational institution…
Design and Technology is one of the important subjects taught in secondary or primary schools. However, it is often said that most students are less interested in design and technology subjects. This study was conducted to develop an interactive application based on android in the design and technol…
This research aims to develop educational and learning support facilities by developing teaching aids for instructors and practical training to enhance the capabilities of laboratories. The developed exercise materials will be used in the electronics laboratory activities to equip vocational student…
Under the impetus of today's environment, education and teaching have become particularly important, excellent education and teaching can cultivate more talents in different fields, but today's education and teaching can not adapt to today's education needs, so the reform of education is imminent. A…
The monolingual mindset in countries that don't use English as their main language has the belief that learning English is far longer than learning first language or mathematics. Even though several studies have shown that bilingual literacy (i.e. Indonesian and English) and mathematics can be studi…
The Project Based Learning (PjBL) model can be integrated with Flipped Classroom; both of these combinations will provide meaningful learning for students. One of the technologies that can support Flipped-Project Based Learning is a mobile app which is named "IOXO"because it is more practical and in…
This study has the aim of conducting a needs analysis in the context of developing a digital learning media product in an electronic module format. The method used in this research is descriptive qualitative, research subjects consist of 63 students and one teacher. Data was collected using field ob…
This article aimed at examining the possibility of learning effectively using electronic devices such as video cameras and recorders, phones, computers, laptops, etc. in remote Science high secondary school. The possibility of learning is didactic by what is offered to the students. This study wants…
This study aimed at developing the Know-Need-Do-Problem Based Learning (KND-PBL) model and evaluate its effectiveness in a programming course. The focus of this research was to address the problem of suboptimal implementation of the case method in programming education. The research methodology empl…
This study aims to compare the effectiveness of the Flipped Classroom approach with YouTube videos and conventional methods in improving student learning in calculus courses, especially in the field of Mechanical Engineering. Quasi-experimental research was conducted with a sample of 50 calculus stu…
IR4.0 has significantly altered the traditional workplace environments that we once knew during the late 20th century. Higher learning institutions are now equipping fresh graduates with competences related to IR4.0, whereas ageing workers in the industry are often left behind. In light of this situ…
Creative thinking is one of the important competencies that every student must possess in order to adapt and innovate in this increasingly advanced life. This research aims to explore the effectiveness of implementing project-based learning with regional potential-based tasks on students' creative t…
There have been many efforts from previous studies trying to integrate Adobe Flash Professional CS6 into ethnomathematics-based mathematics learning media. However, there is still little research related to efforts to integrate Adobe Flash Professional CS6 into ethnomathematics-based learning media …
One of the efforts to maintain the quality of physics learning during the Covid-19 pandemic is to apply blended learning using the discovery learning model. Learning physics at vocational high school needs to be carried out with learning innovations that refer to 21st century learning, namely develo…
This study aims to produce a feasible and acceptable STEM-based sound wave e-learning to improve the student’s collaboration skills. This research consists of the planning, design, and development stages. The subject of this study were 30 students from the XI class of SMAN 2 Palembang. The instrumen…