Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Journal Neosantara Hybrid Learning

Understanding Technology Trends In Education: How Artificial Intelligence Helps Learning In College And Beyond Fauzi, Fauzi; Wardhani, Rizky; Wibowo, Guntur Arie; Cahyono, Didik; Rahmi, Hanifatul
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.798

Abstract

Technology trends have changed the educational paradigm, especially at the tertiary level. Artificial Intelligence (AI) has emerged as a way to change the learning process with the form of games in education, this will make education in higher education experience increased efficiency and effectiveness in learning. However, a deep understanding of how artificial intelligence can improve higher learning experiences and their impact after graduation is still limited. This research aims to investigate how artificial intelligence helps learning in higher education and its impact on students' career preparation after graduation. The focus is on analysis of the implementation of AI in teaching, learning, and decision-making support in higher education institutions. The research method used is literature study and content analysis. Data was collected from scientific articles, books, as well as related research reports on the use of artificial intelligence in higher education. The data is then analyzed to identify trends, benefits, and challenges associated with applying AI in educational contexts. Research results show that the use of artificial intelligence in higher education has increased the personalization of learning, increased knowledge retention, and facilitated more timely and accurate feedback. Additionally, AI also plays an important role in helping students develop skills relevant to the future job market. The conclusion of this research is that by integrating artificial intelligence into higher education, institutions can improve the quality of learning and help students be better prepared to face the challenges of an ever-changing job market. However, challenges such as technology dependency and the need for proper training for educators and students must also be addressed so that the full potential of AI in education can be realized.
Quizzz! As A Tool For Innovative Educational Gamification In Higher Education Handayani, Fitriah; Intes, Amina; Wibowo, Guntur Arie; Cahyono, Didik; Mardikawati, Budi
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.922

Abstract

Quizizz is a very useful gamification tool for use in innovative education in higher education. By using quizizz, can help and interest students in learning. In addition, by using Quizizz, can increase creativity, and can help evaluate learning easily. This research was conducted with the aim of seeing how effective the use of Quizizz is in higher education. Because in fact, the Quizizz application is a game-based application, which can involve the participation of all students in playing in class. The method used by researchers in examining Quizizz as a Tool for Gamification of Innovative Education in Higher Education is to use quantitative methods. The data obtained by the researcher was obtained from the results of the distribution of questionnaires. The distribution of the questionnaire carried out by the researcher was done online by using the Google From software. The results of the data acquisition will also be tested again using the SPSS application. From the research results, it can be known that Quizizz is very useful to be used in innovative education in higher education. Innovative education can be interpreted as a skillful, critical, and creative education. Therefore, Quizizz is very appropriate to be used as an innovative educational gamification tool in higher education, because Quizizz can present different learning materials than previous learning materials. From this research, researchers can conclude that with Quizizz, it can enable teachers to identify material that has not been mastered by students, and can measure the level of skills that have been improved by students. In addition, the use of Quizizz as gamification in universities can also train students independently to learn, such as making questions, as well as other interesting games that will be used to learn.