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Awareness on the Energy Saving Behaviour Among Students: Gamification Approach Saari, Erni Marlina; Ibrahim, Norshahila; Azmi, Noor Hidayah; Isa, Nor Kalsum Mad
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 2 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i2.813

Abstract

Various ways or strategies to give awareness to the people of Malaysia about energy savings. However, the strategy used by researchers is the use of gamification to provide awareness for energy saving. Therefore, observations based on previous studies should be made based on gamification and energy saving. Results from previous studies show that gamification can motivate and change a person's behavior. In this study, researchers focus on obtaining information based on game design elements based on the researcher's objective which is What are the game design elements that are needed to improve learners' understanding of the content of energy-saving behavior. To qualify, researchers use quantitative methods. As a result of the study conducted, researchers present the findings of a pilot study on Bachelor of Design students. the reliability coefficients obtained for all five constructs in the assessment instrument for Bachelor of Design students. It is found that Cronbach Alpha values range from 0.955 to 0.984. This concludes the value that can be a guideline to develop gamification based on the design elements and can make users aware of energy saving.
Factor analysis of the relationship of curiosity and device addiction through motivation to digital literacy in the context of smart learning Hendriyani, Yeka; Anwar, Muhammad; Hidayat, Hendra; Sabrina, Elsa; Pardjono, Pardjono; Saari, Erni Marlina
Jurnal Pendidikan Vokasi Vol 13, No 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.62720

Abstract

This study aims to investigate the relationship between curiosity and device addiction factors and motivation towards digital literacy in the context of smart learning. This study used a qualitative approach involving 228 students majoring in Electronics Engineering Education at Universitas Negeri Padang. Data were collected through a Likert-scale questionnaire with a saturated sampling method, ensuring all relevant respondents were involved. To evaluate the measurement model of the research questions, Structural Equation Modeling (SEM) analysis was used. The results revealed that digital literacy is significantly influenced by three main factors: curiosity, gadget addiction and app addiction. Furthermore, the study found that curiosity-driven motivation tends to improve digital literacy, while gadget and app addiction have a negative impact. These findings provide valuable insights for curriculum development, especially in improving digital literacy among electrical engineering education students. In addition, this study highlights the importance of educational interventions that can manage the wise use of technology and promote constructive curiosity. This research contributes to the understanding of how curiosity and excessive use of technology can affect digital literacy skills, which are crucial to face the challenges of the Industrial Revolution 4.0 era. Thus, the results of this study can serve as a basis for more effective educational strategies in preparing students for future digital challenges.
Examining the Role of Augmented Reality Interactivity on Student Performance: Mediating Effects of Visuospatial and Auditory Knowledge Wahyuni, Dessy Seri; Koehler, Thomas; Saari, Erni Marlina; Sindu, I Gede Partha
Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI Vol. 14 No. 2 (2025)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v14i2.93234

Abstract

Augmented Reality (AR) has been widely used to support collaborative learning and provide students with facilities to complete tasks during the learning process. This study examines the impact of Augmented Reality on the interactivity, including controllability, responsiveness, and playfulness, of student performance through visuospatial and auditory Knowledge concerning Cognitive Load Theory (CLT). These elements must be processed simultaneously (both visually and audibly), resulting in a higher cognitive load. The CLT posits that learning is optimized when intrinsic, extraneous, and germane cognitive loads are balanced. This study employs the PLS-SEM approach to examine the conceptual model, as completed by 94 students in a vocational high school in Gianyar Regency who filled out the questionnaire. The findings of this study are novel, with visuospatial and auditory Knowledge that mediates AR interactivity on student performance in vocational high schools in Bali. These two forms of knowledge act as cognitive bridges, combining visuospatial and auditory knowledge between interactivity and achievement. When these modalities are well-integrated, they distribute cognitive load across channels (dual-channel processing), enhancing student performance. Antecedents of perceived AR interactivity, such as controllability and responsiveness, have a more significant influence on the mediator variables than playfulness, which enhances and enhances students’ achievement in vocational high schools. Visuospatial Knowledge helps learners mentally simulate spatial relationships, which is crucial in tasks like shaping ring components, whereas auditory Knowledge supports sequencing and procedural memory. The interactivity of AR can boost engagement and motivation, which translates into enhanced student performance, especially in vocational tasks like crafting a ring, which require precision, tactile feedback, and procedural mastery.