Faraj, Bawar Mohammed
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Journal : Online Learning in Educational Research

Online and Face-to-Face Learning during COVID-19 Pandemic: A Comparative Analysis of Instructors and Student's Performance Aziz, Khanda Gharib; Faraj, Bawar Mohammed; Rostam, Khalan Jalil
Online Learning In Educational Research (OLER) Vol 2, No 2 (2022): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v2i2.186

Abstract

The COVID-19 pandemic necessitated a sudden shift to online learning, prompting discussions on its effectiveness compared to traditional face-to-face methods, especially in higher education contexts. This study explores the perception of teachers and students regarding online learning's advantages, disadvantages, and recommendations. A quantitative case study was conducted from April to December 2021, involving 81 participants (teachers and students) from various disciplines, including science, law, administration, agriculture, and economics.Data were analyzed using Pearson’s correlation and Chi-square tests with SPSS version 25. The study identified that online learning offers flexibility and supports lifelong learning. However, inefficiencies were noted in teaching practical skills, and significant weaknesses were observed in student-teacher and student-student interactions. Additionally, online learning posed challenges in preventing academic dishonesty. The findings highlight the need for improved strategies to enhance interaction, practical skill development, and quality assurance in online education. Policymakers and educators should consider these insights to develop more robust online learning frameworks.
Fisikawaii Adventure: An Effort to Increase Students' Learning Participation through Gamification and Virtual Reality Al Faqih, M Vithor; Widiarni, Anggi; Andini, Nisa; Saregar, Antomi; Sharov, Sergii; Faraj, Bawar Mohammed
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.294

Abstract

Student participation is critical in education. Technology integration, such as virtual reality, enhances the visualisation of physics concepts and participation. Combining virtual reality and gamification creates an immersive and interactive learning experience. This research aims to design and implement a learning management system (LMS) called Fisikawaii Adventure integrated with gamification and virtual reality. This study follows the ADDIE (Analysis, Design, Development, Implementation and Evaluation) development model. The motivational element of GAFCC (Goal, Access, Feedback, Challenge, and Collaboration) was employed in the design stage. The LMS was evaluated at SMAN 2 Bandar Lampung with ten eleventh-grade MIPA (Mathematics and Natural Science) students. The data collection technique employed was a non-test instrument. The data analysis technique was qualitative-quantitative using the Likert scale. Fisikawaii Adventure was valid with an average percentage score of 85.5 from material experts, 87.25 from media experts, and 86.4 from student responses (very feasible category). The product was feasible to use in physics learning and increase students' participation. Although it requires further investigation, this research contributes significantly to integrating gamification and virtual reality into LMS and physics learning.