Ramadan, Mohamed
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Journal : Journal of Educational Technology and Learning Creativity

The Impact of Augmented Reality-Based Learning Media on Students’ Digital Literacy Skills: A Study on Junior High School Students Risnawati; Ramadan, Mohamed; Baba, Khalib; Hammad, Sali; Rustaminezhad, Mohammad Ali
Journal of Educational Technology and Learning Creativity Vol. 2 No. 1 (2024): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v2i1.1415

Abstract

Purpose of the study: This study examines influence of augmented reality (AR)-based learning media on junior high school students' digital literacy skills, exploring its potential to enhance technology integration in education. Methodology: Conducted in Jambi, the research involved 220 students and employed a mixed-method approach, collecting data through questionnaires that assessed students’ responses to AR use and their digital literacy levels. Data analysis using SPSS 21 included descriptive statistics and regression analysis to evaluate the relationship between AR media and digital literacy development. Main Findings: The findings revealed overwhelmingly positive student perceptions of AR-based learning media, with 58.6% rating it as “Good” and 24.2% as “Very Good.” Additionally, 62.3% of students demonstrated “Good” digital literacy skills, with an average score of 28. Regression analysis indicated a significant relationship between the use of AR learning media and improvements in students' digital literacy, with AR contributing 65.1% to the observed variance. The study further highlighted that AR media fostered interactive and immersive learning experiences, making abstract concepts more accessible and engaging for students. Novelty/Originality of this study: The novelty of this study lies in its focus on the dual impact of AR in promoting both academic learning and essential 21st-century skills like digital literacy. By illustrating the practical benefits of AR in junior high school education, this research offers valuable insights for educators and policymakers aiming to integrate innovative technologies into curricula. These findings underscore AR's potential to transform traditional classrooms, preparing students for a digitally-driven future while enhancing their learning outcomes.
Development of Digital Book Bilingual Physics Learning Media Using Kvisoft Flipbook for High School Class X Semester 1 Subject of Newton's Law Fauziyah, Alga Nawangsih; Ramadan, Mohamed; Gumede, Phiwayinkosi Richmond; Udosen, Idongesit N.
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.618

Abstract

Purpose of the study: The purpose of this study was to develop learning media in the form of bilingual digital books on Physics learning materials on the subject of Newton's laws that meet the good criteria. Methodology: This research is a development research using mixed research methods with sequential exploratory design where the data obtained in this study are qualitative data supported by quantitative data. Sources of research data include material experts (content feasibility, language and images, presentation, and graphics), high school physics teachers as reviewers, and students who study making learning media as peer reviewers. Data analysis techniques used in this study are qualitative and quantitative analysis. Main Findings: Physics learning media in the form of digital books arranged according to the rules of writing modules on Newton's Law material and its application to State High Schools that have been developed, from all aspects meeting the very good criteria as many as 27 students out of 30 students. Then on good criteria as many as 3 students out of 30 students based on a questionnaire compiled according to the characteristics of the module according to the Ministry of National Education in 2008. Novelty/Originality of this study: The novelty of this research is that learning media have been developed in the form of digital books which are arranged according to the rules of writing modules on Newton's Law material and its application for class X high school with the manufacturing procedure using CorelDRAW X4 software in its manufacture.
The Impact of Augmented Reality-Based Learning Media on Students’ Digital Literacy Skills: A Study on Junior High School Students Risnawati; Ramadan, Mohamed; Baba, Khalib; Hammad, Sali; Rustaminezhad, Mohammad Ali
Journal of Educational Technology and Learning Creativity Vol. 2 No. 1 (2024): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v2i1.1415

Abstract

Purpose of the study: This study examines influence of augmented reality (AR)-based learning media on junior high school students' digital literacy skills, exploring its potential to enhance technology integration in education. Methodology: Conducted in Jambi, the research involved 220 students and employed a mixed-method approach, collecting data through questionnaires that assessed students’ responses to AR use and their digital literacy levels. Data analysis using SPSS 21 included descriptive statistics and regression analysis to evaluate the relationship between AR media and digital literacy development. Main Findings: The findings revealed overwhelmingly positive student perceptions of AR-based learning media, with 58.6% rating it as “Good” and 24.2% as “Very Good.” Additionally, 62.3% of students demonstrated “Good” digital literacy skills, with an average score of 28. Regression analysis indicated a significant relationship between the use of AR learning media and improvements in students' digital literacy, with AR contributing 65.1% to the observed variance. The study further highlighted that AR media fostered interactive and immersive learning experiences, making abstract concepts more accessible and engaging for students. Novelty/Originality of this study: The novelty of this study lies in its focus on the dual impact of AR in promoting both academic learning and essential 21st-century skills like digital literacy. By illustrating the practical benefits of AR in junior high school education, this research offers valuable insights for educators and policymakers aiming to integrate innovative technologies into curricula. These findings underscore AR's potential to transform traditional classrooms, preparing students for a digitally-driven future while enhancing their learning outcomes.