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Hands-On STEAM Programming: Microteaching with Micro:bit for Enhanced Learning Rafti, Margarita; Milakis, Emmanouil D.; Argyrakou, Constantina Corazon; Vangeli, Dimitra G.; Katsarou, Maria Christina
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.172

Abstract

This study explores the application of microteaching as an effective pedagogical strategy for teaching sequencing structures in programming through STEAM (Science, Technology, Engineering, Arts, and Mathematics) activities. Leveraging the Micro:bit platform, the research integrates hands-on learning with transdisciplinary problem-solving to enhance conceptual understanding among elementary students. The study involved a structured action research methodology, engaging two sixth-grade students in constructing and programming a Christmas tree model using LEDs and the Micro:bit environment. The findings highlight the significant role of microteaching in fostering engagement and comprehension, as students transitioned from foundational programming knowledge in Scratch to more advanced applications involving hardware. Despite challenges such as time constraints and difficulties in knowledge transfer, the approach demonstrated measurable improvements in students’ understanding of sequencing. These results underscore the potential of combining microteaching and STEAM methodologies to make abstract programming concepts accessible, engaging, and practical for young learners. Recommendations for future implementations include enhanced scaffolding, iterative learning opportunities, and extended session durations to address identified challenges and optimize outcomes.
Empowering Vocational Learners: Development and Validation of Android-Based Interactive Media for Electronics Education Wahyudianto, Jefri; Ilmiyati Rahmy Jasril; García, Juan Luis Cabanillas; Argyrakou, Constantina Corazon
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 3 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Next Horizon
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.195

Abstract

This study developed an Android-based interactive learning media to support teaching Fundamentals of Electronics Engineering in vocational high schools. Grounded in principles of technology-enhanced learning and systematic instructional design, the development process followed the Waterfall model, encompassing analysis, design, implementation, testing, and refinement stages. Expert validation and student field testing assessed the media’s feasibility and practicality. Results demonstrated that the application met high standards of pedagogical effectiveness, usability, and content relevance. Integrating multimedia elements and aligning the curriculum improved learner engagement and instructional clarity. These findings highlight the potential of mobile learning technologies to enhance subject mastery in technical and vocational education, providing scalable and contextually relevant solutions for developing 21st-century skills.