Andy Rachman
Teknik Informatika - Institut Teknologi Adhi Tama Surabaya, Indonesia

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INCREASING STUDENT INTEREST AND MOTIVATION IN LEARNING WITH AUGMENTED REALITY TECHNOLOGY Andy Rachman; Agry Alfiah; Cindy Cindhana Brilliananda
International Journal of Teaching and Learning Vol. 2 No. 5 (2025): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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Abstract

Augmented reality has opened a new window in the digital learning paradigm. Its presence in the realm of education has brought about a number of impressive benefits. In many educational domains, research and development are now centered on the use of augmented reality to boost students' motivation to learn. It has been demonstrated that integrating augmented reality (AR) into the classroom improves student engagement, enriches the educational process, and raises students' interest in learning. Students can have more efficient learning experiences with AR technology, interactive, and realistic learning. For example, the development of a virus learning application using AR technology has helped students learn microorganisms such as viruses better, as well as increasing students' interest in learning in studying human blood circulation. Thus, Students' interest and drive to learn can be heightened by the use of augmented reality (AR) technology in the classroom, which can offer an engaging, dynamic, and realistic learning environment. This shows the great potential of AR technology in creating a more interesting and effective learning environment for students.
THE LATEST TECHNOLOGY PARADIGM IN EDUCATION: THE ROLE AND CONTRIBUTION OF GAME-BASED LEARNING (GAMIFICATION) IN INCREASING STUDENT MOTIVATION Andy Rachman; Buntara Adi Purwanto; Tri Kurniah Lestari
International Journal of Teaching and Learning Vol. 2 No. 6 (2025): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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One of the newest technological trends in education is game-based learning, or gamification. The use of game design features and principles in non-gaming situations, such education, to boost user motivation, engagement, and involvement is known as gamification. Gamification is a significant factor in making learning more engaging and fun for students in the setting of education. Gamification holds enormous promise for boosting student enthusiasm and involvement in the classroom. Gamification can be a useful tool in helping students have more meaningful and engaging learning experiences provided it is designed and implemented well. Student motivation and achievement can be significantly enhanced by the use of game-based learning. By creating interactive, immersive, and enjoyable learning experiences, this approach can stimulate student interest and improve the quality of their understanding of the subject matter. However, it should be remembered that the success of game-based learning lies in careful design, proper integration into the curriculum, and careful monitoring of student responses to ensure success in achieving learning objectives.