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Contact Name
Hadi Sutopo
Contact Email
info@topazart.info
Phone
+6281215900707
Journal Mail Official
ijetai@topazart.info
Editorial Address
Ruko Golden Madrid Blok D No. 26 Room 673 Jl. Letnan Sutopo, BSD City Tangerang Selatan - Banten 15310
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Kota tangerang selatan,
Banten
INDONESIA
International Journal of Educational Technology and Artificial Intelligence
Published by CV. TOPAZART
ISSN : -     EISSN : 29645387     DOI : -
Core Subject : Science, Education,
The International Journal of Educational Technology and Artificial Intelligence (IJETAI) is an open-access peer-reviewed journal that publishes articles that contribute new results in all educational technology and artificial intelligence areas. This journal aims to bring together researchers and practitioners from academia and industry to focus on understanding recent developments in this area and establishing new collaborations in these areas. It aims to provide an international forum to exchange ideas and findings from researchers across different fields and encourages research on artificial intelligence and educational technology, including theory and practice. It also seeks to promote knowledge transfer between professionals in academia and industry by emphasizing research in which results are of interest or applicable to design practices. Areas Covered: Educational Technology and Artificial Intelligence
Articles 5 Documents
Search results for , issue "Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality" : 5 Documents clear
The Influence 0f Game-based Learning Strategies and Game-based Learning on Mathematics Learning Ayesha, Belia; Ernesto, Abdulkarim
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality
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Abstract

This study aimed to compare the effect of game-based learning strategies and metaverse-based learning on mathematics learning. There are two learning strategies: game-based learning strategies as the control class and metaverse-based learning strategies as the experimental class. Learning independence is divided into high-learning-independence groups and low-learning-independence groups. This study used a quasi-experimental method with an Anova treatment design by level 2x2. The results showed that: (1) there was no significant difference in the learning outcomes of students who were taught using game-based learning strategies compared to metaverse-based learning g strategies. The research findings indicated that Game-based mathematics learning strategies can be implemented to support digital learning without an internet connection. At the same time, metaverse-based mathematics learning can be implemented to support learning using an internet connection.
Virtual Reality: As a Transformation to Rebuild the Tourism Sector in Badung District Putri Kirana, Ni Nyoman; Putri Wulandari, Ni Made; Sri Kayika Putri, I Gusti Ayu
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality
Publisher : TOPAZART

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Abstract

Badung Regency has the highest local revenue (PAD) in the province of Bali. In addition, Badung Regency has a lot of exciting tourism potential, but unfortunately, this tourism potential is still not well known by the public. As a result of the COVID-19 pandemic, the tourism sector in Badung Regency has experienced a decline due to restrictions on community activities not being allowed to visit a tourist spot directly. Therefore, a solution is needed to overcome this problem, one of which is utilizing information technology currently developing in society, such as Virtual Reality. Virtual Reality can be the key to promoting tourism potential in Badung Regency so that the tourism sector can revive. Through Virtual Reality, users can directly interact and get information about the tours to be visited digitally. This virtual reality application is built on a website so everyone can easily access it. The design of this application uses the MDLC (Multimedia Development Life Cycle) method, which consists of 6 stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution, after designing a Virtual Reality application using 3sixty software. Furthermore, this Virtual Reality was evaluated through a questionnaire that was tested by 15 SMA Negeri (Public Senior High School) 2 Abiansemal students so that the test results can conclude that Virtual Reality can potentially improve the tourism sector in Badung Regency. Therefore, Virtual Reality can help revive Regional Original Revenue (PAD) in Badung Regency through the tourism sector.
Unlocking the Metaverse: Revolutionizing Resource Learning for Future Students Darazha , Seitova; Glyussya, Malik
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality
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Abstract

Recently, the metaverse has emerged as a global focal point, drawing extensive attention thanks to rapid technological advancements. The forthcoming metaverse promises amplified direct physical interactions, diminishing the significance of traditional constructs such as race, gender, and physical disabilities, ultimately offering profound societal advantages. This study is a qualitative descriptive literature review to show how metaverse in the live Nonetheless, the metaverse’s development remains nascent, brimming with untapped potential. Despite proactive industry preparations and substantial investments, there’s a pressing need for expanded scholarly discourse on the metaverse to provide the scientific guidance necessary for its maturation. Metaverse-based learning has been presented as a blockchain-driven prototype, emphasizing its infrastructure, interaction features, and ecosystem elements. The metaverse aims to enrich university students’ and faculty’s campus life, aligning with the principles of accessibility, diversity, equality, and humanity. The study findings are developing an ecosystem for the metaverse, a journey through the evolution of the metaverse, and conducting a virtual campus.
Developing Basic Computer Programming Virtual Laboratory for Senior High School Yan, Hsiao-Yuan; Xu, Zheng
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality
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Abstract

Recently, the Metaverse has emerged as a global focal point, drawing extensive attention thanks to rapid technological advancements. The forthcoming virtual reality promises amplified direct physical interactions, diminishing the significance of traditional constructs such as race, gender, and physical disabilities, ultimately offering profound societal advantages. Nonetheless, virtual reality development remains nascent, brimming with untapped potential. Despite proactive industry preparations and substantial investments, there’s a pressing need for expanded scholarly discourse on virtual reality to provide the scientific guidance necessary for its maturation. A basic Programming laboratory for Senior High School has been developed using the ASSURE learning development method, including six steps: Analyze Learners, State Objectives, Select Media and Materials, Utilize Media and Materials, Require Learner Participation, and evaluate and revise. The research finding shows that it can be implemented in the learning process of Basic Computer Programming subjects to increase student understanding.
The Education Concept of Digital Literacy in Indonesian Young Civil Society (Analysis of Hashtag Community on Twitter) Sa’diyah, Maemunah; Rofi’ah; Mas’udin; Ihsan Pratama, Arizqi; Putri Amalia Shaleha, Gita; Syawaludin Pangestu, Ridho
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 2 (2023): Educational Technology and Virtual Reality
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Abstract

Social interaction in virtual media create many communities, and have different functions and goals. In the s elf existence young generation context, this qualitative research results there are three community models formed in Twitter. First, self exsistence build in critical social issue, second, the community that participates in criticizin social issue and creating the existence of popular netizens, lastly, the community that builds existence only as a popular netizen. In the three community models, the second community model can be education concept of digital literacy, because they communication strategy developed has an impact on the broad, deep and critical references in order to be able to have good discussions.

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