cover
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
Location
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 37 Documents
Developing Digital Greetings using Adobe Animate Haoyu Zhang; Zhuowei Wang
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Greeting is an act of communication in which human beings intentionally make their presence known to each other, to show attention to, and to suggest a type of relationship. Expressing best wishes for someone, sending gifts or even sending a special message. However, the current life style in the IT era may shift sending message style. For them, smartphones and other digital media are more interesting than mail. This paper is intended to create a mobile-based greeting which contains a small game. Developing the application, the researcher conducts qualitative approaches of Multimedia Development Life Cycle (MDLC) that contains 6 stages, concept, design, obtaining content material, assembly, testing, and distribution. It is the utmost hope that the new IT-based greetings model could facilitate easier, more fun and interesting especially for children and youth. This research is still on going and the researcher would like to present a smartphone-based greetings model. Research findings show that mobile-based greetings including games is the most feasible model to send as a greeting message through WhatsApp and WeChat.
Literature Review on the Most Popular of NFTs Types Oleg Wlasinsky
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Non-fungible tokens (NFTs) are transferrable rights to digital assets, such as art, in-game items, collectibles, or music. The phenomenon and its markets have grown significantly since early 2021. This study aims to find the most popular NFT type. This study uses a qualitative research method processing data using NVivo with four steps: Gathering information, Coding, running queries and Reporting. We investigate the interrelationships between NFT sales, NFT users (unique active blockchain wallets), and the pricing of Bitcoin and Ethereum. The results reveal that there are 26 published articles in the targeted journals and websites, and they are mainly focused on the popularity area. The research findings show that Collectibles trigger an increase in NFT sales. Also, ether price shocks reduce the number of active NFT wallets. The results show that Collectibles markets affect the growth and development of the NFT marketplace since they are the most popular among NFTs.
Development of an Android Based First Person Shooter Math Educational Game Application Muhammad Maulidiy Sahli; Harya Bima Dirgantara
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop an Android-based math education game with the Unity game engine as a learning medium for elementary school children. The formulation of the problem of this research is how to build an Android-based first-person shooter (FPS) math educational game as a learning medium for elementary school students. The researcher only took the material model that was applied to a limited game for the calculation model for the addition and subtraction of integers. The type of game used is a first-person shooter (FPS). The method used by the researcher is the Game Development Life Cycle (GDLC) method with stages: initiation, pre-production, production, game testing, beta, and release. The benefit of this research is to provide exciting and interactive alternative mathematics learning media. The final result of this research is an educational game entitled “Pistol Math” which can be played on Android devices. Based on user trial interviews with 20 respondents, 18 of 20 children became more interested and enthusiastic about learning with the learning method while playing the educational game “Pistol Math”.
Development of an Inquiry-Transactional Based Learning Model for Historical Aspects of Moral Education in Junior High Schools Liu Tan; Hemming Shan
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this research is to develop a model of learning material for the history of the development of culture in the world and China. The study uses research and development methods. Learning materials are developed based on an inquiry approach - transactional. The research was conducted at a junior high school, involving 8 experts, 26 students and 2 teachers, 2 education officers, and parents. The results of the study are: (1) a conceptual model of learning design for historical material on the development of culture in the world; (2) learning design procedural models to develop learning materials; (3) a set of models of learning materials for the history of cultural development in the world, consisting of printed materials, interactive multimedia, teacher guides, and teaching aids.
Communication Model of Real-time Interactive Avatar: Virtual Public Figure Sabeth Uttara; Betha Almanfaluthi
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This paper discusses the widespread use of avatars beyond gaming, which has led to significant changes in the entertainment industry with the emergence of various virtual public figures. Avatars have evolved beyond static forms or limited movements and can now interact with users in a more human-like manner. The author utilizes a self-designed avatar named Crystagella to showcase the potential of avatars as a medium for communication beyond their current applications. To address communication issues between actors, avatars, and audiences, the author employs the design thinking method, resulting in innovation in real-time interaction schematic modeling with avatars. This study provides valuable insights into the potential applications of avatars in various fields, including entertainment, education, and virtual reality. It also highlights the significance of motion capture technology in creating lifelike avatars, with an emphasis on the importance of low latency and detail-oriented motion capture. Overall, this paper contributes to the growing body of research on avatars and their potential in modern communication. The insights gained from this study can serve as a basis for the development of advanced interaction modeling and the design of more intuitive and effective avatar communication tools in the future.
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
Publisher : TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

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

Show Abstract | Download Original | Original Source | Check in Google Scholar

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
Publisher : TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

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
Publisher : TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

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
Publisher : TOPAZART

Show Abstract | Download Original | Original Source | Check in Google Scholar

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.

Page 2 of 4 | Total Record : 37