Source:Indonesian Journal of Electrical Engineering and Computer Science
(2025)
This article studied the integration of gamification in work-based learning within vocational education as a means to support students' coding abilities. By applying game mechanics such as points, badges, leaderboards, and challenges, we aimed to motivate and engage students in coding activities tha…
As the Indonesian National Curriculum (INC), the Merdeka curriculum was implemented in response to students' difficulties in comprehending and utilizing basic mathematics, contributing to low numeracy skills. This study investigated mathematics teachers' perceptions in Indonesia concerning the effec…
Background: Integrated care can enhance health outcomes for patients, as well as improve healthcare efficiency for organisations. However, it is unclear what values and competencies health professionals need to develop at the pre-qualification stage to engage in integrated care practice upon graduat…
Vulnerable youth are often trapped in the vicious circle of “no experience, no job; no job, no experience.” Internship programs may help them overcome this cycle through offering work experience. A BEAM model is proposed. It includes four essential attributes for enhancing employability, which most …
Shortages of skilled workers in vocational jobs constitute critical obstacles to achieving low-carbon transitions in many countries worldwide. Despite its significance, academic research on the role of work in implementing low-carbon transitions remains limited. This study aims to advance the scient…
Aim: To determine the effects of a developed interactive e-book featuring various clinical scenarios based on the ARCS (attention, relevance, confidence and satisfaction) model of motivation on the learning motivation, self-efficacy and FHR interpretation skills of nursing students. Background: This…
Source:Journal of Physical Activity and Health
(2025)
Background: This study examines the effects of physical education on the social capital of university students, focusing on improving family, neighborhood, and academic relationships through group exercise. Methods: In Zagreb, Croatia, 976 participants aged 19–20 years participated in a randomized c…
Background. This study considers The lack of learning media resources for students in online classes is the main cause of the poor learning outcomes of students in the field of modified sports and small games to be less able to understand the material provided. Objective. is to develop a conceptuali…
Introduction and Objectives: The educational potential of Augmented Reality (AR) and Virtual Reality (VR) technologies has gained significant attention in recent years. Understanding teachers' willingness to adopt new technologies is crucial for supporting their integration into education. This stud…
Introduction: Applying STEAM in vocational learning needs to be integrated with Sustainable Development Goals (SDGs) values. Physical activities have been recognized as significant contributors to achieving SDGs because can boost students' awareness and commitment towards sustainable development goa…