Motivation is the drive to will and desire to succeed or achieve something. Motivation in this treatment refers to when the lecturers feel the motivation in using online teaching tools in the classroom. Self-motivation of lecturers to change their teaching styles or methods is one of the problems stated by few researchers. The objective of this paper is to identify the factors that motivate lecturers to use online teaching tools, such as Web 2.0 tools. There are a variety of online teaching tools available to the lecturers. The popular tools are online whiteboard, WordPress, YouTube, Facebook, Edmodo and others. There are not many lecturers who apply the Internet as an alternative to provide access to information that can help to enhance teaching and learning materials. An evaluation of the lecturer's motivation had been completed by 30 lecturers from different subject matter experts. The instruments used were interview sessions and classroom observation, which were used to measure four motivation variables: ease of use, enjoyment, usefulness and self-confidence, based on the ARCS Motivation model. Based on the findings, factors that can affect lecturers' motivation in using online teaching tools are knowledge, perceptions and skills.
Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military.
Technological development supports the distribution of education to various parts of the world through online education. One of the learning media that supports the distribution of learning is the Massive Open Online Course (MOOC). However, MOOC has a low number of students who complete the course. Therefore, this research proposes a "gamification framework" through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students. The proposed framework has been evaluated through validation by experts. The results found that the framework fulfilled the rules and suitability of the instruments and game elements used to increase the intrinsic motivation of students in online learning. Although there are some changes in the function and type of game elements used. For further research, the framework will be used as a guideline to build the Gamified MOOC Platform.
Availability of internet access is one of the needs for tourists when traveling. Unfortunately, the availability of access is quite limited when in a tourist destination, usually Wi-Fi also generally uses a closed system that cannot be accessed by just anyone, except those who get access keys only. This paper provides a solution for the model of internet access for tourists provided by Tourism Service Providers, by utilizing drone technology as an access point. In addition, this model also provides services to track the position of tourists who spread and facilities for communication between tourists, especially for certain conditions, such as the occurrence of saturation for tourists while in one of the tourist destinations.
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