2022
DOI: 10.56294/saludcyt2022240
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Innovation in Digital Personalized Learning based on gamifications for learning in SMA during and post COVID-19 pandemic

Abstract: According to the UNICEF 2020 through the U-Report channel survey, it was stated that over 4 000 students were polled in 34 Indonesian provinces, with 87 percent of students acknowledging that they prefer to study at school. Furthermore, according to the Unesco-Unicef case study report, up to 66 percent of the 60 million students at various levels of education admitted to not feeling comfortable studying from home during the Covid-19 pandemic. However, the solutions offered cannot be implemented because, even… Show more

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“…These results support the idea that emerging technologies such as VR have the potential to revolutionize healthcare education. [39][40][41][42] The review by Frenk et al (2010) 43 highlights the importance of the transformation of education in the health area to address the current and future challenges of the health system. Real-time graphics and VR play a critical role in this transformation, as they can provide more personalized and adaptive learning, foster interprofessional collaboration, and enable the practice of clinical skills in safe and controlled environments.…”
Section: Resultsmentioning
confidence: 99%
“…These results support the idea that emerging technologies such as VR have the potential to revolutionize healthcare education. [39][40][41][42] The review by Frenk et al (2010) 43 highlights the importance of the transformation of education in the health area to address the current and future challenges of the health system. Real-time graphics and VR play a critical role in this transformation, as they can provide more personalized and adaptive learning, foster interprofessional collaboration, and enable the practice of clinical skills in safe and controlled environments.…”
Section: Resultsmentioning
confidence: 99%