Papers

61,005 results
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Article Tier 2

Students Perception of Kahoot Media Utilization in Arabic Language Learning

This study examined student perceptions of using the Kahoot game platform for Arabic language learning. This is an education technology paper with no direct relevance to microplastics or environmental health.

2023 Journal International of Lingua and Technology
Article Tier 2

Innovative Learning: Utilizing Card Sort Media to Amplify Arabic Vocabulary Understanding in NW Lenek Junior High School

Not relevant to microplastics — this educational research paper tests whether Card Sort media improve Arabic vocabulary comprehension among junior high school students in Indonesia.

2023 Jurnal Ilmiah Profesi Pendidikan 8 citations
Article Tier 2

Development of Doratoon Animation Media on the Material of Faith in the Angels of Allah to Improve the Abillty to Memorize Daily Prayers

This Indonesian education study created Doratoon animation-based learning media to help children understand and memorize Islamic prayers. Multiple trial stages showed increasing scores, indicating the animated format effectively supported religious memorization learning.

2023 Journal Emerging Technologies in Education
Article Tier 2

A Study of The Attitudes and Motivations of Learning of Junior High School Students on The Technological Process in Islamic Studies

Not relevant to microplastics — this study investigates how student attitudes and motivation influence engagement with technology-assisted Islamic studies education in Indonesian junior high schools.

2023 Journal Neosantara Hybrid Learning
Article Tier 2

Quizizz Paper Media in Improving Understading of Tayamum

Not relevant to microplastics — this paper is an educational technology study about using the Quizizz game platform to improve Islamic religious education (fiqh) students' understanding of tayamum (ritual purification).

2023 Journal Emerging Technologies in Education
Article Tier 2

Animated Movie Product to Train Ablution Practice

This Indonesian education study developed Capcut-based animated videos to help students learn ablution (Islamic ritual washing) procedures. Students showed significantly higher average scores after using the animated media compared to traditional blackboard-based instruction.

2023 Journal Emerging Technologies in Education
Article Tier 2

A Study of Student Learning Attitudes and Motivation in Technological Processes in Learning

This paper is not about microplastics — it is a survey study examining how student attitudes and motivation shape the adoption of technology in educational settings.

2023 World Psychology
Article Tier 2

Application of Digital Technology in Environmental Literacy Education for Teenagers

Researchers investigated whether virtual environments based on digital technology could improve environmental literacy levels among teenagers, using a controlled study with experimental and control groups receiving different educational interventions. They found through T-tests that virtual environment-based education significantly improved adolescents' environmental literacy scores compared to conventional teaching methods.

2024 Frontiers in artificial intelligence and applications 1 citations
Article Tier 2

Pengaruh Bercerita Terhadap Perkembangan Kosa Kata Anak Usia 5 Sampai 6 Tahun Di Taman Kanak Kanak

Researchers investigated the effect of storytelling methods on vocabulary development in children aged 5 to 6 years at a kindergarten, comparing traditional teaching tools with technology-enhanced media approaches. The study examined how varied vocabulary teaching methods including digital tools influence language acquisition in early childhood settings.

2024 Jurnal Jendela Bunda Program Studi PG-PAUD Universitas Muhammadiyah Cirebon 1 citations
Article Tier 2

Analisis Penggunaan Media Pembelajaran Berbasis Aplikasi Google untuk Meningkatkan Literasi Digital Siswa Sekolah Dasar di Boyolali

Researchers examined the use of Google application-based learning media to increase digital literacy among primary school students in Boyolali, Indonesia, using a descriptive qualitative approach with interviews, observation, and documentation across four schools.

2024 Technomedia Journal
Article Tier 2

Development of E-modules as a Learning Resource for Prayer Practice

This education study developed electronic learning modules for Islamic prayer practice instruction at an Indonesian middle school, finding high validity and practical acceptance scores from teachers and students. The e-modules were validated by content and media experts and tested with 26 students.

2023 Journal Emerging Technologies in Education
Article Tier 2

Digital Library Utilization; Strategies to Improve Digital Islamic Literacy for Religion Teachers

This Indonesian education research paper explores strategies for improving digital Islamic literacy among religion teachers through the use of digital libraries — not a research article related to microplastics or environmental health.

2022 EDURELIGIA JURNAL PENDIDIKAN AGAMA ISLAM 5 citations
Article Tier 2

The Effectiveness of Using Digital-Based Teaching Materials on Craftsmanship and Entrepreneurship Learning Outcomes of Class XI Muhammadiyah High School Students

Researchers evaluated the effectiveness of Flip Book digital teaching materials on craftsmanship and entrepreneurship learning outcomes for 27 class XI students at SMA Muhammadiyah Pangsid in Indonesia using a quantitative experimental design. Posttest scores averaged 88.0% versus pretest scores of 70.9%, with learning completeness, timeliness, and student response indicators all meeting the threshold for effectiveness.

2023 Journal International of Lingua and Technology 3 citations
Article Tier 2

Improving the Quality of Memorization by Using the Al Jazi Method in Class IX Students at Mafatih Boarding School

This education study evaluates the Al-Jazi memorization method for helping students memorize the Quran at an Indonesian boarding school. Classroom action research showed the method improved memorization quality and helped students maintain consistency in their review routines.

2023 Journal Emerging Technologies in Education
Article Tier 2

Gamification and ocean literacy in early secondary education

This study evaluated the use of a gamified mobile app to improve ocean literacy and environmental awareness in secondary school students. Engaging young people about ocean health through digital games could help build understanding of microplastic pollution and motivate behavior change.

2021 Figshare 3 citations
Article Tier 2

Visual Science Communication: The next generation scientific poster

Researchers developed a next-generation interactive scientific poster format that combines traditional academic poster elements with digital interactivity, aiming to improve how scientific findings are communicated to both professional and public audiences.

2022 4 citations
Article Tier 2

The implementation of learning apps in biological education: a quantitative study of the current situation in Austria

This is an education research paper surveying Austrian biology teachers about their use of learning apps in classrooms; it is not a microplastics research paper.

2023 Journal of Research in Innovative Teaching & Learning 7 citations
Article Tier 2

The Effect of Using Augmented Reality Technology in Takeaway Food Packaging to Improve Young Consumers’ Negative Evaluations

Researchers explored using augmented reality technology in takeaway food packaging to improve consumer evaluations, finding that AR-enhanced packaging positively influenced marketing outcomes compared to traditional packaging across surveys of over 1,600 subjects.

2023 Agriculture 45 citations
Article Tier 2

Harnessing Artificial Intelligence to Increase the Efficiency of Education Management in the Future

This paper is not about microplastics; it examines the use of artificial intelligence to improve educational management and teaching effectiveness.

2023 al-fikrah Jurnal Manajemen Pendidikan
Article Tier 2

Learning Effects of Augmented Reality and Game-Based Learning for Science Teaching in Higher Education in the Context of Education for Sustainable Development

Researchers tested an augmented reality game-based learning environment called 'Beat the Beast' to teach university students about microplastics across biology, chemistry, and engineering disciplines. A study of 203 pre-service teachers compared settings with and without augmented reality and game elements to measure effects on motivation, knowledge, and sustainability outcomes. The findings contribute to understanding how emerging educational technologies can support interdisciplinary science teaching about environmental topics.

2023 Sustainability 31 citations
Article Tier 2

Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children

Researchers designed a digital educational computer game to raise plastic waste awareness among young children, using character-driven gameplay to teach waste management behaviors. The game was developed through iterative visual design and tested for its ability to engage children and build positive attitudes toward reducing plastic pollution.

2024 Journal of Games Game Art and Gamification
Article Tier 2

Contextual Teaching and Learning in Learning Environmental Pollution: the Effect on Student Learning Outcomes

This study evaluated contextual teaching and learning approaches for environmental pollution education, finding that connecting plastic pollution and waste concepts to real-world situations significantly improved student comprehension and motivation compared to conventional instruction.

2022 Prima Magistra Jurnal Ilmiah Kependidikan 22 citations
Article Tier 2

Improving Learning Achievement by Applying the Pakem Learning Model

This Indonesian classroom action research study tested the PAKEM active learning model to improve student achievement. Over two intervention cycles, the study found the approach increased student learning outcomes compared to traditional instruction.

2023 Journal Emerging Technologies in Education
Article Tier 2

"value of Amobile Game-based App Towards Education for Sustainability"

This paper describes the EduPARK mobile app, which uses game-based learning to promote sustainability education in park environments. The tool encourages students to explore local ecosystems and learn environmental concepts through interactive play. Apps like this can build long-term pro-environmental attitudes that may reduce plastic waste behavior.

2023