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Papers
61,005 resultsShowing papers similar to The Utilization Of The Animiz Application As A Media For Arabic Language Learning On Students
ClearStudents 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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
"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.