Made Duananda Kartika Degeng
Biographic Data
| ID | 10256408 |
|---|---|
| NAME | Made Duananda Kartika Degeng |
| GIVEN NAMES | Made Duananda Kartika |
| FAMILY NAME | Degeng |
| SIGNATURE | DEGENG M D K |
| AFFILIATIONS | State University of Malang |
| ORCID | 0000-0002-6749-6237 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
A bibliometric analysis of gamification and intrinsic motivation in learning technologies
Gamification has been widely adopted in digitally mediated education to support learner motivation, yet research on intrinsic motivation remains dispersed across publication venues, methodological approaches, and conceptual emphases. This study maps the intellectual structure, growth trajectory, and thematic development of research on gamification and intrinsic motivation in learning technologies. Using Scopus as the data source, records were ret…
The Effects of Different Text Design and Learner Cognitive Style on Learning Effectiveness and Appeal
This research verified the interactive effect between the instructional text design by using elaboration model (step by step vs linear) and students’ cognitive style on the learning effectiveness and appeal. Experimental factorials design (2X2) was used to test the hypothesis. Two groups of students was taken by cluster sampling. It was concluded that Step-by-step elaboration model was more effective and more appeal, Field independence students r…
Storybook berbasis augmented reality (AR) meningkatkan hasil belajar bahasa Inggris siswa
This study focuses on the combination of digital media and students' literacy, utilizing an Augmented Reality (AR)-based storybook as a tool for English language subject. The aim of this research is to assess how the use of AR-based storybooks can influence and enhance students' learning outcomes in English language subject. Employing an experimental research design, two groups were exposed to different stimuli. The experimental group's test resu…
No prominent works on this page.
The Effects of Different Text Design and Learner Cognitive Style on Learning Effectiveness and Appeal
This research verified the interactive effect between the instructional text design by using elaboration model (step by step vs linear) and students’ cognitive style on the learning effectiveness and appeal. Experimental factorials design (2X2) was used to test the hypothesis. Two groups of students was taken by cluster sampling. It was concluded that Step-by-step elaboration model was more effective and more appeal, Field independence students r…
Storybook berbasis augmented reality (AR) meningkatkan hasil belajar bahasa Inggris siswa
This study focuses on the combination of digital media and students' literacy, utilizing an Augmented Reality (AR)-based storybook as a tool for English language subject. The aim of this research is to assess how the use of AR-based storybooks can influence and enhance students' learning outcomes in English language subject. Employing an experimental research design, two groups were exposed to different stimuli. The experimental group's test resu…
A bibliometric analysis of gamification and intrinsic motivation in learning technologies
Gamification has been widely adopted in digitally mediated education to support learner motivation, yet research on intrinsic motivation remains dispersed across publication venues, methodological approaches, and conceptual emphases. This study maps the intellectual structure, growth trajectory, and thematic development of research on gamification and intrinsic motivation in learning technologies. Using Scopus as the data source, records were ret…
Computer Science (2 works) · Psychology (2 works) · Appeal (1 works) · Art (1 works) · Augmented reality (1 works) · Citation (1 works) · Citation analysis (1 works) · Cognition (1 works) · Cognitive psychology (1 works) · Cognitive style (1 works)