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Made Duananda Kartika Degeng

Biographic Data

ID10256408
NAMEMade Duananda Kartika Degeng
GIVEN NAMESMade Duananda Kartika
FAMILY NAMEDegeng
SIGNATUREDEGENG M D K
AFFILIATIONSState University of Malang
ORCID0000-0002-6749-6237
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2024
LATEST PUBLICATION YEAR2026
H-INDEX0
  • A bibliometric analysis of gamification and intrinsic motivation in learning technologies

    Open Access•I Made Pustikayasa, Dedi Kuswandi et al.•ARTICLE•Discover Education•2026

    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

    Open Access•Made Duananda Kartika Degeng•ARTICLE•Journal of Ecohumanism•2024

    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

    Open Access•Nihaya Rizki Pahlevi, Made Duananda Kartika Degeng et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2024

    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

    Open Access•Made Duananda Kartika Degeng•ARTICLE•Journal of Ecohumanism•2024

    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

    Open Access•Nihaya Rizki Pahlevi, Made Duananda Kartika Degeng et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2024

    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

    Open Access•I Made Pustikayasa, Dedi Kuswandi et al.•ARTICLE•Discover Education•2026

    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)

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