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Ahmad Ridho Rojabi

Biographic Data

ID6880657
NAMEAhmad Ridho Rojabi
GIVEN NAMESAhmad Ridho
FAMILY NAMERojabi
SIGNATUREROJABI A R
AFFILIATIONSUniversitas Islam Jember
ORCID0000-0003-1951-9470
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Cameras on or off: Unraveling social presence in Indonesian EFL learners’ writing engagement via videoconferencing

    Ahmad Ridho Rojabi•ARTICLE•Journal for Multicultural Education•2025•References: 2

    Purpose One of the most challenging aspects of videoconferencing sessions is deciding whether or not to turn on cameras. This phenomenon is influenced by various factors, including Indonesian cultural norms, anxiety levels and internet connectivity. This study uses social presence (SP) theory as a conceptual framework to investigate the role of SP in fostering engagement during videoconferencing in the Indonesian English as a foreign language (EF…

  • Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation

    Open Access•Ahmad Ridho Rojabi, Slamet Setiawan et al.•ARTICLE•Frontiers in Education•2022

    In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost…

No prominent works on this page.

  • Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation

    Open Access•Ahmad Ridho Rojabi, Slamet Setiawan et al.•ARTICLE•Frontiers in Education•2022

    In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost…

  • Cameras on or off: Unraveling social presence in Indonesian EFL learners’ writing engagement via videoconferencing

    Ahmad Ridho Rojabi•ARTICLE•Journal for Multicultural Education•2025•References: 2

    Purpose One of the most challenging aspects of videoconferencing sessions is deciding whether or not to turn on cameras. This phenomenon is influenced by various factors, including Indonesian cultural norms, anxiety levels and internet connectivity. This study uses social presence (SP) theory as a conceptual framework to investigate the role of SP in fostering engagement during videoconferencing in the Indonesian English as a foreign language (EF…

Autonomy (1 works) · Collectivism (1 works) · Communication in Education and Healthcare (1 works) · Computer Science (1 works) · Computer-mediated communication (1 works) · Context (archaeology (1 works) · Educational Games and Gamification (1 works) · Exploit (1 works) · Focus group (1 works) · Impact of Technology on Adolescents (1 works)

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