Joko Slamet
Biographic Data
| ID | 8645188 |
|---|---|
| NAME | Joko Slamet |
| GIVEN NAMES | Joko |
| FAMILY NAME | Slamet |
| SIGNATURE | SLAMET J |
| AFFILIATIONS | State University of Malang |
| ORCID | 0000-0002-8676-8525 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
AI and Language in the Urban Context
Richard Coyne’s AI and Language in the Urban Context: Conversational Artificial Intelligence in Cities advances the central claim that language provides the primary ligament connecting artificial i...
A needs analysis for designing a gamification-based Mooc in English for specific purposes
Research on the integration of Massive Open Online Courses (MOOCs), English for Specific Purposes (ESP), and gamification faces critical gaps, notably the lack of comprehensive exploration into learning needs and preferences in this amalgamation. This study aims to address these gaps by conducting a needs analysis and informing the design of a gamification-based MOOC for ESP. To address its aim, we conducted a comprehensive investigation into the…
Assessing learning outcomes and self-directed learning through gamification in LMS
Despite the growing adoption of gamified learning, the existing body of knowledge in this area remains limited, highlighting the need for deeper exploration of its effectiveness. This study addresses the challenges in utilizing gamification-based courses within Learning Management Systems (LMS) to enhance learning outcomes and foster self-directed learning (SDL) among Islamic undergraduate students, particularly in the context of Islamic educatio…
Assessing gamification-based LMS for EFL students
The efficacy of gamification-based Learning Management Systems (LMS) in facilitating English as a Foreign Language (EFL) learning is an area of growing interest. However, a critical gap exists in comprehensively understanding how these platforms influence self-directed learning (SDL) among EFL students, particularly regarding self-management, self-motivation, and self-control. To address this lacuna, this study employs a survey design involving 5…
No prominent works on this page.
Assessing gamification-based LMS for EFL students
The efficacy of gamification-based Learning Management Systems (LMS) in facilitating English as a Foreign Language (EFL) learning is an area of growing interest. However, a critical gap exists in comprehensively understanding how these platforms influence self-directed learning (SDL) among EFL students, particularly regarding self-management, self-motivation, and self-control. To address this lacuna, this study employs a survey design involving 5…
A needs analysis for designing a gamification-based Mooc in English for specific purposes
Research on the integration of Massive Open Online Courses (MOOCs), English for Specific Purposes (ESP), and gamification faces critical gaps, notably the lack of comprehensive exploration into learning needs and preferences in this amalgamation. This study aims to address these gaps by conducting a needs analysis and informing the design of a gamification-based MOOC for ESP. To address its aim, we conducted a comprehensive investigation into the…
Assessing learning outcomes and self-directed learning through gamification in LMS
Despite the growing adoption of gamified learning, the existing body of knowledge in this area remains limited, highlighting the need for deeper exploration of its effectiveness. This study addresses the challenges in utilizing gamification-based courses within Learning Management Systems (LMS) to enhance learning outcomes and foster self-directed learning (SDL) among Islamic undergraduate students, particularly in the context of Islamic educatio…
AI and Language in the Urban Context
Richard Coyne’s AI and Language in the Urban Context: Conversational Artificial Intelligence in Cities advances the central claim that language provides the primary ligament connecting artificial i...
Computer Science (3 works) · Educational Games and Gamification (3 works) · Mathematics education (3 works) · Psychology (3 works) · Technology-Enhanced Education Studies (3 works) · AI in Service Interactions (1 works) · Applications of artificial intelligence (1 works) · Autodidacticism (1 works) · Chatbot (1 works) · Constructed language (1 works)