2021
DOI: 10.3390/su132413909
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A Distinctive Method of Online Interactive Learning in STEM Education

Abstract: A breakthrough that has occurred in recent years is the emergence of the COVID-19 pandemic. It has affected various sectors of society, including the educational sector. It has prevented students from performing group-oriented hands-on activities and has eventually transformed their active learning environment in schools into virtual passive lectures at home. Therefore, to solve this impedance, we exercised several online STEM programs (five online STEM programs with repetitive cycles) for school students, inc… Show more

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Cited by 10 publications
(9 citation statements)
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References 31 publications
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“…The results of the analysis in Table 3 can be visualized in Table 4 and Figure 2, where after being integrated into the visualization it will appear that in the 20 selected journals the methods used to achieve research objectives are very varied, but in grouping this genre is dominant. entered into the Simulation Game genre, which proved to be 8 out of 20 or 0.40 (Abouhashem et al, 2021;Ismail et al, 2021;Jingga et al, 2019) per cent, then the RPG (Role-Playing Game) genre dominated in second place with a total of 5 or 0.25 per cent, while the Puzzle Game genre contained 3 out of 20 selected journals which reached 0.15 per cent, while in the Strategy and Action Game genres, the number was relatively the same, namely 2 of the 20 selected journals which achieved 0.10 per cent. From these results, a more detailed screening was carried out and found 20 articles were selected for research discussions.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The results of the analysis in Table 3 can be visualized in Table 4 and Figure 2, where after being integrated into the visualization it will appear that in the 20 selected journals the methods used to achieve research objectives are very varied, but in grouping this genre is dominant. entered into the Simulation Game genre, which proved to be 8 out of 20 or 0.40 (Abouhashem et al, 2021;Ismail et al, 2021;Jingga et al, 2019) per cent, then the RPG (Role-Playing Game) genre dominated in second place with a total of 5 or 0.25 per cent, while the Puzzle Game genre contained 3 out of 20 selected journals which reached 0.15 per cent, while in the Strategy and Action Game genres, the number was relatively the same, namely 2 of the 20 selected journals which achieved 0.10 per cent. From these results, a more detailed screening was carried out and found 20 articles were selected for research discussions.…”
Section: Resultsmentioning
confidence: 99%
“…During the current COVID-19 pandemic, many teachers have developed effective learning plans for their students (Abouhashem et al, 2021). Referring to this, it is very necessary to have a new method to be able to provide motivation and a renewable treat, besides that there are quite a lot of methods applied in learning to obtain more optimal results in the goals of the organization.…”
Section: Learn How To Live Togethermentioning
confidence: 99%
“…This study is vital for educational institutions and school administrators in developing policies, guidelines, and online learning content. Abouhashem et al (2021) discovered the distinctive method of online interactive learning in STEM education. This study assessed the online interactive learning method in STEM education.…”
Section: Review Of Related Studiesmentioning
confidence: 99%
“…Thus, teachers were required to adjust their traditional teaching designs, while students needed to adapt to new classroom participation methods to cope with the impact of COVID-19 on normal college operations ( Bao et al, 2021 ). Since the 1990s, extensive access to the Internet has greatly promoted the development of online education ( Abouhashem et al, 2021 ). Here, massive open online courses, in particular, experienced explosive growth after 2013.…”
Section: Introductionmentioning
confidence: 99%