Samala, Agariadne Dwinggo

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  • Samala, Agariadne Dwinggo (4)
Projects

Author's Bibliography

Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2

Samala, Agariadne Dwinggo; Bojić, Ljubiša; Vergara-Rodríguez, Diego; Klimova, Blanka; Ranuharja, Fadhli

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Bojić, Ljubiša
AU  - Vergara-Rodríguez, Diego
AU  - Klimova, Blanka
AU  - Ranuharja, Fadhli
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3779
AB  - This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports DOTA 2 as an immersive platform for skill development. The study investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, and expert opinions. By synthesizing this evidence, the study sheds light on DOTA 2’s potential to hone and refine abilities. Player surveys revealed individuals’ acquisition of adaptability in dynamic situations, cultivation of strategic thinking abilities, and enhancement of effective team collaboration skills. An in-depth examination of gameplay unveiled discernible patterns of collaborative effort and cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings and highlights gaming’s role in developing 21st-century competencies. The study emphasizes the potential implications of its results for stakeholders, such as educators, policymakers, and game developers, offering valuable opportunities for the practical application of gamification strategies. It sparks further investigation and exploration of unexplored research avenues. This study contributes to the growing body of literature recognizing gaming’s substantial advantages in fostering crucial 21st-century skills.
PB  - International Association of Online Engineering
T2  - International Journal of Interactive Mobile Technologies
T1  - Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2
IS  - 18
VL  - 17
SP  - 33
EP  - 54
DO  - 10.3991/ijim.v17i18.42161
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Bojić, Ljubiša and Vergara-Rodríguez, Diego and Klimova, Blanka and Ranuharja, Fadhli",
year = "2024",
abstract = "This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports DOTA 2 as an immersive platform for skill development. The study investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, and expert opinions. By synthesizing this evidence, the study sheds light on DOTA 2’s potential to hone and refine abilities. Player surveys revealed individuals’ acquisition of adaptability in dynamic situations, cultivation of strategic thinking abilities, and enhancement of effective team collaboration skills. An in-depth examination of gameplay unveiled discernible patterns of collaborative effort and cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings and highlights gaming’s role in developing 21st-century competencies. The study emphasizes the potential implications of its results for stakeholders, such as educators, policymakers, and game developers, offering valuable opportunities for the practical application of gamification strategies. It sparks further investigation and exploration of unexplored research avenues. This study contributes to the growing body of literature recognizing gaming’s substantial advantages in fostering crucial 21st-century skills.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Interactive Mobile Technologies",
title = "Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2",
number = "18",
volume = "17",
pages = "33-54",
doi = "10.3991/ijim.v17i18.42161"
}
Samala, A. D., Bojić, L., Vergara-Rodríguez, D., Klimova, B.,& Ranuharja, F.. (2024). Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2. in International Journal of Interactive Mobile Technologies
International Association of Online Engineering., 17(18), 33-54.
https://doi.org/10.3991/ijim.v17i18.42161
Samala AD, Bojić L, Vergara-Rodríguez D, Klimova B, Ranuharja F. Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2. in International Journal of Interactive Mobile Technologies. 2024;17(18):33-54.
doi:10.3991/ijim.v17i18.42161 .
Samala, Agariadne Dwinggo, Bojić, Ljubiša, Vergara-Rodríguez, Diego, Klimova, Blanka, Ranuharja, Fadhli, "Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2" in International Journal of Interactive Mobile Technologies, 17, no. 18 (2024):33-54,
https://doi.org/10.3991/ijim.v17i18.42161 . .
3

Blockchain Technology in Education: Opportunities, Challenges, and Beyond

Samala, Agariadne Dwinggo; Mhlanga, David; Bojić, Ljubiša; Howard, Natalie-Jane; Pereira Coelho, Diogo

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Mhlanga, David
AU  - Bojić, Ljubiša
AU  - Howard, Natalie-Jane
AU  - Pereira Coelho, Diogo
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3778
AB  - Blockchain technology has gained significant attention for its decentralized, secure, transparent, and immutable characteristics. It has been adopted in various domains, including the financial and education sectors. This systematic review provides a comprehensive analysis of the opportunities, challenges, and future educational prospects of blockchain technology by examining published research from various disciplines. A bibliometric approach was adopted using R Studio. Datasets were sourced from the Scopus database, which included Scopusindexed articles from 2018 to 2022. The keywords “blockchain” and “education” were used to retrieve relevant articles. Specific criteria were applied to filter the literature sources, ensuring that our discussions focused on the applications and challenges of blockchain technology in education. We only considered articles written in English, specifically those published in proceedings and journals. The review identified that blockchain technology has the potential to transform education by enhancing data security, facilitating efficient verification and credentialing processes, and enabling peer-to-peer transactions. However, addressing challenges such as adoption, technical expertise, data privacy, security, and standardization is crucial. Therefore, the study concludes that implementing blockchain technology in education can yield significant benefits for future generations. These benefits include reducing the gap in global education and increasing transparency and accountability in the education sector.
PB  - International Association of Online Engineering
T2  - International Journal of Interactive Mobile Technologies
T1  - Blockchain Technology in Education: Opportunities, Challenges, and Beyond
IS  - 1
VL  - 18
SP  - 20
EP  - 42
DO  - 10.3991/ijim.v18i01.46307
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Mhlanga, David and Bojić, Ljubiša and Howard, Natalie-Jane and Pereira Coelho, Diogo",
year = "2024",
abstract = "Blockchain technology has gained significant attention for its decentralized, secure, transparent, and immutable characteristics. It has been adopted in various domains, including the financial and education sectors. This systematic review provides a comprehensive analysis of the opportunities, challenges, and future educational prospects of blockchain technology by examining published research from various disciplines. A bibliometric approach was adopted using R Studio. Datasets were sourced from the Scopus database, which included Scopusindexed articles from 2018 to 2022. The keywords “blockchain” and “education” were used to retrieve relevant articles. Specific criteria were applied to filter the literature sources, ensuring that our discussions focused on the applications and challenges of blockchain technology in education. We only considered articles written in English, specifically those published in proceedings and journals. The review identified that blockchain technology has the potential to transform education by enhancing data security, facilitating efficient verification and credentialing processes, and enabling peer-to-peer transactions. However, addressing challenges such as adoption, technical expertise, data privacy, security, and standardization is crucial. Therefore, the study concludes that implementing blockchain technology in education can yield significant benefits for future generations. These benefits include reducing the gap in global education and increasing transparency and accountability in the education sector.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Interactive Mobile Technologies",
title = "Blockchain Technology in Education: Opportunities, Challenges, and Beyond",
number = "1",
volume = "18",
pages = "20-42",
doi = "10.3991/ijim.v18i01.46307"
}
Samala, A. D., Mhlanga, D., Bojić, L., Howard, N.,& Pereira Coelho, D.. (2024). Blockchain Technology in Education: Opportunities, Challenges, and Beyond. in International Journal of Interactive Mobile Technologies
International Association of Online Engineering., 18(1), 20-42.
https://doi.org/10.3991/ijim.v18i01.46307
Samala AD, Mhlanga D, Bojić L, Howard N, Pereira Coelho D. Blockchain Technology in Education: Opportunities, Challenges, and Beyond. in International Journal of Interactive Mobile Technologies. 2024;18(1):20-42.
doi:10.3991/ijim.v18i01.46307 .
Samala, Agariadne Dwinggo, Mhlanga, David, Bojić, Ljubiša, Howard, Natalie-Jane, Pereira Coelho, Diogo, "Blockchain Technology in Education: Opportunities, Challenges, and Beyond" in International Journal of Interactive Mobile Technologies, 18, no. 1 (2024):20-42,
https://doi.org/10.3991/ijim.v18i01.46307 . .

An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education

Samala, Agariadne Dwinggo; Zhai, Xiaoming; Aoki, Kumiko; Bojić, Ljubiša; Zikic, Simona

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Zhai, Xiaoming
AU  - Aoki, Kumiko
AU  - Bojić, Ljubiša
AU  - Zikic, Simona
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3777
AB  - As technology progresses, there has been an increasing interest in using Chatbot GPT (Generative Pre-trained Transformer) in education. Chatbot GPT, or ChatGPT, gained one million users within the first week of launching in November 2022 and had amassed over 100 million active users by February 2023. This type of artificial intelligence uses natural language processing to convert it into a user. This paper presents a comprehensive analysis and review of 34 articles published on ChatGPT and its potential impact on education by utilizing the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This review analyzed various studies and articles to examine the strengths and limitations of GPT language models in education from 2018 to the present. The advantages of ChatGPT include its capacity to provide personalized and adaptive learning, instant feedback, and improved accessibility. However, there are potential drawbacks, such as the lack of emotional intelligence, the risk of overreliance on technology, and privacy concerns. This review suggests that ChatGPT has significant promise for education yet reinforces the necessity for further research and careful consideration of possible risks and limitations. Specifically, it pointed out potential invisible manipulations by instructing ChatGPT to answer educationrelated topics. The paper concludes by discussing the implications of ChatGPT for the future of education and emphasizing the need for further research in this field.
PB  - International Association of Online Engineering
T2  - International Journal of Interactive Mobile Technologies
T1  - An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education
IS  - 2
VL  - 18
SP  - 96
EP  - 117
DO  - 10.3991/ijim.v18i02.46509
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Zhai, Xiaoming and Aoki, Kumiko and Bojić, Ljubiša and Zikic, Simona",
year = "2024",
abstract = "As technology progresses, there has been an increasing interest in using Chatbot GPT (Generative Pre-trained Transformer) in education. Chatbot GPT, or ChatGPT, gained one million users within the first week of launching in November 2022 and had amassed over 100 million active users by February 2023. This type of artificial intelligence uses natural language processing to convert it into a user. This paper presents a comprehensive analysis and review of 34 articles published on ChatGPT and its potential impact on education by utilizing the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This review analyzed various studies and articles to examine the strengths and limitations of GPT language models in education from 2018 to the present. The advantages of ChatGPT include its capacity to provide personalized and adaptive learning, instant feedback, and improved accessibility. However, there are potential drawbacks, such as the lack of emotional intelligence, the risk of overreliance on technology, and privacy concerns. This review suggests that ChatGPT has significant promise for education yet reinforces the necessity for further research and careful consideration of possible risks and limitations. Specifically, it pointed out potential invisible manipulations by instructing ChatGPT to answer educationrelated topics. The paper concludes by discussing the implications of ChatGPT for the future of education and emphasizing the need for further research in this field.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Interactive Mobile Technologies",
title = "An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education",
number = "2",
volume = "18",
pages = "96-117",
doi = "10.3991/ijim.v18i02.46509"
}
Samala, A. D., Zhai, X., Aoki, K., Bojić, L.,& Zikic, S.. (2024). An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education. in International Journal of Interactive Mobile Technologies
International Association of Online Engineering., 18(2), 96-117.
https://doi.org/10.3991/ijim.v18i02.46509
Samala AD, Zhai X, Aoki K, Bojić L, Zikic S. An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education. in International Journal of Interactive Mobile Technologies. 2024;18(2):96-117.
doi:10.3991/ijim.v18i02.46509 .
Samala, Agariadne Dwinggo, Zhai, Xiaoming, Aoki, Kumiko, Bojić, Ljubiša, Zikic, Simona, "An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education" in International Journal of Interactive Mobile Technologies, 18, no. 2 (2024):96-117,
https://doi.org/10.3991/ijim.v18i02.46509 . .

Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience

Samala, Agariadne Dwinggo; Ricci, Marina; Angel Rueda, Christian Jonathan; Bojić, Ljubiša; Ranuharja, Fadhli; Agustiarmi, Winda

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Ricci, Marina
AU  - Angel Rueda, Christian Jonathan
AU  - Bojić, Ljubiša
AU  - Ranuharja, Fadhli
AU  - Agustiarmi, Winda
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3776
AB  - This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches.
PB  - International Association of Online Engineering
T2  - International Journal of Online and Biomedical Engineering
T1  - Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience
IS  - 1
VL  - 20
DO  - 10.3991/ijoe.v20i01.44339
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Ricci, Marina and Angel Rueda, Christian Jonathan and Bojić, Ljubiša and Ranuharja, Fadhli and Agustiarmi, Winda",
year = "2024",
abstract = "This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Online and Biomedical Engineering",
title = "Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience",
number = "1",
volume = "20",
doi = "10.3991/ijoe.v20i01.44339"
}
Samala, A. D., Ricci, M., Angel Rueda, C. J., Bojić, L., Ranuharja, F.,& Agustiarmi, W.. (2024). Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience. in International Journal of Online and Biomedical Engineering
International Association of Online Engineering., 20(1).
https://doi.org/10.3991/ijoe.v20i01.44339
Samala AD, Ricci M, Angel Rueda CJ, Bojić L, Ranuharja F, Agustiarmi W. Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience. in International Journal of Online and Biomedical Engineering. 2024;20(1).
doi:10.3991/ijoe.v20i01.44339 .
Samala, Agariadne Dwinggo, Ricci, Marina, Angel Rueda, Christian Jonathan, Bojić, Ljubiša, Ranuharja, Fadhli, Agustiarmi, Winda, "Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience" in International Journal of Online and Biomedical Engineering, 20, no. 1 (2024),
https://doi.org/10.3991/ijoe.v20i01.44339 . .