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Vol. 5 No. 1 (2025): MARCH

The March issue brings five studies on how digital technologies reshape schooling and youth development in Indonesia. One study reports that...

Published: 2025-03-05

MARCH

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Issue Description

The March issue brings five studies on how digital technologies reshape schooling and youth development in Indonesia. One study reports that structured game-based applications raise primary pupils’ motivation when clear feedback loops and moderate challenge levels are built in. Another describes an AI-driven platform that adapts secondary learning materials to prior performance and pacing, yielding more consistent progress among mixed-ability classes. A curriculum model grounded in deep learning concepts is proposed to nurture critical thinking via iterative project cycles tied to Industry 4.0 contexts. A mixed-method inquiry into early smartphone ownership notes modest academic benefits only when guided use policies exist, alongside risks for emotional self-regulation when unsupervised. The closing article links heavy, entertainment‑centric media routines with reduced engagement in local cultural practices, whereas balanced, informational use correlates with stronger cultural awareness. Together they map practical levers for motivation, personalization, higher-order thinking, balanced device introduction, and cultural continuity

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This issue has been peer-reviewed and published in the International Journal Education and Computer Studies (IJECS). All articles are available under the terms of the Creative Commons Attribution 4.0 International License.

  • Issue: Vol. 5 No. 1 (2025)

  • Published: March 5, 2025

  • Articles: 5

  • License: CC BY 4.0

  • Copyright: © 2025 Authors

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