S/N

Author(s)

Research Objectives

Population

Benefits Derived through authentic-based multimedia learning

1

Klaus Gotthardt et al. (2014)

To incorporate web-based learning technology and multimedia content in higher education for students learning outcomes.

Higher distance education

-Improved students learning outcomes.

-Social interaction among students and the instructors.

2

Chen & Hwang (2020)

Creating genuine environments for EFL language learning and teaching has a big impact on the widespread usage of technology in classroom instruction.

Higher education institution

Allows the visualization of simulated objects, and interaction with the learning environment

3

Zydney & Grincewicz (2011)

Integrating of technology to enhance the authenticity of problems in the learning environment by providing students with realistic scientific tools.

Higher education institution

Make learning more engaging, interactive and collaborative

4

Yang & Kwok (2017)

To identify the determinants of students’ intention to use ICT tools in an authentic environment.

Polytechnic Institution

-Increased student motivation and engagement.

-Supporting of creativity.

-Promotion of collaborative learning.

5

Jessica et al. (2020)

Incorporation of using multimedia tools as a good pedagogy, and good design for authentic experiences

Higher distance education

Allows students to develop a richer understanding of the target knowledge domain

6

David Anderson & Selva Staub (2015)

Integrating digital badges into existing higher education degrees for the transformation of learning environments to reflects mastery of authentic tasks.

Higher education institution

-It helps transform current degree programs to be more flexible and accessible.

-Improved students learning outcomes

7

Nickchen & Mertsching (2016)

To create application of scientific principles to design structures, machines to real-world problem and also to encourage meaningful reflection on authentic tasks.

Higher education institution

-Filling of knowledge gaps

-Deepens the students’ knowledge and increases their motivation

8

Bajrami & Ismaili (2016)

To investigate the benefits that teachers and learners get in using audio-visual aids in teaching and learning language, as well as to show that by using the appropriate video

Material in an authentic environment.

Higher education institution

-Students get interested and engaged in activities,

-Be more active, motivated and confident in their communicative language competence.

9

Jaziar Radianti et al. (2020)

To identify design elements of existing research dedicated to the application of Virtual reality in higher education.

Higher education institution

-Improved students learning outcomes.

-Assimilation of knowledge

10

Bülent Dös (2015)

To explore the effect of storytelling on knowledge retention and the views of students on the learning process with a variety of digital multimedia.

Higher education institution

It provides higher order thinking, technology usage, active for students.

11

Li & Wong (2021)

Integration of smart learning with advanced technologies to facilitate student learning and interaction

Higher education institution

-Improved students learning outcomes.

-Increased interaction and collaboration

12

Po-Sheng Chiu et al. (2018)

To explore the acceptability of various benefits of e-book for educational contexts, as well as the possible benefits of incorporating e-books into real learning.

Higher education institution

Provide opportunities for students to construct their own knowledge through engaging in problem solving, higher-order thinking, and reflections in real-world contexts.

13

Jen-Jiun Lin & Huifen Lin (2019)

To investigate the effect of mobile-assisted L2 vocabulary learning with the use of technologies in the learning environment.

Higher education

-Improved students learning outcomes.

14

Raúl Rengel et al. (2019)

Development of new learning resources based on multimedia materials

Higher education institution

Acquisition of new knowledge

15

Mehdipour & Zerehkafi (2013)

To examine the impact of mobile devices on teaching and learning practices by the use of digital media.

Higher education, institution

Increased student motivation and engagement

16

Doris Yin Kei Chong (2019)

To provide authentic experience through class designs and gamification as a multimedia pedagogy to foster learning motivation

Higher education institution

Increased student motivation and engagement.

17

Yossy Machluf et al. (2017)

To develop a deep sense of the nature of scientific visualization and modeling through authentic hands-on and mind-on activities.

Higher education

-Acquisition of new knowledge

-Improved students learning outcomes.

18

Vlad Hosu et al. (2017)

To create subjectively annotated video database, showing authentic distortions for deep learning purposes.

Higher education institution

Reflections in real-world contexts.

19

Yang & Baldwin (2020).

Implementation of an integrated STEM learning with the use of a technology-enabled authentic learning environment

Higher education

-Increased interaction and collaboration

-Provide opportunities for students to construct their own knowledge through engaging in problem solving

-Increased student motivation and engagement

20

Mojtaba Tajeri et al. (2017)

To explore the appropriate classroom activities which assist language teaching and learning with innovative approaches in higher education.

Higher education institution

-Increasing learners’ academic attainment

-Attracts students’ attention

-Increased interaction

21

Tutty & Martin (2014)

To investigate the effects of assessment Aligned, Reflective on student performance within the learning context of mobile instruction

Higher education institution

Increased interaction and collaboration

22

Chien Yu et al. (2010)

To implement effective use of pedagogical design principles with appropriate multimedia instructions to improve students’ higher retention rates.

Higher education

-Increasing social interactions

and cooperation

-Collaboration

and higher-order thinking

23

Fatirul (2020)

Designing authentic learning and how to design innovative and creative learning model assisted by smartphone applications.

Higher education institution

-Attracts students’ attention

-Improved students learning outcomes

-Provide opportunities for students to construct their own knowledge

24

Boateng et al. (2016)

Integration of technology with the use of videos as a medium for teaching in the learning environment.

Higher education institution

Improved students learning outcomes.

25

Kola & Kehinde (2019)

To explore the enhancement of technology in education through authentic learning

Technical higher education

-Acquisition of new knowledge

-Reflections in real-world contexts.

26

Rosita Agus tining Tyas (2019)

To identify the utilization of authentic materials in teaching ESP to enhance students learning achievement.

Higher education institution

-Students get interested and engaged in activities

-Increased student motivation and engagement.