Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.42439
Suhendi, N. Murli
The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24%.
{"title":"Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques","authors":"Suhendi, N. Murli","doi":"10.3991/ijim.v18i04.42439","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.42439","url":null,"abstract":"The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24%.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"7 2","pages":"65-80"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140427871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In the field of automation technology education, the primary emphasis is on instructing students in the use of programmable logic controllers (PLCs). Practical training for beginners includes sessions on wiring and programming. However, the training on wiring lacks resources for additional practice outside the laboratory. Recognizing the potential of mobile devices and digital game-based learning, this study aims to create a mobile game app for practicing basic PLC wiring at any time and in any location. The study also seeks to examine the impact of using the game app on student performance and user satisfaction. The game app underwent expert assessment and received a high suitability rating, garnering an overall score of 4.43. Subsequently, it was employed in an experiment involving an experimental group comprising 18 students and a control group consisting of 22 students. To address non-normal data, we utilized both parametric and non-parametric methods to ensure more robust data analysis. The study found that both the independent sample t-test and the Mann-Whitney U test yielded consistent results, with p-values of 0.009 and 0.01, both below 0.05. This led to the conclusion that additional practice with the game app improved students’ performance in wiring. The user experience received positive feedback, with an overall score of 4.25. Based on the results, we consider this game app to be an effective learning tool that can enhance student performance and the learning experience in basic PLC wiring.
{"title":"Developing a Mobile Game Application to Enhance Learning Experience in Programmable Logic Controller (PLC) Wiring beyond the Laboratory","authors":"Nuchchada Kohpeisansukwattana, Natt Siriwattananon, Ekkapot Charoenwanit","doi":"10.3991/ijim.v18i04.42629","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.42629","url":null,"abstract":"In the field of automation technology education, the primary emphasis is on instructing students in the use of programmable logic controllers (PLCs). Practical training for beginners includes sessions on wiring and programming. However, the training on wiring lacks resources for additional practice outside the laboratory. Recognizing the potential of mobile devices and digital game-based learning, this study aims to create a mobile game app for practicing basic PLC wiring at any time and in any location. The study also seeks to examine the impact of using the game app on student performance and user satisfaction. The game app underwent expert assessment and received a high suitability rating, garnering an overall score of 4.43. Subsequently, it was employed in an experiment involving an experimental group comprising 18 students and a control group consisting of 22 students. To address non-normal data, we utilized both parametric and non-parametric methods to ensure more robust data analysis. The study found that both the independent sample t-test and the Mann-Whitney U test yielded consistent results, with p-values of 0.009 and 0.01, both below 0.05. This led to the conclusion that additional practice with the game app improved students’ performance in wiring. The user experience received positive feedback, with an overall score of 4.25. Based on the results, we consider this game app to be an effective learning tool that can enhance student performance and the learning experience in basic PLC wiring.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"26 8","pages":"4-20"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140424719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.42525
Anas Abukaraki, Tawfiq Alrawashdeh, I. A. Alshalabi, Moha'med Al-Jaafreh, M. Alksasbeh, Abdulhameed Alenezi, Mohammad Al-Kaseasbeh
The field of instructional technology has experienced significant growth in recent times. Due to the rapid shift towards online courses, the technology-based learning system is facing challenges in ensuring quality and assurance. The aim of this study was to develop online course evaluation tools by proposing a new algorithm to assess the success of the provided online courses and address quality assurance issues. The proposed algorithm is based on quality matters (QM) attributes and the use of fuzzy soft expert sets (FSESs). One key advantage of the proposed algorithm is that it incorporates experts’ opinions, which significantly contributes to achieving the study objective. The proposed algorithm was successfully implemented using the ASP.NET programming language. It resulted in the development of an EOC-FSES prototype system. The experimental evaluation of the prototype system confirms that it requires low effort and achieves high levels of performance, satisfaction, and behavioral intention to use. This paper includes several recommendations and suggestions.
近来,教学技术领域取得了长足的发展。由于快速转向在线课程,基于技术的学习系统在确保质量和保证方面面临挑战。本研究的目的是通过提出一种新算法来开发在线课程评估工具,以评估所提供的在线课程是否成功,并解决质量保证问题。建议的算法基于质量问题(QM)属性和模糊软专家集(FSES)的使用。所提算法的一个主要优点是它结合了专家的意见,这大大有助于实现研究目标。拟议算法使用 ASP.NET 编程语言成功实现。最终开发出了 EOC-FSES 原型系统。对原型系统的实验评估证实,该系统只需少量工作,就能实现较高水平的性能、满意度和使用行为意向。本文包括若干建议和意见。
{"title":"New Algorithm for Evaluation of Online Courses Based on Quality Matters Rubric Using Fuzzy Soft Expert Sets","authors":"Anas Abukaraki, Tawfiq Alrawashdeh, I. A. Alshalabi, Moha'med Al-Jaafreh, M. Alksasbeh, Abdulhameed Alenezi, Mohammad Al-Kaseasbeh","doi":"10.3991/ijim.v18i04.42525","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.42525","url":null,"abstract":"The field of instructional technology has experienced significant growth in recent times. Due to the rapid shift towards online courses, the technology-based learning system is facing challenges in ensuring quality and assurance. The aim of this study was to develop online course evaluation tools by proposing a new algorithm to assess the success of the provided online courses and address quality assurance issues. The proposed algorithm is based on quality matters (QM) attributes and the use of fuzzy soft expert sets (FSESs). One key advantage of the proposed algorithm is that it incorporates experts’ opinions, which significantly contributes to achieving the study objective. The proposed algorithm was successfully implemented using the ASP.NET programming language. It resulted in the development of an EOC-FSES prototype system. The experimental evaluation of the prototype system confirms that it requires low effort and achieves high levels of performance, satisfaction, and behavioral intention to use. This paper includes several recommendations and suggestions.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"6 2","pages":"32-47"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140424761","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.46353
W. D. Sulistyo, Wahyudi Deny Yudo, Azmi Bin Muhamad @ Md. Jalani, Putra Candra Kurnia, Hartono
Learning resources are crucial and strategic elements that impact the accessibility of easy, fast, accurate, and affordable information in the era of Society 5.0. Learning resources must be adaptable to technological advancements. The history laboratory is a learning resource that must be transformed and adapted to address the aforementioned needs and problems as a solution. The extensive collection of owned items has the potential to support this. This paper describes the creation of a digital laboratory by utilizing collections from the UM History Department. The research employed the Research and Development (R&D) method, utilizing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study presents findings on the importance of digitizing laboratories as educational resources and digital laboratory products for the UM History Department. This digital laboratory product consists of several features, including an e-book (book catalog), an e-repository (final project catalog), an e-museum (museology collection catalog), tool lending, and graduate assessment. The results of the validation and implementation tests demonstrate that the criteria are highly valid and extremely effective. These results demonstrate that the digital laboratory serves as a more effective and efficient learning resource that is easily accessible and usable for civil society 5.0.
{"title":"The Effectiveness of Laboratory Digitalization for 21st Century Learning","authors":"W. D. Sulistyo, Wahyudi Deny Yudo, Azmi Bin Muhamad @ Md. Jalani, Putra Candra Kurnia, Hartono","doi":"10.3991/ijim.v18i04.46353","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.46353","url":null,"abstract":"Learning resources are crucial and strategic elements that impact the accessibility of easy, fast, accurate, and affordable information in the era of Society 5.0. Learning resources must be adaptable to technological advancements. The history laboratory is a learning resource that must be transformed and adapted to address the aforementioned needs and problems as a solution. The extensive collection of owned items has the potential to support this. This paper describes the creation of a digital laboratory by utilizing collections from the UM History Department. The research employed the Research and Development (R&D) method, utilizing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study presents findings on the importance of digitizing laboratories as educational resources and digital laboratory products for the UM History Department. This digital laboratory product consists of several features, including an e-book (book catalog), an e-repository (final project catalog), an e-museum (museology collection catalog), tool lending, and graduate assessment. The results of the validation and implementation tests demonstrate that the criteria are highly valid and extremely effective. These results demonstrate that the digital laboratory serves as a more effective and efficient learning resource that is easily accessible and usable for civil society 5.0.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"52 4","pages":"48-64"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140425301","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.44715
M. Divyashree, H. G. Rangaraju, C. R. Revanna
The Internet of Things (IoT) is expanding the capabilities of traditional vehicular ad-hoc networks (VANET) into the Internet of Vehicles (IoV). However, there are a few challenges that need to be addressed in order to enhance the intelligence of IoV, leading to the development of a new evolving technology called Cognitive Internet of Vehicles (CIoV). In this study, we propose a road-aware infrastructure-assisted and vehicle-to-vehicle (V2V) adaptive routing system to select the most efficient route for delivering data from the source to the destination vehicle, with the aim of reducing data delivery delay. The performance is measured and evaluated based on packet delivery ratio (PDR), average end-to-end (E2E) delay, and normalised routing overhead using MATLAB. By comparing the proposed mobile adaptive routing algorithm (MARA) with existing protocols, it has been examined and found to outperform the existing ones in terms of performance.
{"title":"Mobile Adaptive Routing Algorithm for Road-Aware Infrastructure-Assisted Communication in Cognitive Internet of Vehicles","authors":"M. Divyashree, H. G. Rangaraju, C. R. Revanna","doi":"10.3991/ijim.v18i04.44715","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.44715","url":null,"abstract":"The Internet of Things (IoT) is expanding the capabilities of traditional vehicular ad-hoc networks (VANET) into the Internet of Vehicles (IoV). However, there are a few challenges that need to be addressed in order to enhance the intelligence of IoV, leading to the development of a new evolving technology called Cognitive Internet of Vehicles (CIoV). In this study, we propose a road-aware infrastructure-assisted and vehicle-to-vehicle (V2V) adaptive routing system to select the most efficient route for delivering data from the source to the destination vehicle, with the aim of reducing data delivery delay. The performance is measured and evaluated based on packet delivery ratio (PDR), average end-to-end (E2E) delay, and normalised routing overhead using MATLAB. By comparing the proposed mobile adaptive routing algorithm (MARA) with existing protocols, it has been examined and found to outperform the existing ones in terms of performance.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"41 12","pages":"97-111"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140425411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.46783
Gustavo Adolfo Rubio-Rodríguez, Mario Heimer Flórez Guzmán, Elizabeth Palma-Cardoso, Rubell Juneidy Vanegas Zamora, Juan Gabriel Manjarrés Hincapié, Alejandro Reinoso Córdoba
The aim of this research is to analyze the impact of implementing virtual education on the academic performance of primary and secondary school students in a private school in Ibagué, Colombia, during the COVID-19 pandemic crisis. The survey was administered to 183 parents and nine teachers at the school as a data collection technique for the study. The research results revealed that the school maintained its quality in conducting virtual classes at the elementary and high school levels. Similarly, the students’ performance was maintained compared to the previous year of the pandemic. As a conclusion, it has been determined that the school directors’ implementation of the virtual education model and the capabilities of the teaching staff were successful in maintaining the quality of education during the pandemic.
{"title":"Effect of Virtual Education on Academic Performance Generated by COVID-19","authors":"Gustavo Adolfo Rubio-Rodríguez, Mario Heimer Flórez Guzmán, Elizabeth Palma-Cardoso, Rubell Juneidy Vanegas Zamora, Juan Gabriel Manjarrés Hincapié, Alejandro Reinoso Córdoba","doi":"10.3991/ijim.v18i04.46783","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.46783","url":null,"abstract":"The aim of this research is to analyze the impact of implementing virtual education on the academic performance of primary and secondary school students in a private school in Ibagué, Colombia, during the COVID-19 pandemic crisis. The survey was administered to 183 parents and nine teachers at the school as a data collection technique for the study. The research results revealed that the school maintained its quality in conducting virtual classes at the elementary and high school levels. Similarly, the students’ performance was maintained compared to the previous year of the pandemic. As a conclusion, it has been determined that the school directors’ implementation of the virtual education model and the capabilities of the teaching staff were successful in maintaining the quality of education during the pandemic.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"47 8","pages":"21-31"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140425483","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The development of mobile technology has facilitated the widespread adoption of digital currency worldwide. An important application of mobile technology is digital currency, which has gained global popularity due to its blockchain and peer-to-peer mobile payment mechanisms. The emergence of private digital currencies, such as Bitcoin, poses a challenge to the monetary policy of governments. To address this threat, many central banks are developing their own central bank digital currencies (CBDCs) with legal support. China’s CBDC, e-CNY (electronic China Yuan), is one of the most advanced examples of this innovation. However, the adoption and usage of e-CNY by residents is still limited and requires improvement. This paper aims to identify and analyze the factors that influence residents’ willingness to use e-CNY, based on a literature review and a logistic regression model. The results indicate that residents’ awareness, convenience, cost, promotional activities, and the involvement of relevant parties (merchants, commercial banks, payment institutions, and the People’s Bank of China (PBC)) significantly influence their willingness to use e-CNY. This paper presents implications and suggestions for promoting and implementing e-CNY in China.
{"title":"A Study on Influencing Factors of Willingness to Use E-CNY Based on Logistic Model","authors":"Yunfei Li, Thitinant Wareewanich, Thitinan Chankoson","doi":"10.3991/ijim.v18i04.47117","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.47117","url":null,"abstract":"The development of mobile technology has facilitated the widespread adoption of digital currency worldwide. An important application of mobile technology is digital currency, which has gained global popularity due to its blockchain and peer-to-peer mobile payment mechanisms. The emergence of private digital currencies, such as Bitcoin, poses a challenge to the monetary policy of governments. To address this threat, many central banks are developing their own central bank digital currencies (CBDCs) with legal support. China’s CBDC, e-CNY (electronic China Yuan), is one of the most advanced examples of this innovation. However, the adoption and usage of e-CNY by residents is still limited and requires improvement. This paper aims to identify and analyze the factors that influence residents’ willingness to use e-CNY, based on a literature review and a logistic regression model. The results indicate that residents’ awareness, convenience, cost, promotional activities, and the involvement of relevant parties (merchants, commercial banks, payment institutions, and the People’s Bank of China (PBC)) significantly influence their willingness to use e-CNY. This paper presents implications and suggestions for promoting and implementing e-CNY in China.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"58 6","pages":"112-123"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140425654","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.46675
Alfan Fikril Hakim, Joko Sayono, Aditya Nugroho Widiadi, A. M. Rashid, D. Saripudin, Zulkarnain
This research focused on the history learning concerns among 11th-grade Social Science students at MAN Kota Pasuruan, a senior high school. To support research activities, the instruments included a questionnaire to measure the effectiveness of the product. The questionnaire was distributed to validators and users, specifically the 11th-grade students of social science at MAN Kota Pasuruan. The participants in this study were selected using purposive sampling for validation and simple random sampling for testing. During the implementation, this research used the ADDIE research and development model. The product effectiveness analysis technique developed by Nunuk Suryani, Achmad Setiawan, and Aditin Putria was used for analysis of the collected data. Based on the comparison results, it is evident that the developed product is truly valuable, appealing, and aligned with the current advancements in learning technology. Meanwhile, in the effectiveness testing, it was concluded that the product has been highly effective based on expert or user assessments.
本研究的重点是 MAN Kota Pasuruan(一所高级中学)11 年级社会科学学生对历史学习的关注。为支持研究活动,研究工具包括一份调查问卷,用于衡量产品的有效性。调查问卷分发给了验证者和使用者,特别是哥打巴素鲁安市高级中学社会科学 11 年级的学生。本研究采用目的性抽样进行验证,采用简单随机抽样进行测试。在实施过程中,本研究采用了 ADDIE 研发模型。由 Nunuk Suryani、Achmad Setiawan 和 Aditin Putria 开发的产品效果分析技术被用于分析收集到的数据。从比较结果来看,所开发的产品确实有价值、有吸引力,而且符合当前学习技术的发展。同时,在效果测试中,根据专家或用户的评估,得出的结论是该产品非常有效。
{"title":"Exploring Colonial Heritage (EXCOTAGE) Application as a Mobile Technology-Based History Learning Education","authors":"Alfan Fikril Hakim, Joko Sayono, Aditya Nugroho Widiadi, A. M. Rashid, D. Saripudin, Zulkarnain","doi":"10.3991/ijim.v18i04.46675","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.46675","url":null,"abstract":"This research focused on the history learning concerns among 11th-grade Social Science students at MAN Kota Pasuruan, a senior high school. To support research activities, the instruments included a questionnaire to measure the effectiveness of the product. The questionnaire was distributed to validators and users, specifically the 11th-grade students of social science at MAN Kota Pasuruan. The participants in this study were selected using purposive sampling for validation and simple random sampling for testing. During the implementation, this research used the ADDIE research and development model. The product effectiveness analysis technique developed by Nunuk Suryani, Achmad Setiawan, and Aditin Putria was used for analysis of the collected data. Based on the comparison results, it is evident that the developed product is truly valuable, appealing, and aligned with the current advancements in learning technology. Meanwhile, in the effectiveness testing, it was concluded that the product has been highly effective based on expert or user assessments.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"70 11","pages":"145-152"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140424296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-27DOI: 10.3991/ijim.v18i04.45063
Laurence Troy S. Valdez, Rentor Cafino, Armando T. Isla, Eigen John T. Ignacio, Patrick John Labra, L. C. Velasco
This scoping review aims to comprehensively synthesize current research on the use of mobile applications in otology, identify research gaps, and assess the feasibility of mobilebased applications in this field. The aim is to support and direct future research studies on harnessing the potential of mobile technology in otology. Following the PRISMA-ScR guidelines, a literature profiling approach was adopted using the Google Scholar search engine from September 2022 to January 2023. Only articles published in English between 2012 and 2023 were included, resulting in a final sample size of 32 papers. The results revealed an increasing focus on the remote delivery of healthcare, with the majority of the articles originating from the United States and authored by medical doctors. Two main categories were identified within the 32 selected journals: audiology and smartphone otoscopy. A total of 124 mobile applications were identified in these journals, with 48 applications for hearing tests and 27 applications for smartphone otoscopes being the most commonly utilized. Mobile applications have the potential to serve as valuable tools in the field of otology, especially in the context of smartphone hearing tests and smartphone-enabled otoscopes. However, further research is needed to assess their effectiveness, accuracy, and appropriate usage.
{"title":"Mobile Applications in Otology: A Scoping Review","authors":"Laurence Troy S. Valdez, Rentor Cafino, Armando T. Isla, Eigen John T. Ignacio, Patrick John Labra, L. C. Velasco","doi":"10.3991/ijim.v18i04.45063","DOIUrl":"https://doi.org/10.3991/ijim.v18i04.45063","url":null,"abstract":"This scoping review aims to comprehensively synthesize current research on the use of mobile applications in otology, identify research gaps, and assess the feasibility of mobilebased applications in this field. The aim is to support and direct future research studies on harnessing the potential of mobile technology in otology. Following the PRISMA-ScR guidelines, a literature profiling approach was adopted using the Google Scholar search engine from September 2022 to January 2023. Only articles published in English between 2012 and 2023 were included, resulting in a final sample size of 32 papers. The results revealed an increasing focus on the remote delivery of healthcare, with the majority of the articles originating from the United States and authored by medical doctors. Two main categories were identified within the 32 selected journals: audiology and smartphone otoscopy. A total of 124 mobile applications were identified in these journals, with 48 applications for hearing tests and 27 applications for smartphone otoscopes being the most commonly utilized. Mobile applications have the potential to serve as valuable tools in the field of otology, especially in the context of smartphone hearing tests and smartphone-enabled otoscopes. However, further research is needed to assess their effectiveness, accuracy, and appropriate usage.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"107 1","pages":"124-144"},"PeriodicalIF":0.0,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140426473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-09DOI: 10.3991/ijim.v17i15.39325
I. Ismail, M. Sanmugam, Hadizatu Hassan, Mohamad Basri Nadzeri, A. A. A. Rahim, N. Khamis
Mobile content provision at the preschool stage has grown after the post-pandemic Covid-19.Preschool teachers face varying degrees of mobile technology literacy to prepare learningactivities that enhance children’s understanding and acquisition of knowledge and skills.Nevertheless, these teachers have minimal exposure and input to mobile content elementsthat can enhance learning. This study aims to redesign the mobile content model by redefiningthe required elements to improve learning activities preparation for preschoolers’basic problem-solving skills in mathematics. This case study involves seven preschool expertswhose data was collected using the Nominal Group Technique approach. Then, InterpretiveStructural Modelling was applied to develop the model through a voting process. The techniquewas used to rank the data from the experts before running the voting session. Thefindings revealed eleven principal elements for the mobile content model that can be dividedinto three content execution streams. The results offer several implications and benefitsto the mobile learning arena, particularly in early childhood education, due to its potentialto enhance engagement, interaction, and personalized learning experiences for younglearners. These outcomes provide insights into the best practices, strategies, and pedagogicalapproaches that can optimize the use of mobile devices in early childhood education, hence,promoting effective learning outcomes.
{"title":"Redesigning of Mobile Content to Enhance Learning Activities Preparation by Preschool Experts","authors":"I. Ismail, M. Sanmugam, Hadizatu Hassan, Mohamad Basri Nadzeri, A. A. A. Rahim, N. Khamis","doi":"10.3991/ijim.v17i15.39325","DOIUrl":"https://doi.org/10.3991/ijim.v17i15.39325","url":null,"abstract":"Mobile content provision at the preschool stage has grown after the post-pandemic Covid-19.Preschool teachers face varying degrees of mobile technology literacy to prepare learningactivities that enhance children’s understanding and acquisition of knowledge and skills.Nevertheless, these teachers have minimal exposure and input to mobile content elementsthat can enhance learning. This study aims to redesign the mobile content model by redefiningthe required elements to improve learning activities preparation for preschoolers’basic problem-solving skills in mathematics. This case study involves seven preschool expertswhose data was collected using the Nominal Group Technique approach. Then, InterpretiveStructural Modelling was applied to develop the model through a voting process. The techniquewas used to rank the data from the experts before running the voting session. Thefindings revealed eleven principal elements for the mobile content model that can be dividedinto three content execution streams. The results offer several implications and benefitsto the mobile learning arena, particularly in early childhood education, due to its potentialto enhance engagement, interaction, and personalized learning experiences for younglearners. These outcomes provide insights into the best practices, strategies, and pedagogicalapproaches that can optimize the use of mobile devices in early childhood education, hence,promoting effective learning outcomes.","PeriodicalId":13648,"journal":{"name":"Int. J. Interact. Mob. Technol.","volume":"69 1","pages":"53-67"},"PeriodicalIF":0.0,"publicationDate":"2023-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88304939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}