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Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques 应用游戏化模型和虚拟现实技术学习植物栽培技术
Pub Date : 2024-02-27 DOI: 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%.
本研究旨在评估在构建水培电路的植物栽培技术中利用虚拟现实(VR)实施游戏化模型的效果。本研究的目的是检验对照组和干预组在使用虚拟现实游戏化技术时在效果上的显著差异。使用的数据包括 50 名受访者的测试结果,分为两组:对照组和干预组,对照组有 25 名学生,干预组有 25 名学生。试验分为两个不同的小组。第一组,即对照组,接受常规治疗,由讲师在课堂上讲解水培电路的组装,然后由学生进行组装练习。第 2 组是干预组,接受自学治疗,即利用 VR 游戏化模式练习组装水培电路。为了确定应用植物栽培技术对组装水培电路是否有显著影响,我们进行了独立的 t 检验。t 检验结果显示,与传统模式相比,应用 VR 游戏化模式的效果显著。应用 VR 游戏化模式组装水培电路的效果显著,N-Gain 值为 62.47%,而传统方法的效果较低,N-Gain 值为 28.24%。
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引用次数: 0
Developing a Mobile Game Application to Enhance Learning Experience in Programmable Logic Controller (PLC) Wiring beyond the Laboratory 开发移动游戏应用程序,增强实验室以外的可编程逻辑控制器 (PLC) 接线学习体验
Pub Date : 2024-02-27 DOI: 10.3991/ijim.v18i04.42629
Nuchchada Kohpeisansukwattana, Natt Siriwattananon, Ekkapot Charoenwanit
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.
在自动化技术教育领域,主要重点是指导学生使用可编程逻辑控制器 (PLC)。初学者的实践培训包括接线和编程课程。然而,接线培训缺乏在实验室外进行额外练习的资源。认识到移动设备和基于数字游戏的学习的潜力,本研究旨在创建一个移动游戏应用程序,用于随时随地练习基本的 PLC 接线。本研究还试图考察使用该游戏应用程序对学生成绩和用户满意度的影响。该游戏应用程序经过专家评估,获得了较高的适用性评级,总得分为 4.43 分。随后,实验组和对照组分别由 18 名学生和 22 名学生组成。针对非正态分布的数据,我们同时采用了参数和非参数方法,以确保数据分析更加可靠。研究发现,独立样本 t 检验和 Mann-Whitney U 检验的结果一致,P 值分别为 0.009 和 0.01,均低于 0.05。由此得出的结论是,使用游戏应用程序进行额外练习提高了学生的布线成绩。用户体验获得了积极的反馈,总得分为 4.25 分。基于上述结果,我们认为该游戏应用程序是一种有效的学习工具,可以提高学生的学习成绩,增强学生在 PLC 基本接线方面的学习体验。
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引用次数: 0
New Algorithm for Evaluation of Online Courses Based on Quality Matters Rubric Using Fuzzy Soft Expert Sets 使用模糊软专家集基于质量事项评分标准评估在线课程的新算法
Pub Date : 2024-02-27 DOI: 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。
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引用次数: 0
The Effectiveness of Laboratory Digitalization for 21st Century Learning 实验室数字化对 21 世纪学习的影响
Pub Date : 2024-02-27 DOI: 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.
在社会 5.0 时代,学习资源是影响获取方便、快捷、准确和廉价信息的关键战略要素。学习资源必须适应技术进步。历史实验室是一种学习资源,必须加以改造和调整,以解决上述需求和问题。历史实验室所拥有的大量藏品有可能为此提供支持。本文介绍了如何利用 UM 历史系的藏品创建数字实验室。研究采用了研究与开发 (R&D) 方法,利用了 ADDIE 模型,其中包括分析、设计、开发、实施和评估等阶段。该研究介绍了将实验室数字化作为教育资源的重要性,以及大学历史系的数字化实验室产品。该数字化实验室产品由多个功能组成,包括电子书(图书目录)、电子资料库(最终项目目录)、电子博物馆(博物馆学藏品目录)、工具借阅和毕业生评估。验证和实施测试的结果表明,这些标准是高度有效和极其有效的。这些结果表明,数字实验室可作为一种更有效、更高效的学习资源,便于公民社会 5.0 的访问和使用。
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引用次数: 0
Mobile Adaptive Routing Algorithm for Road-Aware Infrastructure-Assisted Communication in Cognitive Internet of Vehicles 认知车联网中道路感知基础设施辅助通信的移动自适应路由算法
Pub Date : 2024-02-27 DOI: 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.
物联网(IoT)正在将传统车载 ad-hoc 网络(VANET)的功能扩展到车联网(IoV)。然而,为了提高 IoV 的智能性,还需要应对一些挑战,从而开发出一种名为认知车联网(CIoV)的不断发展的新技术。在本研究中,我们提出了一种道路感知基础设施辅助和车对车(V2V)自适应路由系统,用于选择最有效的路由,将数据从源头传输到目的地车辆,以减少数据传输延迟。使用 MATLAB 根据数据包交付率(PDR)、平均端到端(E2E)延迟和归一化路由开销对性能进行了测量和评估。通过将所提出的移动自适应路由算法(MARA)与现有协议进行比较,研究发现其性能优于现有协议。
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引用次数: 0
Effect of Virtual Education on Academic Performance Generated by COVID-19 COVID-19 生成的虚拟教育对学习成绩的影响
Pub Date : 2024-02-27 DOI: 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.
本研究旨在分析哥伦比亚伊瓦格一所私立学校在 COVID-19 大流行危机期间实施虚拟教育对中小学生学习成绩的影响。作为研究的数据收集技术,对该校 183 名家长和 9 名教师进行了调查。研究结果表明,学校在小学和高中阶段的虚拟课堂上保持了高质量。同样,与大流行前一年相比,学生的成绩也保持不变。作为结论,研究确定,学校领导对虚拟教育模式的实施和教学人员的能力成功地在大流行期间保持了教育质量。
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引用次数: 0
A Study on Influencing Factors of Willingness to Use E-CNY Based on Logistic Model 基于逻辑模型的电子年票使用意愿影响因素研究
Pub Date : 2024-02-27 DOI: 10.3991/ijim.v18i04.47117
Yunfei Li, Thitinant Wareewanich, Thitinan Chankoson
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.
移动技术的发展促进了数字货币在全球的广泛应用。移动技术的一个重要应用就是数字货币,由于其区块链和点对点移动支付机制,数字货币在全球范围内广受欢迎。比特币等私人数字货币的出现对各国政府的货币政策构成了挑战。为了应对这一威胁,许多中央银行正在法律支持下开发自己的中央银行数字货币(CBDC)。中国的 CBDC--e-CNY(电子人民币)就是这种创新的最先进范例之一。然而,居民对 e-CNY 的采用和使用仍然有限,有待改进。本文旨在基于文献综述和逻辑回归模型,识别和分析影响居民使用电子人民币意愿的因素。结果表明,居民的认知度、便利性、成本、推广活动以及相关方(商户、商业银行、支付机构和中国人民银行)的参与程度对居民使用电子人民币的意愿有显著影响。本文提出了在中国推广和实施电子人民币的意义和建议。
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引用次数: 0
Exploring Colonial Heritage (EXCOTAGE) Application as a Mobile Technology-Based History Learning Education 探索殖民地遗产(EXCOTAGE)应用程序作为基于移动技术的历史学习教育
Pub Date : 2024-02-27 DOI: 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。
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引用次数: 0
Mobile Applications in Otology: A Scoping Review 耳科移动应用:范围审查
Pub Date : 2024-02-27 DOI: 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.
本范围综述旨在全面综合当前有关耳科使用移动应用的研究,找出研究空白,并评估该领域基于移动应用的可行性。其目的是支持和指导未来的研究工作,利用移动技术在耳科领域的潜力。根据PRISMA-ScR指南,我们使用谷歌学术搜索引擎对2022年9月至2023年1月期间的文献进行了分析。仅纳入了 2012 年至 2023 年间发表的英文文章,最终样本量为 32 篇论文。结果显示,远程医疗服务日益受到关注,大部分文章来自美国,作者为医生。在所选的 32 种期刊中发现了两大类:听力学和智能手机耳镜。在这些期刊中共发现了 124 种移动应用,其中最常用的是 48 种听力测试应用和 27 种智能手机耳镜应用。移动应用程序有可能成为耳科领域的重要工具,尤其是在智能手机听力测试和智能手机耳镜方面。然而,还需要进一步的研究来评估其有效性、准确性和适当的使用方法。
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引用次数: 0
Redesigning of Mobile Content to Enhance Learning Activities Preparation by Preschool Experts 重新设计移动内容,加强幼儿专家的学习活动准备
Pub Date : 2023-08-09 DOI: 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.
在Covid-19大流行后,学前阶段的移动内容提供有所增长。幼儿教师面临不同程度的移动技术素养,以准备学习活动,提高儿童对知识和技能的理解和获取。然而,这些教师很少接触和投入可以促进学习的移动内容元素。本研究旨在重新设计移动内容模型,重新定义所需元素,以改善学龄前儿童基本数学问题解决能力的学习活动准备。本案例研究涉及7位学龄前专家,他们的数据是使用名义群体技术方法收集的。然后,通过投票过程,应用解释结构建模来开发模型。该技术用于在运行投票环节之前对来自专家的数据进行排序。研究结果揭示了移动内容模型的11个主要元素,这些元素可以分为三个内容执行流。研究结果为移动学习领域提供了一些启示和好处,特别是在幼儿教育领域,因为它有可能提高年轻学习者的参与度、互动性和个性化学习体验。这些结果为最佳实践、策略和教学方法提供了见解,可以优化儿童早期教育中移动设备的使用,从而促进有效的学习成果。
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引用次数: 0
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Int. J. Interact. Mob. Technol.
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