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Education Gamification and Student Motivation: A Case Study of Chinese Language Education 教育游戏化与学生动力:中文教育案例研究
Pub Date : 2023-12-02 DOI: 10.20961/ijie.v7i2.80108
Tasya Chandra, Deli Deli
A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.
在工业4.0的背景下,新一代学生对技术非常熟悉。这场技术革命使得学习外语变得更加重要。然而,学习一门外语必须有一个关键的组成部分——动机。本研究旨在探讨游戏化如何影响学生学习普通话的动机。游戏化应用的设计以游戏开发文件(GDD)为基础指导,利用机制、动态和美学(MDA)架构。两所学校参与了实验研究项目,将56名学生和58名学生分为对照组和实验组。问卷调查收集数据,并使用SPSS计算Cronbach's Alpha。结果表明,游戏化提高了学生学好普通话的热情。当使用游戏化作为教学策略时,不同普通话水平的学生看到了不同的结果。因此,游戏化可以根据每个学生的需求和技能水平量身定制普通话教学。
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引用次数: 0
Perception and Use of E-Collaboration by Postgraduate Students in Nigeria Universities 尼日利亚大学研究生对电子协作的认识和使用情况
Pub Date : 2023-08-08 DOI: 10.20961/ijie.v7i2.74232
A. Tella
Collaboration in the Nigerian context has focused majorly on traditional collaboration and not even among postgraduate (PG) students. Advancement in technology has ushered many changes, particularly the introduction of numerous e-tools for collaboration. It is based on this that the study examined the perception and use of e-collaboration by postgraduate students in Nigeria Universities. The study adopted a survey design using a questionnaire to collect data from 631 postgraduate students selected across ten universities in South-West Nigeria. Six objectives were developed to guide the study. The results revealed that e-collaboration is perceived by postgraduate students as a collaboration among individuals engaged in a common task using electronic technologies. E-collaboration is used mostly for projects and research and it is impactful in providing opportunities to interact better than face- to-face collaborative activities. The study revealed electronic mail, social media including (Facebook, Twitter, and WhatsApp), discussion forums and Google documents as the tools most significantly used for e-collaboration. The reasons why respondents use e-collaboration include flexibility, availability, and compatibility with cell phones. The level of awareness about the ethics of e- collaboration is reported to be too low. However, a small percentage were aware that participation in decision-making and the sharing of blame and credit for outcomes is the responsibility of all members. Challenges faced by PG students in their e- collaboration efforts are power failure, lack of trust, and poor internet connection and speed. It is recommended that more awareness of e-collaboration should be promoted and coupled with improved internet connectivity.
尼日利亚的协作主要集中在传统协作上,甚至研究生之间的协作也不多。技术的进步带来了许多变化,特别是引入了许多用于协作的电子工具。正是基于这一点,本研究考察了尼日利亚大学研究生对电子协作的认识和使用情况。研究采用了调查问卷的设计方法,从尼日利亚西南部十所大学的 631 名研究生中收集数据。为指导研究制定了六个目标。研究结果表明,研究生认为电子协作是利用电子技术从事共同任务的个人之间的协作。电子协作主要用于项目和研究,在提供互动机会方面比面对面的协作活动更有影响力。研究显示,电子邮件、社交媒体(Facebook、Twitter 和 WhatsApp)、讨论论坛和谷歌文档是电子协作最常用的工具。受访者使用电子协作的原因包括灵活性、可用性和与手机的兼容性。据报告,受访者对电子协作伦理的认识水平太低。不过,有一小部分人意识到,参与决策、分担责任和分享成果是所有成员的责任。研究生在电子协作中面临的挑战是断电、缺乏信任以及互联网连接和速度较差。建议提高对电子协作的认识,同时改善互联网连接。
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引用次数: 0
Interactive Multimedia Development with CSCL Learning Strategy Assisted by Concept Map for Concept Understanding of Elementary School Students 利用概念图辅助 CSCL 学习策略开发互动多媒体,促进小学生理解概念
Pub Date : 2023-08-08 DOI: 10.20961/ijie.v7i2.76474
Robbych Dewanti Wulan Mei, D. Kuswandi, Henry Praherdhiono
Elementary School students are Alpha generation children who understand technology. With today's increasingly rapid technological developments, concept maps can be used to support learning with computer technology by utilizing the CSCL model so that students can interact and collaborate anytime and anywhere online. For this reason, interactive multimedia development was carried out with CSCL learning strategies assisted by Concept Map for concept understanding of elementary school students. This development research aims to produce interactive multimedia to improve the understanding of grade 5 elementary school students in aspects of knowledge, skills, and attitudes. We use the Lee & Owens model to test the product's feasibility. In addition, to determine the improvement in learning outcomes of grade 5 elementary school students, an N-Gain Score normality test and a hypothesis test were carried out using paired sample t-test on pretest and post-test value data. The developed product is interactive multimedia with CSCL learning strategies assisted by Concept Map, and it is equipped with content in the form of reading materials, learning videos, and evaluation tests. The results of interactive multimedia validation produce excellent criteria based on material aspects, learning media aspects, and learning design. The response of grade 5 elementary school students received excellent criteria for the feasibility of multimedia learning as a learning medium. Based on the results of statistical tests, it was concluded that there was an increase in learning outcomes after using interactive multimedia with CSCL learning strategies assisted by Concept Map.
小学生是了解技术的阿尔法一代。在科技发展日新月异的今天,概念图可以利用计算机技术支持学习,利用 CSCL 模式,让学生可以随时随地在网上进行互动和协作。为此,我们利用概念图辅助的 CSCL 学习策略进行了交互式多媒体开发,以促进小学生对概念的理解。这项开发研究旨在制作交互式多媒体,以提高五年级小学生在知识、技能和态度方面的理解能力。我们使用 Lee & Owens 模型来检验产品的可行性。此外,为了确定五年级小学生学习成果的改善情况,我们对前测和后测值数据进行了 N-Gain 分数正态性检验和配对样本 t 检验,并进行了假设检验。开发的产品是以概念图为辅助的 CSCL 学习策略的交互式多媒体,并配备了阅读材料、学习视频和评价测试等内容。交互式多媒体的验证结果在材料方面、学习媒体方面和学习设计方面都达到了优秀标准。五年级小学生对多媒体学习作为一种学习媒介的可行性的回答获得了优秀标准。根据统计测试的结果,得出的结论是,在概念图的辅助下,使用交互式多媒体和 CSCL 学习策略后,学习效果有所提高。
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引用次数: 0
Digital Literacy Skills and System Quality as Predictors of Learning Management Systems Use of Postgraduate Students in Ibadan Nigeria 数字扫盲技能和系统质量作为尼日利亚伊巴丹研究生学习管理系统使用的预测因素
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.74229
A. M. Adegbore, A. Tella, Ayoola Jide
The use of learning management systems (LMS) was observed to be weak among students in Nigeria. Therefore, digital literacy skills and system quality were used as predictors to predict LMS use among postgraduate students in universities in Ibadan, Nigeria.  A survey design of the correlational type was adopted. At the same time, the population of the study comprised all the 4,750 postgraduate students of two universities in Ibadan, Nigeria, and 328 postgraduate students were drawn using a multi-stage sampling technique. The instrument adopted for data collection was a questionnaire which had three sections. The questionnaire return rate was 316 copies, representing a 96.3% retrieval rate. Pearson’s Product Moment Correlation Coefficient and multiple regression analysis were conducted to test the null hypotheses at a 0.05 significance level. A significant relationship between digital literacy skills and the use of learning management (r =.319; p < 0.05) was found, while a significant relationship between system quality and the use of learning management systems (r =.501; p < 0.05) was equally established. There is a significant relationship between digital literacy skills and LMS system quality (r =.529; p < 0.05). Furthermore, a joint influence of digital literacy skills and system quality on the use of learning management systems of postgraduate students in universities in Ibadan, Nigeria (F =53.594; R=0.505; p < 0.05) was established. It was recommended that university management and lecturers should ensure the system quality of the LMS type to be adopted must support the convenience of use and have fewer technicalities in its use.
据观察,尼日利亚学生对学习管理系统(LMS)的使用较弱。因此,数字素养技能和系统质量被用作预测因素来预测尼日利亚伊巴丹大学研究生对LMS的使用情况。采用相关型调查设计。同时,该研究的人口包括尼日利亚伊巴丹两所大学的所有4750名研究生,其中328名研究生采用多阶段抽样技术抽取。收集数据所采用的工具是一份问卷,有三个部分。问卷回收率为316份,回收率为96.3%。采用Pearson积差相关系数和多元回归分析,检验零假设,显著性水平为0.05。数字素养技能与学习管理的使用之间存在显著关系(r =.319;P < 0.05),而系统质量与学习管理系统的使用之间存在显著关系(r = 0.501;P < 0.05)。数字素养技能与LMS系统质量之间存在显著关系(r =.529;P < 0.05)。此外,数字素养技能和系统质量对尼日利亚伊巴丹大学研究生使用学习管理系统的共同影响(F =53.594;R = 0.505;P < 0.05)。建议大学管理层和讲师应确保所采用的LMS类型的系统质量必须支持使用的便利性,并且在使用中较少技术性。
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引用次数: 0
Substitution, Augmentation, Modification and Redefinition (SAMR) Model to Improve Student's Critical Thinking Ability 替代-增强-修正-再定义(SAMR)模式:提高学生批判性思维能力
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.60356
Sulis Setiyawati, B. Basori, A. Efendi
The use of technology in learning creates the need for applications and learning media that can improve students' critical thinking skills. The SAMR model (Substitution, Augmentation, Modification, and Redefinition), which offers teaching methods by integrating technology, can affect the learning process by improving students' critical thinking skills. This quantitative study used an experimental approach with a Posttest Only Control Design by dividing the sample into two groups (control and experimental classes) with cluster random sampling technique sampling on 54 students. The results of the post-test cognitive ability of the control class obtained an average value of 16.52, and in the experimental class, 19.63. Furthermore, the results of the post-test effective ability of the control class obtained an average value of 74.76 and in the experimental class of 84.07. This shows differences in students' critical thinking skills between students who use the SAMR model and those who do not use the SAMR model. In the results of the N-Gain analysis that has been carried out on the posttest value of the cognitive ability of the control class and the experimental class, the gain value of 0.33 is included in the medium criteria. While the N-Gain on the posttest value of the cognitive ability of the control class and the experimental class obtained a gain value of 0.19 which is included in the Low criteria. This study proves that the use of the SAMR model influences students' critical thinking skills, and the SAMR model has proven effective in improving students' critical thinking skills.
在学习中使用技术创造了对应用程序和学习媒体的需求,这些应用程序和学习媒体可以提高学生的批判性思维技能。SAMR模型(Substitution, Augmentation, Modification, and Redefinition)提供了整合技术的教学方法,可以通过提高学生的批判性思维能力来影响学习过程。本定量研究采用后测纯对照设计的实验方法,将样本分为两组(控制班和实验班),采用整群随机抽样技术对54名学生进行抽样。控制班学生的认知能力测试后平均得分为16.52,实验班学生的认知能力测试后平均得分为19.63。控制班的后验有效能力平均为74.76分,实验班的后验有效能力平均为84.07分。这显示了使用SAMR模型的学生和不使用SAMR模型的学生在批判性思维技能上的差异。在对控制班和实验班认知能力后测值进行的N-Gain分析结果中,将0.33的增益值纳入中等标准。而控制班和实验班的认知能力后测值N-Gain的增益值为0.19,属于Low标准。本研究证明SAMR模型的使用会影响学生的批判性思维能力,并且SAMR模型在提高学生的批判性思维能力方面被证明是有效的。
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引用次数: 1
Evaluation of Website Based Information System To Monitor Student Learning Progress In Schools Using ISO/IEC 9126 Standards And GTMetrix 使用ISO/IEC 9126标准和GTMetrix评估基于网站的学校学生学习进度信息系统
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.68000
Dhaniaffa Adhimastama Mahadika, Yusfia Hafid Aristyagama, C. Budiyanto
This study aims to evaluate website based information systems that have been developed previously using ISO/IEC 9126 Standards and GTMetrix. Testing of website based information systems using ISO/IEC 9126 is carried out by  information system expert,  users, and testing using GTMetrix, the user referred to in the test these are administrators, teachers, and student parents. Testing of information system experts takes four measures of quality including functionality, reliability, usability, and portability, while testing on users takes three measures including functionality, usability, and portability, and testing using GTMetrix takes a measure of quality efficiency and serves to assess the performance of the website-based information system developed. The results obtained from the  evaluation were testing of  information system expert getting a score of 91.17%, administrator user getting a score of 95.11%, teacher user getting a score of 91.35%, student parents getting a score of 83.4%, and testing using  GTMetrix getting a score of 86.13% or Grade B. Based on the results of the evaluation using ISO/IEC 9126, it was found that the testing using  ISO/IEC 9126 for the tested website-based information system has been meet the expectations of users, especially parents and the school.
本研究旨在评估以前使用ISO/IEC 9126标准和GTMetrix开发的基于网站的信息系统。使用ISO/IEC 9126对基于网站的信息系统进行测试,由信息系统专家、用户和使用GTMetrix进行测试,测试中的用户指的是管理员、教师和学生家长。对信息系统专家的测试采用四种质量度量,包括功能、可靠性、可用性和可移植性;对用户的测试采用三种度量,包括功能、可用性和可移植性;使用GTMetrix的测试采用质量效率度量,并用于评估基于网站的信息系统开发的性能。评估结果为信息系统专家测试得分为91.17%,管理员用户测试得分为95.11%,教师用户测试得分为91.35%,学生家长测试得分为83.4%,使用GTMetrix测试得分为86.13%或b级。经测试后发现,采用ISO/IEC 9126测试的网站资讯系统已达到用户,特别是家长和学校的期望。
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引用次数: 0
The Inquiry Collaborative Learning Design Virtual Laboratory Based And Remote Virtual 基于远程虚拟的研究性协同学习虚拟实验室设计
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.77292
Wilda Susanti, Gusrio Tendra, Rangga Rahmadian Yuliendi, Arden Simeru, Johan Johan, Rudi Mulya
This study investigated the design of learning in a virtual laboratory through collaborative inquiry and its effect on student knowledge. Learning design produces learning models that are measured based on validity, practicality, and effectiveness. The research method uses research and development that produces products and product effectiveness. The trial results were conducted on a small scale on eight students to measure the quality of student learning. To test the validity of the product through expert assistance, all the answers of the validator were calculated using Aiken's V validity coefficient. Further findings implied that students have begun to accept technology as a learning tool and provided opportunities for universities in learning development.
本研究探讨了协作探究式虚拟实验室的学习设计及其对学生知识的影响。学习设计产生基于有效性、实用性和有效性的学习模型。研究方法采用研究和开发,生产产品和产品的有效性。试验结果是在8名学生的小范围内进行的,以衡量学生的学习质量。为了通过专家协助测试产品的有效性,验证者的所有答案都使用Aiken的V效度系数计算。进一步的研究结果表明,学生已经开始接受技术作为一种学习工具,并为大学提供了学习发展的机会。
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引用次数: 1
Leveraging Virtualization Technology in Teaching Cyber Security Courses in Sub-Saharan Africa 利用虚拟化技术在撒哈拉以南非洲讲授网络安全课程
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.74983
Clement Amone Keyamo, P. Ejeh, Daniel Osamwonyi Iyoha
Teaching and learning can be effective and enjoyable if the course is well-packaged and presented. This was the experience of students and teachers participating in our hands-on Cyber Security course. Effective teaching of Cyber Security requires practical demonstration of attack patterns and their related countermeasures. This implies that outstanding and modern laboratories must be in place to teach and learn the necessary principles and practices effectively. Unfortunately, newly established universities in Sub-Saharan Africa need more funds for establishing and maintaining such laboratories. However, several researchers have shown that virtualization technology (VT) can enhance available but limited physical computing laboratories as an alternative to complex physical laboratories with huge procurement costs. This paper proposes an ad hoc and mobile laboratory for teaching practical principles in Cyber Security. The report aims to demonstrate the effectiveness of virtualization technology in teaching Cyber Security in newly established universities in Sub-Saharan Africa with zero to minimal computer laboratory infrastructure.
如果课程包装和呈现得很好,教学和学习可以是有效和愉快的。这是参加我们的网络安全实践课程的学生和老师的经验。有效的网络安全教学需要实际演示攻击模式及其相关对策。这意味着必须有优秀的现代化实验室来有效地教授和学习必要的原则和实践。不幸的是,撒哈拉以南非洲新成立的大学需要更多的资金来建立和维持这些实验室。然而,一些研究人员已经表明,虚拟化技术(VT)可以增强可用但有限的物理计算实验室,作为具有巨大采购成本的复杂物理实验室的替代方案。本文提出了一个专门的移动实验室,用于网络安全实践原理的教学。该报告旨在展示虚拟化技术在撒哈拉以南非洲新成立的大学网络安全教学中的有效性,这些大学的计算机实验室基础设施为零至最低。
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引用次数: 0
Pandemic and Online Learning at Engineering Colleges 流行病和工程学院的在线学习
Pub Date : 2023-07-28 DOI: 10.20961/ijie.v7i1.63440
Erica Devi Ayuningrum, E. Wihidayat, F. Liantoni
The Covid-19 pandemic has resulted in social restrictions being implemented in all sectors of life, including the scope of education. The closure of schools, higher education, and other educational institutions resulted in face-to-face learning needing to be carried out as usual. Therefore, online learning is a learning strategy that can be applied in times of crisis like this. Application of online learning, which is carried out without planning and suddenly makes several obstacles arise when this learning is carried out. The purpose of this study is to find out what problems arise when implementing online learning in engineering universities during a pandemic and what solutions can be applied to overcome them. This research is a systematic literature review research with keywords used, namely "online learning" or "online course" and "covid-19" or "pandemic" or "Covid 19". In searching articles, articles that are indexed in the Scopus database are used and are limited to publication years, namely from 2019-2022 (during the COVID-19 pandemic). This study used descriptive analysis with secondary data sources. From the results of this study, the application of online learning, for now, is considered the best solution so that learning can still be carried out. But besides that, there are still many obstacles found in its application due to the need for careful planning and preparation for its implementation. Other obstacles are both technically, facilities, and infrastructure, as well as from the human resources themselves. It is hoped that in the future, the solutions found can add insight and be used as a reference in the application of online learning to be effective and better.
2019冠状病毒病大流行导致在生活的各个领域实施社会限制,包括教育领域。学校、高等教育和其他教育机构的关闭导致面对面的学习需要像往常一样进行。因此,在线学习是一种可以在危机时刻应用的学习策略。在线学习的应用,在没有计划的情况下进行,在进行学习时突然出现了一些障碍。本研究的目的是找出在大流行期间在工程大学实施在线学习时出现的问题以及可以采用哪些解决方案来克服这些问题。本研究采用系统的文献综述研究,关键词为“在线学习”或“在线课程”,关键词为“Covid -19”或“pandemic”或“Covid -19”。在检索文章时,使用Scopus数据库中索引的文章,并且限于出版年份,即2019-2022年(COVID-19大流行期间)。本研究采用描述性分析与二手资料来源。从本研究的结果来看,在线学习的应用,目前被认为是最好的解决方案,这样学习仍然可以进行。但除此之外,由于其实施需要仔细的规划和准备,在其应用中仍存在许多障碍。其他障碍包括技术、设施和基础设施,以及人力资源本身。希望在未来,找到的解决方案能够为在线学习的应用增光添彩,起到借鉴作用,使在线学习的应用更有效、更好。
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引用次数: 0
Evaluation of Computer Network Simulation Applications to Support Online Learning 支持在线学习的计算机网络仿真应用评估
Pub Date : 2022-12-25 DOI: 10.20961/ijie.v6i2.65742
Ismoyo Putro, Puspanda Hatta, A. Efendi
Computer network learning is learning that prioritizes practice compared to theory to be able to understand the material more clearly. Therefore, computer network learning requires real learning media to support learning effectiveness. However, because the cost of procuring computer network learning media is quite large, it is one of the main obstacles. By using a computer network simulator application is one way to overcome these obstacles. At this time there are several computer network simulator applications that can be used to support computer network learning activities to run efficiently. In this study, researchers evaluate and analyze several network simulation applications, to find out which applications are more efficient to use in learning computer networks, seen from the application capabilities in IP Address configuration, Subnetting, Routing. This study uses the observation method of computer network simulator applications that have been determined, namely the application of (1) Cisco Packet Tracer, (2) GNS3, (3) EVE-NG, (4) Boson Netsim, using the LORI research instrument version 1.5. This research has several stages, namely data collection, data reduction, scoring, data presentation, drawing conclusions and measured using a Likert scale. The results of this study indicate that the application (1) Cisco Packet Tracer ranks first with a value of 89.1%, (2) Boson Netsim is in second place with a score of 86.6%, (3) GNS3 ranks third with a value of 85.4%, (4) EVE-NG ranks fourth or lowest with a score of 83.3%.
计算机网络学习是一种注重实践而不是理论的学习,目的是为了更清楚地理解材料。因此,计算机网络学习需要真正的学习媒介来支持学习效果。然而,由于购买计算机网络学习媒体的成本相当大,这是主要障碍之一。使用计算机网络模拟器是克服这些障碍的一种方法。此时有几个计算机网络模拟器应用程序可以用来支持计算机网络学习活动的高效运行。在本研究中,研究人员评估和分析了几种网络模拟应用程序,从IP地址配置、子网划分、路由等应用程序的功能来看,找出哪些应用程序在学习计算机网络时更有效。本研究采用已确定的计算机网络模拟器应用的观察方法,即(1)Cisco Packet Tracer, (2) GNS3, (3) EVE-NG, (4) Boson Netsim的应用,使用LORI研究仪器1.5版。本研究有几个阶段,即数据收集,数据简化,评分,数据呈现,得出结论,并使用李克特量表进行测量。本研究结果表明:(1)Cisco Packet Tracer以89.1%的得分排名第一,(2)Boson Netsim以86.6%的得分排名第二,(3)GNS3以85.4%的得分排名第三,(4)EVE-NG以83.3%的得分排名第四或最低。
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引用次数: 0
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IJIE (Indonesian Journal of Informatics Education)
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