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Proceedings of the 2019 International Conference on Mathematics, Science and Technology Teaching and Learning - ICMSTTL 2019最新文献

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Self-Directed Learning of Student in Mathematics Education: Is There Any Problem? 数学教育中学生自主学习存在问题吗?
Bulan Nuri, Marsigit
Self directed learning is an awareness by individuals to gain knowledge with or without encouragement from others. There are several components of self directed learning which are related to Leaning motivation (LM), Planning and Implementing (PI), Self-monitoring (SM) and Interpersonal communication (IC). This research was conducted on 129 junior high school students. Then data obtained were processed quantitatively and explained in detail from the tables obtained. As for the results show that students still have problems in their self directed learning. So that efforts are needed to improve these capabilities.
自主学习是个人在有或没有他人鼓励的情况下获得知识的一种意识。自主学习有几个组成部分,它们与学习动机(LM)、计划与实施(PI)、自我监控(SM)和人际沟通(IC)有关。本研究以129名初中生为研究对象。然后对得到的数据进行定量处理,并根据得到的表格进行详细说明。结果表明,学生在自主学习方面仍然存在问题。因此,需要努力提高这些能力。
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引用次数: 0
Comparison of Effectiveness between Contextual Teaching and Learning (CTL) and Problem-Based Learning (PBL) Approach on the Interest of Junior High School Students 情境教学法与问题导向教学法对初中生兴趣的影响比较
Junianto, D. U. Wutsqa
The purpose of this study is to reveal the effectiveness of contextual teaching and learning (CTL) and problem-based learning (PBL) approaches on students' interest. This study was quasi-experimental research with pretest-posttest group design. The population of this research was all students of grade VIII of State Junior High School 9 Yogyakarta. Then, the sample involved 34 Junior High School students in each class that has been taken using purposive random sampling. The first experiment class used Contextual Teaching and Learning (CTL) approach, and the second one used the Problem-Based Learning (PBL) approach. The instrument was the interest questionnaire which was given to the students before (pretest) and after treatment (posttest). The data were analyzed using one sample t-test with a significance level of 5% to find out the effectiveness of CTL and PBL approaches on students' interest. Then, the data were analyzed using independent sample t-test to compare the effectiveness of both approaches. The results showed that both CTL and PBL methods were effective in terms of students' interest mean scores. The comparison result demonstrated that CTL was more effective than PBL to improve the interest of junior high school students.
本研究旨在探讨情境教学(CTL)与问题导向学习(PBL)对学生兴趣的影响。本研究为准实验研究,采用前测后测组设计。本研究的研究对象为日惹州立初中九年级的所有学生。然后,样本涉及每个班34名初中生,采用有目的随机抽样。第一个实验班采用情境教学法(CTL),第二个实验班采用基于问题的教学法(PBL)。工具是在治疗前(前测)和治疗后(后测)分别发给学生的兴趣问卷。数据分析采用单样本t检验,显著性水平为5%,以确定CTL和PBL方法对学生兴趣的有效性。然后,采用独立样本t检验对数据进行分析,比较两种方法的有效性。结果表明,CTL和PBL方法对学生的兴趣均分均有效。比较结果表明,CTL比PBL更能有效地提高初中生的学习兴趣。
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引用次数: 2
Improving Learning through Cloud-based Mobile Technologies and Virtual and Augmented Reality for Australian Higher Education 通过基于云的移动技术和虚拟和增强现实改善澳大利亚高等教育的学习
Nitirajsingh Sandu, E. Gide, Shakir Karim
Latest technological innovations like Cloud-based mobile technologies and virtual and Augmented Reality (AR) have the ability to create great learning experiences. However, few researches exist regarding how AR can be utilized and integrated to complement learning. Currently, the existing research focuses on integrating AR in classes to aid students but few dwells on integrating AR in online learning platforms applications. The increased use of mobile devices has allowed the introduction of online learning management systems that allow people to access e-books, papers, and articles online. As technological inventions continue to emerge, there is a need to investigate and internalize how these new technologies can complement learning. In this research, we investigate how the integration of VR and AR and Cloud-based mobile technologies can improve learning in Australian Higher Education. We conduct a survey to determine how the integration of AR and artificial in the Moodle learning management system can impact the user experiences. We then discuss the current development in virtual and AR and Cloud-based mobile technologies in the education system through a literature review. Our preliminary analysis shows that integration of AR and artificial intelligence may lead to better learning experiences.
最新的技术创新,如基于云的移动技术以及虚拟和增强现实(AR),能够创造出色的学习体验。然而,关于如何利用和整合AR来补充学习的研究很少。目前,现有的研究主要集中在将AR集成到课堂中帮助学生,而很少有研究将AR集成到在线学习平台应用中。移动设备使用的增加使得在线学习管理系统得以引入,人们可以在线访问电子书、论文和文章。随着技术发明的不断涌现,有必要调查和内化这些新技术如何补充学习。在这项研究中,我们探讨了VR、AR和基于云的移动技术的整合如何改善澳大利亚高等教育的学习。我们进行了一项调查,以确定AR和人工智能在Moodle学习管理系统中的集成如何影响用户体验。然后,我们通过文献综述讨论了虚拟、增强现实和基于云的移动技术在教育系统中的当前发展。我们的初步分析表明,AR和人工智能的融合可能会带来更好的学习体验。
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引用次数: 1
The Impact of Big Data on Health Care Services in Australia: Using Big Data Analytics to Categorise and Deal with Patients 大数据对澳大利亚医疗保健服务的影响:使用大数据分析对患者进行分类和处理
Shakir Karim, E. Gide, Raj Sandu
Big Data is the biggest emerging trend and promise in today's technology-driven world. It is continuing to create a lot of buzz in not only the field of technology, but across the world. It promises substantial involvements, vast changes, modernizations, and integration with and within people's ongoing life. It makes the world more demanding and helps with making prompt and appropriate decisions in real time. This paper aims to provide a comprehensive analysis of the health industry and health care system in Australia that are relevant to the consequences formed by Big Data. This paper primarily uses a secondary research analysis method to provide a wide-ranging investigation into the positive and negative consequences of health issues relevant to Big Data, the architects of those consequences, and those overstated by the consequences. The secondary resources are subject to journal articles, reports, conference proceedings, media articles, corporation-based documents, blogs and other appropriate information. In the future, the investigation will continue by employing Mixed Methodology (Qualitative and Quantitative) in relation to Big Data usage in the Australian Health industry. The paper initially finds that Big Data is an evidence source in health care and provides useful insight into the Australian healthcare system. It is steadily reducing the cost of the Australian healthcare system and improving patients' outcomes in Australia. Big data can not only improve the affairs between public and health enterprises, but can also make life better by increasing efficiency and modernization.
大数据是当今技术驱动世界中最大的新兴趋势和前景。它不仅在技术领域,而且在世界各地继续制造大量的嗡嗡声。它承诺实质性的参与,巨大的变化,现代化,并与人们的日常生活相融合。它使世界变得更加苛刻,并有助于及时做出适当的决定。本文旨在全面分析澳大利亚的健康产业和医疗保健系统,这些都与大数据形成的后果有关。本文主要使用二次研究分析方法,对与大数据相关的健康问题的积极和消极后果、这些后果的设计者以及那些被后果夸大的人进行了广泛的调查。次要资源包括期刊文章、报告、会议记录、媒体文章、公司文件、博客和其他适当的信息。在未来,调查将继续采用混合方法(定性和定量),有关大数据在澳大利亚健康行业的使用。论文最初发现,大数据是医疗保健的证据来源,并为澳大利亚医疗保健系统提供了有用的见解。它正在稳步降低澳大利亚医疗保健系统的成本,并改善澳大利亚患者的治疗效果。大数据不仅可以改善公共和卫生企业之间的事务,还可以通过提高效率和现代化来改善生活。
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引用次数: 0
Influence of Natural Endowment of Users on the Safety of Household Appliances Based on the Consumer Survey 基于消费者调查的用户自然禀赋对家电安全的影响
L. Xia, Xu Kang, Wang Guoqing, Chen Qianwen, Li Jing
A survey of basic information of consumers, attention of respondents to basic information of electrical appliances, attention of respondents to the safety indicators of household appliances and the purchase channels of respondents through questionnaire was conducted. The correlation between age of respondent, education background and occupation and purchase channels are analyzed as well as attention to the safety indicators of household appliances. Goodness of fit and correlation coefficient was used to analyze and test. The results show that there is a significant relationship between occupation, age and purchase channel as well as between occupation, education background, age and safety indicators of electrical appliances.
通过问卷调查对消费者的基本信息、受访者对电器基本信息的关注程度、受访者对家电安全指标的关注程度以及受访者的购买渠道进行了调查。分析受访者年龄、学历、职业与购买渠道的相关性,以及对家电安全指标的关注程度。采用拟合优度和相关系数进行分析和检验。结果表明,职业、年龄与购买渠道之间存在显著相关,职业、学历、年龄与电器安全指标之间存在显著相关。
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引用次数: 0
The Impact of Educational Microcontent on the Student Learning Experience 教育微内容对学生学习体验的影响
J. Fitzgerald, C. Tisdell
This case study investigates educational microcontent as an online delivery mechanism for course content, specifically assessing its impact on the subjective student learning experience. Microcontent was introduced as a supplementary resource to students across three Computer Science courses at the University of New South Wales (UNSW). Content was distributed via Snack, a platform developed by the research team for efficient creation and distribution of short, "bite-sized" instructional videos. The case study suggests microcontent had significant positive impact on students' non-achievement outcomes; improving confidence, interest in subject material, academic self-efficacy and learning ability, as well as self-perception of achievement outcomes such as learning ability and academic performance. Findings support the position that microcontent is an effective supplementary tool for teachers which can engage a large student audience and positively impact their learning experience.
本案例研究调查了教育微内容作为课程内容的在线传递机制,具体评估了其对学生主观学习体验的影响。在新南威尔士大学(UNSW)的三门计算机科学课程中,微内容被引入作为学生的补充资源。内容通过“小吃”平台分发,这是一个由研究团队开发的平台,用于高效地创作和分发简短的、“一口大小”的教学视频。案例研究表明,微内容对学生的非成就性结果有显著的正向影响;提高自信心、对学科材料的兴趣、学业自我效能感和学习能力,以及对学习能力和学业成绩等成就结果的自我感知。研究结果支持这样的观点,即微内容是教师有效的补充工具,可以吸引大量学生,并对他们的学习体验产生积极影响。
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引用次数: 0
Android and FIREBASE mBaaS-based Information System Design of Students Activity Unit (SAU) Using the Rational Unified Process (RUP) Method 基于Android和FIREBASE mbaas的学生活动单元(SAU)信息系统的设计
Muhammad Izzuddin Mahali, Sumaryanto, N. Putro, Baiquni Rahmat
The study is aimed at developing an information system for the Students Activity Unit (SAU) of the Reasoning Division based on the Android and mobile Backend as a Service mBaaS and finding out the quality of the system on the aspects of functional suitability, compatibility, usability, and performance efficiency on the ISO 25010 criteria. The study was a research and development (R&D) project. For the research method, the study used the rational unified process RUP model for software development. The developed information system satisfied the ISO 25010 quality standard for all the required criteria. On the function suitability aspect, the system reached 100% percentage fulfilling the AQuA quality standard; on the compatibility aspect 89.99%; and on the usablity aspect 82.83% ("highly feasible"). On the performance efficiency aspect the system showed a response average of 3.46 seconds ("highly satisfying").
本研究的目的是为推理部学生活动单元(SAU)开发一个基于Android和移动后端即服务mBaaS的信息系统,并根据ISO 25010标准从功能适用性、兼容性、可用性和性能效率等方面对系统进行质量评估。该研究是一项研究与开发(R&D)项目。在研究方法上,采用rational统一过程RUP模型进行软件开发。开发的信息系统满足ISO 25010质量标准的所有要求标准。在功能适宜性方面,系统100%达到AQuA质量标准;相容性方面89.99%;在可用性方面82.83%(“高度可行”)。在性能效率方面,系统的平均响应时间为3.46秒(“非常满意”)。
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引用次数: 1
Mathematical Critical Thinking and Creative Thinking Skills: How Does Their Relationship Influence Mathematical Achievement? 数学批判性思维和创造性思维技能:它们的关系如何影响数学成绩?
E. Susanti, Hartono
This paper examines the correlation of mathematical critical thinking and creative thinking skills towards students' mathematical achievements. A total of 115 eighth grade students from three schools in Sleman Regency were involved as the subject of this research. Data were obtained from the results of critical thinking skills test, the results of creative thinking skills test, and the results of mathematical achievement test on the learning material that students had studied in the previous semester. The instrument for testing critical thinking skills was the essay questions which measure the aspects of critical thinking skills, namely inference, analysis, evaluation, and interpretation, while the instrument for creative thinking skills test was also the essay questions which measure the aspects of creative thinking skills, namely originality, flexibility, and fluency. Besides, the data for the students' mathematical achievements were obtained from the report of mathematics achievement test prepared by the Mathematics Teachers' Working Group. The correlation of these variables was analyzed through multiple regression test. The analysis resulted a positive relationship between the mathematical critical thinking and creative thinking skills towards the mathematical achievement indicated by the regression coefficient R = 0.721 and R2 = 0.52. These values showed that the influence of mathematical critical thinking and creative thinking skills on the students' mathematical achievements was 52%, whereas 48% was influenced by other factors. Then, the coefficient value of creative thinking variable was β1 = 0.363 and the coefficient value of critical thinking variable was β2 = 0.477. These values indicated that if the creative thinking skill increases by one unit, the mathematical achievement increases by 0.363, on the other hand, if the critical thinking skill increases by one unit, the mathematical achievement increases by 0.477.
本文考察了数学批判性思维和创造性思维能力对学生数学成绩的影响。研究对象为来自Sleman Regency三所学校的115名八年级学生。数据来源于学生上学期学习材料的批判性思维能力测试结果、创造性思维能力测试结果和数学成就测试结果。测试批判性思维技能的工具是衡量批判性思维技能方面的论文问题,即推理,分析,评估和解释,而创造性思维技能测试的工具也是衡量创造性思维技能方面的文章问题,即独创性,灵活性和流畅性。此外,学生的数学成绩数据来自数学教师工作组编写的数学成绩测试报告。通过多元回归检验分析各变量的相关性。结果表明,数学批判性思维和创造性思维对数学成绩的影响呈显著正相关,回归系数R = 0.721, R2 = 0.52。这些数值表明,数学批判性思维和创造性思维技能对学生数学成绩的影响为52%,而其他因素对学生数学成绩的影响为48%。创造性思维变量的系数值为β1 = 0.363,批判性思维变量的系数值为β2 = 0.477。这些数值表明,创造性思维能力每提高一个单位,数学成绩就提高0.363;批判性思维能力每提高一个单位,数学成绩就提高0.477。
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引用次数: 2
Online Inverse Covariance Matrix: In Application to Predictive Distribution of Gaussian Process 在线逆协方差矩阵在高斯过程预测分布中的应用
S. S. Sholihat, S. Indratno, U. Mukhaiyar
Some statistical analysis needs an inverse covariance matrix computing. A Gaussian process is a non-parametric method in statistical analysis that has been applied to some research. The Gaussian process needs an inverse covariance matrix computing by given data. Inverse matrix on Gaussian process becomes interesting problems in Gaussian process when it is applied in real time and have big number data. Increasing data number and covariance matrix size need an effective computing algorithm. Some online Gaussian process is developed to solve those real-time cases and increasing of covariance matrix size. Here, we discuss how online Gaussian process is built from an online algorithm of inverse covariance matrix. We do simulation online inverse covariance matrix for efficient time-computing of Gaussian process predictive distribution. We compare performance of online inverse covariance matrix and offline inverse covariance matrix to predictive distribution of Gaussian process. The result shows that time-computing online inverse covariance matrices are faster than offline. Meanwhile, the online inversion to Gaussian process shows that predictive Gaussian processes have the same root mean square error (RMSE) compare to offline inversion. It means that inversion by online affects time-computing, but still the predictive distribution of Gaussian process is preserved.
有些统计分析需要计算逆协方差矩阵。高斯过程是统计分析中的一种非参数方法,已应用于一些研究中。高斯过程需要根据给定的数据计算一个逆协方差矩阵。高斯过程的逆矩阵在实时应用和数据量大的情况下成为高斯过程中一个有趣的问题。随着数据量和协方差矩阵大小的增加,需要一种有效的计算算法。开发了一种在线高斯处理方法来解决这些实时情况和协方差矩阵大小的增加。在这里,我们讨论了如何从逆协方差矩阵的在线算法建立在线高斯过程。为了有效地计算高斯过程预测分布的时间,我们在线模拟了逆协方差矩阵。比较了在线反协方差矩阵和离线反协方差矩阵对高斯过程预测分布的性能。结果表明,在线计算时间的逆协方差矩阵比离线更快。同时,对高斯过程的在线反演表明,预测高斯过程与离线反演具有相同的均方根误差(RMSE)。这意味着在线反演会影响时间计算,但仍然保持高斯过程的预测分布。
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引用次数: 2
Juan Piece, a Mobile Puzzle Game about Philippine Geography: its Effects on Students' Problem Solving Skills 关于菲律宾地理的手机益智游戏:对学生解决问题能力的影响
Anne Janyarae E. Arato, Farah Jane A. Arato, Ephraim Jholo T. Cruz, Loyzel Ann C. Nieva, Melie Jim F. Sarmiento
The study endeavored to develop a 2D infinite runner - puzzle game, called Juan Piece, in order to identify its effects to the respondents' problem-solving skills and to their Philippine geography appreciation as well. The game was deployed to Android smartphones and tablets. The researchers wanted to know if puzzle games like Juan Piece can improve one's problem-solving skills. Paired t-tests and chi-square tests of independence were used to analyze and interpret the data gathered from the respondents. The said tests, all at a 5% level of significance, revealed that 1) there is no significant difference between the problem-solving skills of the respondents before and after playing, 2) game puzzle interest (i.e. whether the respondents play puzzle games or not prior to the study) is independent from respondents' problem-solving skills before and after playing Juan Piece, and 3) there is a significant difference between the respondents' Philippine Geography appreciation before and after playing the game.
该研究试图开发一款名为Juan Piece的2D无限奔跑益智游戏,以确定其对受访者解决问题能力和菲律宾地理欣赏能力的影响。这款游戏已经投放到Android智能手机和平板电脑上。研究人员想知道像Juan Piece这样的益智游戏是否能提高一个人解决问题的能力。使用配对t检验和独立性卡方检验来分析和解释从受访者收集的数据。上述测试均以5%的显著性水平显示,1)被调查者在玩游戏前后的问题解决能力之间没有显著差异;2)游戏益智兴趣(即被调查者在研究之前是否玩益智游戏)与被调查者在玩《胡安·佩特》前后的问题解决能力无关。3)被调查者在游戏前后对菲律宾地理的认知存在显著差异。
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引用次数: 0
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Proceedings of the 2019 International Conference on Mathematics, Science and Technology Teaching and Learning - ICMSTTL 2019
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