Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111208
Adam I. Attwood, Saeid SamadiDana
Schools have become increasingly influenced by what has been called the Social Internet of Things (SIoT). As many schools transitioned to online teaching and learning in 2020 because of the COVID-19 pandemic, there is a need to analyze data on technology adoption in schools for changes and continuity since the inception of increasingly popular smartphones since 2007 that has affected videoconferencing, blended learning, and the flipped classroom concept. In this study, videoconference technology is the main factor analyzed in relation to IoT and schools in which handheld devices are considered gateways to further integration of schools into an IoT framework. The researchers analyze a selection of a 2009 dataset and a 2019 dataset from the National Center for Education Statistics (United States) to discuss teachers’ perceptions of technology, especially the use of handheld devices and videoconference technology. Recommendations for educator preparation programs (EPPs) are made based on the discussion of the results of this analysis in context with the events of 2020 for why EPPs could emphasize flipped classroom design models within an SIoT framework.
{"title":"Teachers’ Perceptions of Videoconferencing and Smartphones in a Retrospective Analysis 2009-2020: An Educational Social Internet of Things Framework","authors":"Adam I. Attwood, Saeid SamadiDana","doi":"10.1109/ICIET56899.2023.10111208","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111208","url":null,"abstract":"Schools have become increasingly influenced by what has been called the Social Internet of Things (SIoT). As many schools transitioned to online teaching and learning in 2020 because of the COVID-19 pandemic, there is a need to analyze data on technology adoption in schools for changes and continuity since the inception of increasingly popular smartphones since 2007 that has affected videoconferencing, blended learning, and the flipped classroom concept. In this study, videoconference technology is the main factor analyzed in relation to IoT and schools in which handheld devices are considered gateways to further integration of schools into an IoT framework. The researchers analyze a selection of a 2009 dataset and a 2019 dataset from the National Center for Education Statistics (United States) to discuss teachers’ perceptions of technology, especially the use of handheld devices and videoconference technology. Recommendations for educator preparation programs (EPPs) are made based on the discussion of the results of this analysis in context with the events of 2020 for why EPPs could emphasize flipped classroom design models within an SIoT framework.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132903823","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111426
M. J. Gumasing, Eunice Kaye Endozo, Jun Carl Ceasar Laingo, William Henry Tapucar
A learning management system (LMS) is a software program or web-based technology that is used to design, implement, and evaluate a learning process. Also, this allows an instructor to generate and distribute curriculum, track student involvement, and evaluate student performance These platforms had extended a great help especially now that students are in the mode of online education. The objective of this study is to assess the usability of Blackboard, Canvas and Google Classroom as an LMS based on the user’s satisfaction. Also, to know if there is a significant difference with these LMS in terms of usability. This study utilized a system usability scale questionnaire to determine the usability of Blackboard, Canvas and Google Classroom through online survey. One-way Anova is used to analyze the System Usability Rating and with the p-value of 0.054 which is greater than the alpha value 0.5, it is concluded that there is no significant difference between the usability and satisfaction of blackboard, Canvas and Google Classroom based on a usability criterion given.
{"title":"Usability Evaluation of Online Learning Management System: Blackboard, Google Classroom and Canvas","authors":"M. J. Gumasing, Eunice Kaye Endozo, Jun Carl Ceasar Laingo, William Henry Tapucar","doi":"10.1109/ICIET56899.2023.10111426","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111426","url":null,"abstract":"A learning management system (LMS) is a software program or web-based technology that is used to design, implement, and evaluate a learning process. Also, this allows an instructor to generate and distribute curriculum, track student involvement, and evaluate student performance These platforms had extended a great help especially now that students are in the mode of online education. The objective of this study is to assess the usability of Blackboard, Canvas and Google Classroom as an LMS based on the user’s satisfaction. Also, to know if there is a significant difference with these LMS in terms of usability. This study utilized a system usability scale questionnaire to determine the usability of Blackboard, Canvas and Google Classroom through online survey. One-way Anova is used to analyze the System Usability Rating and with the p-value of 0.054 which is greater than the alpha value 0.5, it is concluded that there is no significant difference between the usability and satisfaction of blackboard, Canvas and Google Classroom based on a usability criterion given.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134301245","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111430
C. Lo, Yan-Mei Song
There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).
{"title":"A Scoping Review of Empirical Studies in Gather.town","authors":"C. Lo, Yan-Mei Song","doi":"10.1109/ICIET56899.2023.10111430","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111430","url":null,"abstract":"There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133530460","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111171
Yella Dezas Perdani, C. Sidupa, J. Luke, Fransisca Hanita Rusgowanto
The research used a qualitative research design to discover the vocational school students’ perspectives on the VBee diary writing application, especially regarding the features and writing activity and whether it could help them improve their writing skills. Purposive sampling was used to select research participants so they could be contacted if additional data were needed. The participants were 117 students who attended three vocational schools on Java Island, Indonesia. Data was also collected through questionnaires and interviews. The findings showed that the features of VBee diary writing, such as emoji and colour, and feedback features were engaging and easy to use, which allowed the students to practice an enjoyable writing activity in English. After that, through the use of the VBee diary writing application, the students thought that they became inventive, expressive, and assured in writing in English. Then, the VBee diary writing application enabled students to improve their writing skills and assisted them in completing teacher-assigned assignments. Furthermore, it was recommended that the VBee’s colour, emoji, and background should be enhanced to make it more engaging. Then, creating an Android version was also strongly recommended so language students as users could log in without first accessing the web and entering their username and password.
{"title":"Vocational Students’ Perceptions on the VBee Diary Writing Application: Features and Writing Activity","authors":"Yella Dezas Perdani, C. Sidupa, J. Luke, Fransisca Hanita Rusgowanto","doi":"10.1109/ICIET56899.2023.10111171","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111171","url":null,"abstract":"The research used a qualitative research design to discover the vocational school students’ perspectives on the VBee diary writing application, especially regarding the features and writing activity and whether it could help them improve their writing skills. Purposive sampling was used to select research participants so they could be contacted if additional data were needed. The participants were 117 students who attended three vocational schools on Java Island, Indonesia. Data was also collected through questionnaires and interviews. The findings showed that the features of VBee diary writing, such as emoji and colour, and feedback features were engaging and easy to use, which allowed the students to practice an enjoyable writing activity in English. After that, through the use of the VBee diary writing application, the students thought that they became inventive, expressive, and assured in writing in English. Then, the VBee diary writing application enabled students to improve their writing skills and assisted them in completing teacher-assigned assignments. Furthermore, it was recommended that the VBee’s colour, emoji, and background should be enhanced to make it more engaging. Then, creating an Android version was also strongly recommended so language students as users could log in without first accessing the web and entering their username and password.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129028685","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111104
Ramon L. Rodriguez, Jay Rhald Padilla, Myron Darrel Montefalcon, Mideth B. Abisado, Rodolfo C. Raga
Facebook confession pages have become a popular platform in numerous universities in the Philippines, enabling college students to share experiences, thoughts, and emotions anonymously. However, the vast content on these pages makes understanding the underlying themes and patterns in the posts challenging. This study collected textual contents from the Facebook confession pages of (14) local universities in the Philippines from 2018-2022 using Scrapestorm. After collection and undergoing several preprocessing techniques, Latent Dirichlet Allocation (LDA), a topic modeling algorithm, was applied to analyze the themes in the collected dataset. The results of the analysis revealed (2) general topics related to the social relationships and personal experiences of college students. On the other hand, (5) underlying topics were discussed in the discourses and posts from the confession pages including: ’confessing vulnerabilities, ’ranting about daily struggles’, ’opinions on political events’, ’sharing success stories’, and even ’sharing sensitive topics’. Also, the analysis revealed (5) terminologies that frequently co-occurred together, such as ’shout-out’, ’crush kita’, ’wanna-say’, ’mental-health’, and ’face-face’, which depict different topic discourses of college students in the Philippines.
{"title":"The Post Behind Anonymity: A Thematic Discourse Analysis of Facebook Posts from Confession Pages in different Universities in the Philippines","authors":"Ramon L. Rodriguez, Jay Rhald Padilla, Myron Darrel Montefalcon, Mideth B. Abisado, Rodolfo C. Raga","doi":"10.1109/ICIET56899.2023.10111104","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111104","url":null,"abstract":"Facebook confession pages have become a popular platform in numerous universities in the Philippines, enabling college students to share experiences, thoughts, and emotions anonymously. However, the vast content on these pages makes understanding the underlying themes and patterns in the posts challenging. This study collected textual contents from the Facebook confession pages of (14) local universities in the Philippines from 2018-2022 using Scrapestorm. After collection and undergoing several preprocessing techniques, Latent Dirichlet Allocation (LDA), a topic modeling algorithm, was applied to analyze the themes in the collected dataset. The results of the analysis revealed (2) general topics related to the social relationships and personal experiences of college students. On the other hand, (5) underlying topics were discussed in the discourses and posts from the confession pages including: ’confessing vulnerabilities, ’ranting about daily struggles’, ’opinions on political events’, ’sharing success stories’, and even ’sharing sensitive topics’. Also, the analysis revealed (5) terminologies that frequently co-occurred together, such as ’shout-out’, ’crush kita’, ’wanna-say’, ’mental-health’, and ’face-face’, which depict different topic discourses of college students in the Philippines.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121265277","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 recent years, information technology has been widely used in the field of education, which has played a positive role in promoting the education reform of higher education. In view of the disconnection between theoretical teaching and practical teaching in undergraduate education, it is necessary for teachers and students to study and solve the problem together. In this paper, based on the learning of Robot Principles and Application, from the perspective of undergraduate students in the integration of theory and practice, this paper summarizes the project-driven way to realize the student-subject learning mode: students learn theoretical knowledge independently and design "knowledge-experiment-test" software as the task, to realize the integration of theory and practice learning method. The application of this method in teaching plays a positive role in the cultivation of students' creativity and has important significance in deepening the reform of education.
{"title":"Exploration and Practice of the Integration of Theory and Practice Based on Lessons of Robot Principle and Application","authors":"Zhixuan Qi, Yinuo Liu, Jiankun Pan, Xiangzhang Tian, Hao-Lun Sun, Shuying Zhao","doi":"10.1109/ICIET56899.2023.10111460","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111460","url":null,"abstract":"In recent years, information technology has been widely used in the field of education, which has played a positive role in promoting the education reform of higher education. In view of the disconnection between theoretical teaching and practical teaching in undergraduate education, it is necessary for teachers and students to study and solve the problem together. In this paper, based on the learning of Robot Principles and Application, from the perspective of undergraduate students in the integration of theory and practice, this paper summarizes the project-driven way to realize the student-subject learning mode: students learn theoretical knowledge independently and design \"knowledge-experiment-test\" software as the task, to realize the integration of theory and practice learning method. The application of this method in teaching plays a positive role in the cultivation of students' creativity and has important significance in deepening the reform of education.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129644411","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111328
Yunzhu Chen, Jirarat Sitthiworachart
With the development of technology in recent years, teachers, in educational settings, are more accessible to utilize various digital media tools in teaching procedures than ever before. Micro-learning has been referred to enhance foreign language learning and performance in the most efficient and effective method possible through short pieces of content. However, few studies investigated the effect of micro-learning on English word learning for those who are ESL learners using a specific mobile application. Therefore, this study aims to find out what factors affect the English wording learning of College students using Superstar, which is a mobile application with micro-learning. Evaluating how micro-learning promotes the capacity, motivation, and satisfaction of English word learning than the traditional learning method. Mixed methods research was used to collect data from 84 freshman in China. The results indicate that using Superstar to learn English vocabulary help to improve the capacity and motivation of college students in English word learning. Superstar as a mobile application for English word learning might be helpful for ESL learners as well.
{"title":"Mobile Micro-Learning in English Vocabulary Learning","authors":"Yunzhu Chen, Jirarat Sitthiworachart","doi":"10.1109/ICIET56899.2023.10111328","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111328","url":null,"abstract":"With the development of technology in recent years, teachers, in educational settings, are more accessible to utilize various digital media tools in teaching procedures than ever before. Micro-learning has been referred to enhance foreign language learning and performance in the most efficient and effective method possible through short pieces of content. However, few studies investigated the effect of micro-learning on English word learning for those who are ESL learners using a specific mobile application. Therefore, this study aims to find out what factors affect the English wording learning of College students using Superstar, which is a mobile application with micro-learning. Evaluating how micro-learning promotes the capacity, motivation, and satisfaction of English word learning than the traditional learning method. Mixed methods research was used to collect data from 84 freshman in China. The results indicate that using Superstar to learn English vocabulary help to improve the capacity and motivation of college students in English word learning. Superstar as a mobile application for English word learning might be helpful for ESL learners as well.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128942804","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111471
L. Sriphong
Case-based learning (CBL) integrated with blended learning (BL) was successfully implemented in pharmaceutical analysis course, in the selected topic "water determination of pharmaceuticals" as a supplement and/or alternative to traditional classroom-lecturing method in order to encourage pharmacist students to foster desirable skills. The benefits of this pedagogy included that students were able to gain knowledge through the learning process, inquire and apply information and communication technology (ICT) and knowledge to solve the case problems, practice of higher-order skills such as critical thinking, problem solving and reasoning, participate in collaborative face-to-face (F2F) and online teamwork, and practice creative skills in preparing infographic media. Overall this blended method really seems to be suitable to develop the 21st century skills and the job skills of 2025. However, the duration of the learning process is relatively limited, which should be further improved.
{"title":"Integration of Case-based Learning with Blended Learning in Pharmaceutical Analysis Course","authors":"L. Sriphong","doi":"10.1109/ICIET56899.2023.10111471","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111471","url":null,"abstract":"Case-based learning (CBL) integrated with blended learning (BL) was successfully implemented in pharmaceutical analysis course, in the selected topic \"water determination of pharmaceuticals\" as a supplement and/or alternative to traditional classroom-lecturing method in order to encourage pharmacist students to foster desirable skills. The benefits of this pedagogy included that students were able to gain knowledge through the learning process, inquire and apply information and communication technology (ICT) and knowledge to solve the case problems, practice of higher-order skills such as critical thinking, problem solving and reasoning, participate in collaborative face-to-face (F2F) and online teamwork, and practice creative skills in preparing infographic media. Overall this blended method really seems to be suitable to develop the 21st century skills and the job skills of 2025. However, the duration of the learning process is relatively limited, which should be further improved.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128022936","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111097
Xiaoyin Wang, M. Rivera, Lisette Isais, Corbin Styles
Virtual and augmented reality is an emerging approach of visualization that provides immersive experience to users. The approach has been widely adopted in different domains such as training, remote conference, navigation, gaming, etc. In education, it has also been widely adopted. For example, the 3D virtual solar system scene has been implemented in multiple applications to help young kids and students to learn basic astronomical knowledge. However, most existing approaches focus on creating virtual objects that simulate real-world objects but on a different scale. In this paper, we propose DOVAR, a novel VR/AR-based visualization approach that visualizes real-time and accumulated data directly on virtual objects. In particular, DOVAR adds data points as colored accessories at different surfaces (i.e. polygons) of the 3D models in a VR or AR environment. Our experiment study on different usage cases shows that visualization technique can be helpful in teaching scientific concepts.
{"title":"DOVAR: Data-on-Object Visualization with Virtual and Augmented Reality in Scientific Education","authors":"Xiaoyin Wang, M. Rivera, Lisette Isais, Corbin Styles","doi":"10.1109/ICIET56899.2023.10111097","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111097","url":null,"abstract":"Virtual and augmented reality is an emerging approach of visualization that provides immersive experience to users. The approach has been widely adopted in different domains such as training, remote conference, navigation, gaming, etc. In education, it has also been widely adopted. For example, the 3D virtual solar system scene has been implemented in multiple applications to help young kids and students to learn basic astronomical knowledge. However, most existing approaches focus on creating virtual objects that simulate real-world objects but on a different scale. In this paper, we propose DOVAR, a novel VR/AR-based visualization approach that visualizes real-time and accumulated data directly on virtual objects. In particular, DOVAR adds data points as colored accessories at different surfaces (i.e. polygons) of the 3D models in a VR or AR environment. Our experiment study on different usage cases shows that visualization technique can be helpful in teaching scientific concepts.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127831432","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111254
Hector Rafael Morano Okuno, J. Enrique Chong-Quero, G. S. Benítez, Rafael Caltenco Castillo, Andres Garcia Garcia
This article shares the educational experiences obtained by using, as a didactic exercise, a "G" acceleration generator modeled in a CAD software tool application to help students understand the effects generated by angular velocities in different axes. This exercise was used in the course "Mechanical Design" for students of Mechanical Engineering in the fourth semester. This work aims to show the learning stages that the students developed through different exercises. Even though the activities used are not new, their combination and a computer simulation tool to verify the calculations makes the learning experience beneficial for the students. Initially, the paper presents a review of the developments in Human Training Centrifuge systems, also known as High-G Centrifuge Systems (HCSs). Subsequently, the reason why an application such as the "G" acceleration generator as a didactic exercise was selected among the topics of Engineering Mechanics: Dynamics is mentioned. Afterward, the performed activities are described, then the professor's observations during the exercises' application and the survey results to know the students' perception of the activities developed are presented. Finally, the conclusions and future work are stated.
{"title":"Experiences of a \"G\" Acceleration Generator through Angular Velocities in a Dynamic Design Course","authors":"Hector Rafael Morano Okuno, J. Enrique Chong-Quero, G. S. Benítez, Rafael Caltenco Castillo, Andres Garcia Garcia","doi":"10.1109/ICIET56899.2023.10111254","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111254","url":null,"abstract":"This article shares the educational experiences obtained by using, as a didactic exercise, a \"G\" acceleration generator modeled in a CAD software tool application to help students understand the effects generated by angular velocities in different axes. This exercise was used in the course \"Mechanical Design\" for students of Mechanical Engineering in the fourth semester. This work aims to show the learning stages that the students developed through different exercises. Even though the activities used are not new, their combination and a computer simulation tool to verify the calculations makes the learning experience beneficial for the students. Initially, the paper presents a review of the developments in Human Training Centrifuge systems, also known as High-G Centrifuge Systems (HCSs). Subsequently, the reason why an application such as the \"G\" acceleration generator as a didactic exercise was selected among the topics of Engineering Mechanics: Dynamics is mentioned. Afterward, the performed activities are described, then the professor's observations during the exercises' application and the survey results to know the students' perception of the activities developed are presented. Finally, the conclusions and future work are stated.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127680818","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}