Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111472
Xue Xia, Minmin Feng
As a critical influencing factor of learning engagement, teacher expectation plays a vital role in ensuring the quality of online teaching under COVID-19. This paper investigates the relationship between teacher expectations (three dimensions of teacher support, teaching interaction, and academic feedback) on students’ online English learning engagement (three dimensions of cognitive engagement, behavioral engagement, and emotional engagement) in e-learning through a questionnaire survey of 513 college students. Pearson correlation analysis and multiple regression analysis were applied as research methods. The results manifest that college students’ online English learning engagement was above average, but emotional engagement needs improvement. In addition, teacher expectations of teaching interaction positively and significantly predict English e-learning engagement. Based on this, the article puts forward suggestions on the future of online teaching from the aspects of online teaching design, feedback quality of teachers and students, innovative teaching practice of technology empowerment to effectively play the role of teachers as scaffolding and improve the effectiveness of online English teaching.
{"title":"Research on the Relationship between Teacher Expectations and College Students’ Online English Learning Engagement","authors":"Xue Xia, Minmin Feng","doi":"10.1109/ICIET56899.2023.10111472","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111472","url":null,"abstract":"As a critical influencing factor of learning engagement, teacher expectation plays a vital role in ensuring the quality of online teaching under COVID-19. This paper investigates the relationship between teacher expectations (three dimensions of teacher support, teaching interaction, and academic feedback) on students’ online English learning engagement (three dimensions of cognitive engagement, behavioral engagement, and emotional engagement) in e-learning through a questionnaire survey of 513 college students. Pearson correlation analysis and multiple regression analysis were applied as research methods. The results manifest that college students’ online English learning engagement was above average, but emotional engagement needs improvement. In addition, teacher expectations of teaching interaction positively and significantly predict English e-learning engagement. Based on this, the article puts forward suggestions on the future of online teaching from the aspects of online teaching design, feedback quality of teachers and students, innovative teaching practice of technology empowerment to effectively play the role of teachers as scaffolding and improve the effectiveness of online English teaching.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"43 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":"123747154","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/ICIET56899.2023.10111135
Daniel M. Muepu, Atsushi Shirafuji, Md. Faizul Ibne Amin, Y. Watanobe
This paper proposes a recommendation model for similar programming problems to support programming education. In the proposed model, problem similarity is determined according to the similarity of source codes, in terms of the term frequency-inverse document frequency and the effort required to solve the given problem, as calculated according to Halstead metrics. The proposed model can be used to improve student understanding of a programming concept by solving many similar problems simultaneously. In addition, teachers can diversify similar programming problems during practical exercises, assignments, quizzes, and exams. The first experiment carried out in the Aizu Online Judge showed that the user’s accuracy when solving a problem was correlated to the user’s accuracy for a similar problem and, the second experiment showed a matching rate of 70% between the result of our recommendation model and the observations of a teaching assistant involved in programming classes.
{"title":"Similar Problems Recommendation Model to Support Programming Education","authors":"Daniel M. Muepu, Atsushi Shirafuji, Md. Faizul Ibne Amin, Y. Watanobe","doi":"10.1109/ICIET56899.2023.10111135","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111135","url":null,"abstract":"This paper proposes a recommendation model for similar programming problems to support programming education. In the proposed model, problem similarity is determined according to the similarity of source codes, in terms of the term frequency-inverse document frequency and the effort required to solve the given problem, as calculated according to Halstead metrics. The proposed model can be used to improve student understanding of a programming concept by solving many similar problems simultaneously. In addition, teachers can diversify similar programming problems during practical exercises, assignments, quizzes, and exams. The first experiment carried out in the Aizu Online Judge showed that the user’s accuracy when solving a problem was correlated to the user’s accuracy for a similar problem and, the second experiment showed a matching rate of 70% between the result of our recommendation model and the observations of a teaching assistant involved in programming classes.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"31 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":"126569568","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}
Traditional education models are today challenged by online and hybrid access to learning that have spread exponentially during the epidemic. The lack of the comprehensive learning atmosphere that students experience in campus environment makes distance-learning students less effective and their performance worse. This paper articulates a two-steps process; the first revolves on user research conducted through questionnaires, interviews, and brainstorming. The second focuses on the development of an online study platform based on campus habits, that aims at providing distance learners with a desirable learning atmosphere.
{"title":"Design of an Online Self-Study Platform Based on Campus Scenes","authors":"Yuwei Liu, Mengjie Huang, Chenxin Wu, Rui Yang, Massimo Imparato","doi":"10.1109/ICIET56899.2023.10111270","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111270","url":null,"abstract":"Traditional education models are today challenged by online and hybrid access to learning that have spread exponentially during the epidemic. The lack of the comprehensive learning atmosphere that students experience in campus environment makes distance-learning students less effective and their performance worse. This paper articulates a two-steps process; the first revolves on user research conducted through questionnaires, interviews, and brainstorming. The second focuses on the development of an online study platform based on campus habits, that aims at providing distance learners with a desirable learning atmosphere.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"10 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":"128223731","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/ICIET56899.2023.10111225
T. T. Prabowo, Jirarat Sitthiworachart, Jong-Chao Hong
Research on increasing student interest and learning attitudes continues to grow. Several people have studied online exhibitions, which are considered capable of increasing student learning participation. Assessing the status and trend of careful research will give a broader perspective and reference for upcoming research. However, in the Scopus database, only 116 documents related to student online exhibitions exist. Therefore, we aim to explore bibliographic aspects of publications about student online exhibitions using bibliometrics analysis. Technologies and its advantages are the dominant discussions. Most of the documents were from the highest citations were journals with a Q1 ranking of quartiles. This topic has been studied since 1995, with 2021 being the peak. English is the majority language used from retrieved documents originating from these 47 countries. However, results of this study indicated that rarely studies have made such a deep understanding on how technology impact online exhibition.
{"title":"The Rationale for Student Online Exhibitions: A Bibliometrics Analysis","authors":"T. T. Prabowo, Jirarat Sitthiworachart, Jong-Chao Hong","doi":"10.1109/ICIET56899.2023.10111225","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111225","url":null,"abstract":"Research on increasing student interest and learning attitudes continues to grow. Several people have studied online exhibitions, which are considered capable of increasing student learning participation. Assessing the status and trend of careful research will give a broader perspective and reference for upcoming research. However, in the Scopus database, only 116 documents related to student online exhibitions exist. Therefore, we aim to explore bibliographic aspects of publications about student online exhibitions using bibliometrics analysis. Technologies and its advantages are the dominant discussions. Most of the documents were from the highest citations were journals with a Q1 ranking of quartiles. This topic has been studied since 1995, with 2021 being the peak. English is the majority language used from retrieved documents originating from these 47 countries. However, results of this study indicated that rarely studies have made such a deep understanding on how technology impact online exhibition.","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":"128431214","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/ICIET56899.2023.10111376
Fredy Cerrón, R. Villanueva, Alfredo Barrientos
The principal aim of this project was to innovate the classic board game chess so people can play at any time and place without the need for physical space and real pieces for the game to run correctly. This project can encourage more people to become interested in this board game by using augmented reality technology and personalized models and animations. Players can use the application without the need to use a physical board or pieces and without any kind of image marker. They just need to point at a flat surface with the phone camera so that all the game objects appear and then they can interact with the game intuitively by selecting the elements on the screen. The system has been created to work on high-end Android phones using the technology of Unity and Vuforia.
{"title":"Multiplayer Chess Game Development Using Augmented Reality and 3D Models","authors":"Fredy Cerrón, R. Villanueva, Alfredo Barrientos","doi":"10.1109/ICIET56899.2023.10111376","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111376","url":null,"abstract":"The principal aim of this project was to innovate the classic board game chess so people can play at any time and place without the need for physical space and real pieces for the game to run correctly. This project can encourage more people to become interested in this board game by using augmented reality technology and personalized models and animations. Players can use the application without the need to use a physical board or pieces and without any kind of image marker. They just need to point at a flat surface with the phone camera so that all the game objects appear and then they can interact with the game intuitively by selecting the elements on the screen. The system has been created to work on high-end Android phones using the technology of Unity and Vuforia.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"1 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":"128469878","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/ICIET56899.2023.10111283
Ryo Kumagai, S. Takemoto, Y. Nozaki, M. Yoshikawa
With the advancement of AI technology, vulnerabilities of AI systems have been pointed out. Adversarial Examples (AEs), in which makes AI wrong decisions, are one of the dreaded attacks for AI. Therefore, a thorough investigation of AEs is essential for the safe use of AI. In this paper, we propose a method for generating adversarial examples using gradient information for the target class of input images. We experimentally prove that the proposed method can generate target AEs that misclassify to an arbitrary class with high probability.
{"title":"Generation Method of Error-Specific Adversarial Examples Using Gradient Information for the Target Class","authors":"Ryo Kumagai, S. Takemoto, Y. Nozaki, M. Yoshikawa","doi":"10.1109/ICIET56899.2023.10111283","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111283","url":null,"abstract":"With the advancement of AI technology, vulnerabilities of AI systems have been pointed out. Adversarial Examples (AEs), in which makes AI wrong decisions, are one of the dreaded attacks for AI. Therefore, a thorough investigation of AEs is essential for the safe use of AI. In this paper, we propose a method for generating adversarial examples using gradient information for the target class of input images. We experimentally prove that the proposed method can generate target AEs that misclassify to an arbitrary class with high probability.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"28 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":"131719387","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/ICIET56899.2023.10111440
Chih-Chi Liu, Ya-Ling Wang
Intergenerational learning has become prominent in the context of an aging population. Does online intergenerational learning also produce beneficial results in the present era of advanced information technology? The purpose of this paper was to explore the differences in satisfaction with basic psychological needs among college students and older adults when they participated in face-to-face versus online intergenerational learning. This study recruited 15 college students (M = 24.07, SD = 1.83, ranging from 21 to 27 years old; 23.08% male) and 33 older adults (M = 64.61, SD = 5.01, ranging from 55 to 92 years old; 33.33% male) in Taiwan. According to the results of the study, when participating in face-to-face learning, college students (M = 6.41, SD = 0.64) and older adults (M = 6.53, SD = 0.62) had similar autonomy needs satisfaction. However, when participating in online learning, older adults’ autonomy needs satisfaction (M = 6.54, SD = 0.75) is significantly greater than that of college students (M = 5.96, SD = 1.04). Besides, when participating in face-to-face learning, college students (M = 6.27, SD = 0.99) and older adults (M = 6.64, SD = 0.49) had similar relatedness needs satisfaction. However, when participating in online learning, older adults’ relatedness needs satisfaction (M = 6.71, SD = 0.47) is significantly greater than that of college students (M = 5.93, SD = 1.13). In general, this study reported that college students’ satisfaction with autonomy and relatedness needs is much lower when learning online than when learning face-to-face.
{"title":"Generational Differences between Participating in Face-to-Face and Online Intergenerational Learning","authors":"Chih-Chi Liu, Ya-Ling Wang","doi":"10.1109/ICIET56899.2023.10111440","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111440","url":null,"abstract":"Intergenerational learning has become prominent in the context of an aging population. Does online intergenerational learning also produce beneficial results in the present era of advanced information technology? The purpose of this paper was to explore the differences in satisfaction with basic psychological needs among college students and older adults when they participated in face-to-face versus online intergenerational learning. This study recruited 15 college students (M = 24.07, SD = 1.83, ranging from 21 to 27 years old; 23.08% male) and 33 older adults (M = 64.61, SD = 5.01, ranging from 55 to 92 years old; 33.33% male) in Taiwan. According to the results of the study, when participating in face-to-face learning, college students (M = 6.41, SD = 0.64) and older adults (M = 6.53, SD = 0.62) had similar autonomy needs satisfaction. However, when participating in online learning, older adults’ autonomy needs satisfaction (M = 6.54, SD = 0.75) is significantly greater than that of college students (M = 5.96, SD = 1.04). Besides, when participating in face-to-face learning, college students (M = 6.27, SD = 0.99) and older adults (M = 6.64, SD = 0.49) had similar relatedness needs satisfaction. However, when participating in online learning, older adults’ relatedness needs satisfaction (M = 6.71, SD = 0.47) is significantly greater than that of college students (M = 5.93, SD = 1.13). In general, this study reported that college students’ satisfaction with autonomy and relatedness needs is much lower when learning online than when learning face-to-face.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"3 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":"125107730","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/ICIET56899.2023.10111223
Jirarat Sitthiworachart
This study investigated students’ perceptions of a flipped classroom approach to develop thinking skills and to foster student engagement in a culture and language for teachers course at a large university in Thailand. This strategy aimed at improving teaching quality and learning efficiency. Forty-one undergraduate students participated in this study and were divided into two groups (good and poor student ability groups). Mixed methods research was adopted, using a questionnaire and interview to understand the effectiveness and students’ perspectives of the flipped classroom approach. The results showed that the flipped classroom approach enhanced students’ thinking skills, and increased student engagement. It contributed positively to the students’ learning experience, although they preferred the passive learning in the traditional classroom. The results of the paired-samples t-test suggested that a good student ability group could be successfully engaged using the flipped classroom approach.
{"title":"Flipped Classroom Approach for the Development of Thinking Skills and the Fostering of Student Engagement","authors":"Jirarat Sitthiworachart","doi":"10.1109/ICIET56899.2023.10111223","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111223","url":null,"abstract":"This study investigated students’ perceptions of a flipped classroom approach to develop thinking skills and to foster student engagement in a culture and language for teachers course at a large university in Thailand. This strategy aimed at improving teaching quality and learning efficiency. Forty-one undergraduate students participated in this study and were divided into two groups (good and poor student ability groups). Mixed methods research was adopted, using a questionnaire and interview to understand the effectiveness and students’ perspectives of the flipped classroom approach. The results showed that the flipped classroom approach enhanced students’ thinking skills, and increased student engagement. It contributed positively to the students’ learning experience, although they preferred the passive learning in the traditional classroom. The results of the paired-samples t-test suggested that a good student ability group could be successfully engaged using the flipped classroom approach.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"91 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":"132250485","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/ICIET56899.2023.10111413
Rain Chen, Y. Hsiao, Mei-Wei Yang
With the breakthrough of image identify technology, website administrators could apply artificial intelligence (AI) technology to assist reviewing the pictures. This study has collected the artworks that had been removed by Facebook as racy. By taking the well-known works of art as examples, this study expected to explore the differences between Google AI and Microsoft AI in making image judgments. This study has applied the Wilcoxon signed-rank test for the test, and Multidimensional Scaling to show the distribution of research samples. The results showed that: (1) Google AI was more extensive than Microsoft AI in the number of items for forecasting and special topics. (2) For the three indicators, including Adult, Racy, and Violence, only Racy showed significant difference (p=0.021). With the continuous development of AI, simulating judgment was close to that of human and it should be the main trend of AI in the future. The judgment of human on many things may be subjective. On the one hand, the development of AI needs to overcome such subjectivity, and on the other hand, it must be able to simulate the human thinking pattern as much as possible. It would be a dilemma for AI, and it would also be a challenge for AI in the future.
{"title":"When AI Meets AI - Artificial Intelligence Competition","authors":"Rain Chen, Y. Hsiao, Mei-Wei Yang","doi":"10.1109/ICIET56899.2023.10111413","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111413","url":null,"abstract":"With the breakthrough of image identify technology, website administrators could apply artificial intelligence (AI) technology to assist reviewing the pictures. This study has collected the artworks that had been removed by Facebook as racy. By taking the well-known works of art as examples, this study expected to explore the differences between Google AI and Microsoft AI in making image judgments. This study has applied the Wilcoxon signed-rank test for the test, and Multidimensional Scaling to show the distribution of research samples. The results showed that: (1) Google AI was more extensive than Microsoft AI in the number of items for forecasting and special topics. (2) For the three indicators, including Adult, Racy, and Violence, only Racy showed significant difference (p=0.021). With the continuous development of AI, simulating judgment was close to that of human and it should be the main trend of AI in the future. The judgment of human on many things may be subjective. On the one hand, the development of AI needs to overcome such subjectivity, and on the other hand, it must be able to simulate the human thinking pattern as much as possible. It would be a dilemma for AI, and it would also be a challenge for AI in the future.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"1 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":"131066224","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/ICIET56899.2023.10111133
Toshiki Katanosaka, M. F. Ferdous Khan, Ken Sakamura
With rapid proliferation of digitalization and compulsion by COVID-19 pandemic, learning formats have been changing from face-to-face to online. Online education enables learners to take courses from anywhere, anytime, but it can also cause some problems for learners who struggle to maintain motivation. In addition, for STEAM education, it is important to engage in hands-on activities, but the ongoing pandemic has made it difficult for students to gather in one place to perform such activities. Incorporating gamification into online education can potentially motivate students and make STEAM education more interactive. On this premise, we have developed PhyGame as a learning system to help high-school students learn Physics. The system includes common game elements such as badges and leaderboards, and interactive simulation of Physics concepts embodying game-like charm. It also includes three modes of learning that allow students to adjust the difficulty according to their own learning levels, and a function that automatically saves learning log. For evaluation, PhyGame was used by students (N=23) at a high school in central Tokyo. The students rated the system on a scale of 1 to 10, and the main results are as follows: (1) Using PhyGame made learning enjoyable (mean score: 7.74); (2) PhyGame provided a good UI/UX (mean score: 7.83); (3) The overall experience with PhyGame was satisfactory (mean: 7.00). Our evaluation results show that interactive and gamified learning systems like PhyGame have a positive impact on user engagement and motivation.
{"title":"A Physics Learning System Using Gamification for High-School Students","authors":"Toshiki Katanosaka, M. F. Ferdous Khan, Ken Sakamura","doi":"10.1109/ICIET56899.2023.10111133","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111133","url":null,"abstract":"With rapid proliferation of digitalization and compulsion by COVID-19 pandemic, learning formats have been changing from face-to-face to online. Online education enables learners to take courses from anywhere, anytime, but it can also cause some problems for learners who struggle to maintain motivation. In addition, for STEAM education, it is important to engage in hands-on activities, but the ongoing pandemic has made it difficult for students to gather in one place to perform such activities. Incorporating gamification into online education can potentially motivate students and make STEAM education more interactive. On this premise, we have developed PhyGame as a learning system to help high-school students learn Physics. The system includes common game elements such as badges and leaderboards, and interactive simulation of Physics concepts embodying game-like charm. It also includes three modes of learning that allow students to adjust the difficulty according to their own learning levels, and a function that automatically saves learning log. For evaluation, PhyGame was used by students (N=23) at a high school in central Tokyo. The students rated the system on a scale of 1 to 10, and the main results are as follows: (1) Using PhyGame made learning enjoyable (mean score: 7.74); (2) PhyGame provided a good UI/UX (mean score: 7.83); (3) The overall experience with PhyGame was satisfactory (mean: 7.00). Our evaluation results show that interactive and gamified learning systems like PhyGame have a positive impact on user engagement and motivation.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"133 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":"115775477","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}