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World Journal on Educational Technology: Current Issues最新文献

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Re-positioning of educational technology in the VUCA world: Global and local cases from the perspective of Turkey VUCA世界中教育技术的重新定位:从土耳其的视角看全球和本地案例
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.9169
Hatice Ferhan Odabasi, Ali Haydar Bülbül
This paper introduces and discusses an extensive case of VUCA in Turkey resulting from global and local calamities in terms of the facts and their reflections to Educational Technology. Turkey has experienced a successive events of misfortune starting with Covid-19 pandemic and followed by massive earthquakes that took place on February 2023, each of which has deepened VUCA and both resulted in failure in coping with VUCA, especially in Educational Technology. This paper thus, intends to draw attention to the mistakes made during these atmospheres by representing the facts and reactions of principles, which, we believe, may guide the rest in similar future cases. In this report, we firstly introduce the outlines of VUCA and the facts about February Earthquakes. Secondly, we discuss VUCA cases within the context of Educational Technology. Lastly, based on what we learned from these cases, suggestions for shareholders are presented to relieve Educational Technology. Keywords: VUCA, Educational Technology, Covid-19, February 6 earthquakes
本文介绍并讨论了土耳其因全球性和地方性灾难而导致的VUCA的广泛案例,并从事实及其对教育技术的反思方面进行了讨论。从2019冠状病毒病大流行开始,到2023年2月发生的大地震,土耳其经历了一连串的不幸事件,每一次都加深了VUCA,都导致了应对VUCA的失败,特别是在教育技术方面。因此,本文打算通过陈述原则的事实和反应来提请注意在这些气氛中所犯的错误,我们相信,这可以在今后类似的情况下指导其他人。在这篇报道中,我们首先介绍了VUCA的概况和关于二月地震的事实。其次,我们讨论了教育技术背景下的VUCA案例。最后,根据这些案例的经验教训,提出了对教育科技股东的救济建议。关键词:VUCA,教育技术,Covid-19, 2·6地震
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引用次数: 0
Effects of mobile learning games on students’ self-regulated learning 手机学习游戏对学生自主学习的影响
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.7154
Alla' Junia Nurdin Nurdin, Triana Rejekiningsih, Sri Sumaryati
This paper investigates the impact of using a mobile learning game on students’ self-regulated learning (SRL). This research study uses a research and development approach by adapting the 4D model (defined, designed, developed, and disseminated). Data analysis was carried out using descriptive statistics. This study explored 120 students from 2 schools in Surakarta, Indonesia. Data collection was carried out using questionnaires and interviews to see the effectiveness of the mobile learning game on SRL. This research shows that the application of the mobile learning game is quite effective as a learning medium and supports distance learning. The results indicate that the mobile learning game positively promotes SRL and has a significant increase in each indicator of SRL. The game provides a different atmosphere in learning so that students are enthusiastic when participating in learning with games. This study contributes to the concept of self-regulated studying with games. Keywords: Games; game-based learning; mobile learning game; self-regulated learning.
本文研究了手机学习游戏对学生自主学习的影响。本研究采用四维模型(定义、设计、开发、传播)的研究与开发方法。数据分析采用描述性统计。本研究调查了印尼泗水市2所学校的120名学生。数据收集采用问卷调查和访谈,以了解移动学习游戏对SRL的有效性。本研究表明,移动学习游戏作为一种学习媒介的应用是非常有效的,可以支持远程学习。研究结果表明,手机学习游戏对自主学习具有正向促进作用,且自主学习各指标均有显著提高。游戏提供了一种不一样的学习氛围,让学生在参与游戏学习时充满热情。这项研究有助于通过游戏进行自我调节学习的概念。关键词:游戏;基于游戏的学习;手机学习游戏;自主学习。
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引用次数: 0
Application of effective methods in the educational process based on innovative, interactive, and game technologies 基于创新、互动和游戏技术的有效方法在教育过程中的应用
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.8820
Yermek Nurgaziev, Askhat Abdykadyrov
The article aims to examine the content and effectiveness of educational technologies in the educational process. In the study, a combination of methods including literature analysis, synthesis, induction, deduction, generalization, and design were employed. The article provides a brief overview of interactive, game-based, and innovative educational learning technologies, analyzes research on their effectiveness in various age groups of children and adults, and explores their potential for individuals with disabilities. The study also identifies the conditions necessary for the effective utilization of these technologies in the educational process. Based on the findings, it is concluded that these technologies have the potential to enhance learning outcomes and meet the diverse needs of learners. Recommendations for future directions include further research on the optimal integration of these technologies and their continuous adaptation to keep pace with evolving educational requirements. Keywords: Educational process; game technologies; innovative technologies; interactive technologies.
本文旨在考察教育技术在教育过程中的内容和有效性。本研究采用文献分析、综合、归纳、演绎、概括、设计等方法。本文简要概述了互动、基于游戏和创新的教育学习技术,分析了它们在不同年龄组儿童和成人中的有效性研究,并探讨了它们对残疾人的潜力。这项研究还确定了在教育过程中有效利用这些技术的必要条件。基于这些发现,我们得出结论,这些技术有可能提高学习成果,满足学习者的多样化需求。对未来发展方向的建议包括进一步研究这些技术的最佳集成及其不断适应,以跟上不断变化的教育需求。关键词:教育过程;游戏技术;创新技术;互动技术。
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引用次数: 1
The use of neuroscience in developing Arabic learning media: Its implications in vocational high schools 利用神经科学发展阿拉伯语学习媒体:其对职业高中的影响
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.8643
Mohammad Jailani Jailani, Betty Mauli Rosa Bustam, Djamaluddin Perawironegoro
The purpose of this study was to develop neuroscience-based learning media at SMK Muhammadiyah 3 Yogyakarta. The research approach used in this research is research and development (R&D). The research subjects were teachers and students. Data collection was carried out by using interviews, observation, and documentation methods. The validity of this research data using triangulation. Data analysis used the Miles and Huberman model, namely data reduction, data display, and conclusion drawing/verification data. The results of this study prove that learning media is very effectively used to improve student learning outcomes. Based on the results, it can be concluded that the material brain-based learning media is considered very feasible to be applied in Arabic teaching and learning activities. In addition, this learning media is considered effective to be implemented in the process of learning Arabic mufrodat and muhadasah. Keywords: Arabic; mufrodat; muhadasah; neuroscience; teaching media.
本研究的目的是在SMK Muhammadiyah 3日惹开发基于神经科学的学习媒体。本研究使用的研究方法是研究与开发(R&D)。研究对象为教师和学生。数据收集采用访谈、观察和文献法。本研究使用三角测量数据的有效性。数据分析采用Miles和Huberman模型,即数据约简、数据显示、得出结论/验证数据。本研究的结果证明,学习媒体在提高学生学习成果方面是非常有效的。结果表明,基于大脑的材料学习媒体在阿拉伯语教学活动中应用是非常可行的。此外,这种学习媒体被认为在学习阿拉伯语的过程中是有效的。关键词:阿拉伯语;mufrodat;muhadasah;神经科学;教学媒体。
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引用次数: 0
Updating new skills and technologies in training programs: A case study in Vietnam 在培训项目中更新新技能和技术:越南的案例研究
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.8860
VoThiNhu Uyen, Pham Xuan Thu
Industry 4.0 will bring extensive changes in work. While automation is likely to displace workers, new occupations will be created, which means the workers must be trained in new competencies and skills for production practices at the enterprises and the labor market in the globalization context. This article presents the survey results on Updating new skills - new technologies in training programs: A case study in Vietnam under the impact of the 4th industrial revolution and the level of combination between enterprises and vocational education institutes in training programs with 3 groups of occupations: 1-Information technology, electronics, and telecommunications; 2-Electricity, electronics; Automation; 3-Agriculture, forestry, and fishery. The questionnaire survey was conducted in two forms: online and in person at 700 enterprises, 50 TVET institutes, and 7,000 employees in 22 localities in Vietnam. The survey results are the basis for vocational training management agencies to make policies for vocational education to improve the quality of human resources, in line with Industry 4.0. Keywords: Enterprises; industry 4.0; new skills; new technologies; training programs.
工业4.0将给工作带来广泛的变化。虽然自动化可能会取代工人,但新的职业将被创造出来,这意味着工人必须接受新的能力和技能的培训,以适应全球化背景下企业和劳动力市场的生产实践。本文介绍了“更新新技能-培训计划中的新技术”的调查结果:第四次工业革命影响下的越南案例研究以及企业与职业教育机构在三组职业培训计划中的结合水平:1 .信息技术,电子和电信;2-Electricity、电子产品;自动化;(三)农业、林业和渔业。问卷调查采用在线和面对面两种形式,在越南22个地区的700家企业、50所职业技术教育培训机构和7000名员工中进行。调查结果是职业培训管理机构制定职业教育政策的依据,以提高人力资源质量,符合工业4.0的要求。关键词:企业;行业4.0;新技能;新技术;培训项目。
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引用次数: 0
The effect of flipbook-based digital books on elementary school students’ interest in learning 基于flipbook的电子书对小学生学习兴趣的影响
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.7833
Nafiah Nafiah, None Syamsul Ghufron, None Sri Hartatik, None Pance Mariati, None Afib Rulyansah
In school, interest plays a crucial role in students' learning activities because when students have a high interest in learning, it contributes to their happiness. This study aimed to examine the impact of flipbooks on students' learning interests in elementary schools. The research employed a pre-experimental design known as the One-Group Pretest-Posttest Design. This research was conducted at two schools in Indonesia, that is, State Elementary School 1 Tumenggungan Lamongan and Mulyoagung I State Elementary School Tuban. The data collection technique employed was a questionnaire, and the data analysis was conducted using the Paired Samples T-Test. The findings revealed that students' interest in learning was already good before using flipbooks. However, their interest significantly improved to a very good level after incorporating the use of flipbooks. These results indicate a strong and significant relationship between using flipbooks and students' learning interests. Keywords: Digital book; flipbook; Interest in learning; learning; students
在学校里,兴趣在学生的学习活动中起着至关重要的作用,因为当学生对学习有很高的兴趣时,它有助于他们的快乐。本研究旨在探讨翻页书对小学生学习兴趣的影响。这项研究采用了一种被称为一组前测后测设计的实验前设计。本研究在印度尼西亚的两所学校进行,即国立小学1 Tumenggungan Lamongan和国立小学Mulyoagung I Tuban。采用问卷调查的方式收集数据,数据分析采用配对样本t检验。调查结果显示,在使用翻书之前,学生的学习兴趣已经很好了。然而,他们的兴趣在加入了flipbooks的使用后显著提高到非常好的水平。这些结果表明,使用翻书与学生的学习兴趣之间存在着强烈而显著的关系。关键词:数字图书;手翻;学习兴趣;学习;学生
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引用次数: 1
Development of online basic education courses for the State University of Surabaya students studying educational technology 为泗水州立大学学习教育技术的学生开发在线基础教育课程
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.7967
Lamijan Hadi Susarno, Budi Setiawan
The COVID-19 pandemic has forced colleges and universities around the world to switch to online teaching and learning (OTL). This research aims to find out, improve, and make sure that all students have the same opportunities to learn and teach well. Because of this, it is important to look into the different ways university teachers adopt and use online teaching. This research belongs to developing Online Learning for Basic Education courses using vi-learning facilities provided by the State University of Surabaya (UNESA) by involving students majoring in Curriculum and Educational Technology at UNESA. It applied the ADDIE development model that consisted of five stages: Analysis, Design, Development, Implementation, and Evaluation. From the development results, expert validation of learning design was carried out to determine the feasibility of online learning. This research also conducted field trial tests for students to determine the effectiveness of the product development. The results of this study showed that online learning in Basic Education courses was feasible. Keywords: ADDIE model; basic education; online learning; research and development; virtual learning.
新冠肺炎疫情迫使全球高校转向在线教学(OTL)。这项研究旨在发现、改进并确保所有学生都有同样的机会学好和教好。正因为如此,研究大学教师采用和使用网络教学的不同方式是很重要的。本研究是利用泗水州立大学(UNESA)提供的虚拟学习设施开发基础教育课程的在线学习,涉及UNESA课程与教育技术专业的学生。它应用了ADDIE开发模型,该模型由五个阶段组成:分析、设计、开发、实现和评估。根据开发结果,对学习设计进行专家验证,确定在线学习的可行性。本研究还对学生进行了实地试验,以确定产品开发的有效性。本研究结果表明,在线学习在基础教育课程中是可行的。关键词:ADDIE模型;基础教育;在线学习;研究与开发;虚拟学习。
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引用次数: 0
The design and implementation of intelligent ubiquitous learning multi-agent context-aware system 智能泛在学习多智能体上下文感知系统的设计与实现
Q2 Social Sciences Pub Date : 2023-10-25 DOI: 10.18844/wjet.v15i4.9091
Manel Guettala, Samir Bourekkache, Okba Kazar, Saad Harous, Meftah Zouai
Advances in technology in education have had a profound impact on Human-Computer Interaction. In this article, we explore how emerging technologies can make learning more affordable and accessible. This study aims to present a new approach to ubiquitous learning, which uses a multi-agent system to facilitate the learning process. To develop the multi-agent system, we used JADE-LEAP (Lightweight and Extensible Agent Platform). The application developed adapts several parameters according to the dynamic situation of the learner's contextual information. We used contextual technologies such as GPS sensors and 4G networks to obtain the dynamic situation. This application provides a set of functionalities that can be used by learners via devices anywhere and anytime and supports formal learning. Finally, to verify the usefulness of this application, we conducted a case study with different scenarios. Computer science students from various Algerian universities took part in the study. Keywords: Artificial intelligence; educational technologies; personalized education; smart learning; ubiquitous computing.
教育技术的进步对人机交互产生了深远的影响。在本文中,我们将探讨新兴技术如何使学习变得更经济、更容易。本研究旨在提出一种新的泛在学习方法,该方法使用多智能体系统来促进学习过程。为了开发多智能体系统,我们使用了JADE-LEAP (Lightweight and Extensible Agent Platform)。所开发的应用程序根据学习者上下文信息的动态情况来调整几个参数。我们使用GPS传感器和4G网络等情境技术来获取动态情况。这个应用程序提供了一组功能,学习者可以通过设备随时随地使用,并支持正式学习。最后,为了验证这个应用程序的有用性,我们对不同的场景进行了一个案例研究。来自阿尔及利亚各所大学的计算机科学专业的学生参加了这项研究。关键词:人工智能;教育技术;个性化教育;智能学习;无处不在的计算。
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引用次数: 0
Gamification needs analysis in learning at the University 游戏化需要对大学学习进行分析
Q2 Social Sciences Pub Date : 2023-07-31 DOI: 10.18844/wjet.v15i3.7000
Andi Kristanto, Sendi Ramdhani, Rudi Susilana, Nurhikmah Hasyim, Laksmi Dewi, Triana Rejekiningsih
This study aims to look at the needs in the field related to the development of gamification in learning in universities. These innovations must be implemented immediately to infuse learning activities with new life. This qualitative descriptive study was conducted using a survey method between January and March 2021. A questionnaire was utilized for data collection. The questionnaire sheets were used to collect data about university courses. The descriptive and qualitative analyses of the research data were conducted. The study enrolled 100 students from Universitas Terbuka, Universitas Pendidikan Indonesia, Universitas Sebelas Maret, Universitas Negeri Surabaya, and Universitas Negeri Makassar. Based on the findings of the investigation carried out, it can be seen that gamification is very much needed in learning at the university level. Gamification in higher education is critically needed and must be implemented in practice. The next step needed is to develop gamification-based learning for universities.Keywords: Digital technology; gamification; learning; need analysis; university
本研究旨在探讨游戏化在大学学习中发展的相关需求。这些创新必须立即实施,为学习活动注入新的活力。本定性描述性研究在2021年1月至3月期间采用调查方法进行。数据收集采用问卷调查法。问卷是用来收集有关大学课程的数据。对研究数据进行了描述性和定性分析。该研究招募了来自特布卡大学、印度尼西亚彭迪迪肯大学、西比拉斯马雷大学、泗水奈格里大学和望加锡奈格里大学的100名学生。根据所进行的调查结果,可以看出游戏化在大学学习中是非常需要的。高等教育的游戏化是迫切需要的,必须在实践中实施。下一步需要的是为大学开发基于游戏化的学习。关键词:数字技术;游戏化;学习;需要分析;大学
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引用次数: 0
Development of game-based learning media to encourage students’ computational thinking 开发以游戏为基础的学习媒介,鼓励学生的计算思维
Q2 Social Sciences Pub Date : 2023-07-31 DOI: 10.18844/wjet.v15i3.7558
Afra Lathifah, Asrowi Asrowi, Agus Efendi
Technological developments in the 21st century require educators to teach computational thinking (CT) to their students. Educators must have creative ideas in the learning process, one of which is utilizing learning media. Game-based learning (GBL) media is one of the most popular. In this research, we developed a GBL media which is part of this type of research development. The participants used were junior high school students with a total of 118 students. After testing the effectiveness, it is known that the GBL media developed can be an alternative media that supports students' better CT learning outcomes. This positive response is supported because the games provided have been adapted to the needs of students. Although this research has contributed to the theory of CT and GBL, this research still has some limitations. In the future, other researchers can deepen by differentiating the subjects, the level of participants, or the type of media used. Keywords: Computational thinking; game-based learning; junior high school; research and development.
21世纪的技术发展要求教育工作者向学生传授计算思维(CT)。教育者在学习过程中必须有创造性的想法,其中之一就是利用学习媒体。基于游戏的学习(GBL)媒体是最受欢迎的媒体之一。在这项研究中,我们开发了GBL介质,这是这类研究开发的一部分。调查对象为初中生,共118人。经过有效性测试,我们发现开发的GBL媒体可以作为一种替代媒体,支持学生更好的CT学习成果。这种积极的反应得到了支持,因为所提供的游戏已经适应了学生的需要。虽然本研究对CT和GBL的理论有一定的贡献,但本研究仍有一定的局限性。未来,其他研究人员可以通过区分主题、参与者水平或使用的媒体类型来深化研究。关键词:计算思维;基于游戏的学习;初中;研究和发展。
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引用次数: 1
期刊
World Journal on Educational Technology: Current Issues
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