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Evaluation of Flexible Learning Module on New Literacies for Preservice Teachers 职前教师新素养弹性学习模式评价
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.3.1842
Lelani C Dapat, Rivika C. Alda, Remedios C. Bacus
Reframing educational delivery due to the unprecedented disruption of classes necessitates the utilization of flexible learning materials that cater to students’ diversity. Well-developed self-learning modules become vital to ensure continuity of learning with the flexible instructional modality. Adopting the Plan-Do-Study-Act (PDSA) model and using a mixed method design, this study aimed to develop, implement, and evaluate the self-learning module in Building and Enhancing New Literacies across the Curriculum (BENLAC). A total of 437 preservice teachers from a state university and five content experts evaluated the module using the validated tools: module evaluation tool, questionnaire on preservice teachers’ perceptions about the module, and FGD protocol. Findings revealed that the module is developed following the principles of TAKE — Targeting the course outcomes; Anchoring the Universal Design for Learning and TPACK concepts; Keeping Gagne’s nine events of instruction; and, Engaging through reflections and research. Thematic analysis of the validation resulted in three themes: differentiated activities, research-based, and techno-integrated learning tasks, and rubric-based assessments. The majority of the preservice teachers perceived the module as aligned with the instructional design frameworks of outcomes-based education, TPACK and UDL, Diversity and Inclusivity, and facilitative learning experiences. After the enhancements, the BENLAC module was described as having well-articulated outcomes, techno-integrated activities, and outcomes-based assessments. The rigor of module development and validation provides support to the utilization of the BENLAC module and in-sights for considering adaptations to enhance the preservice teachers’ overall experience.
由于班级的空前中断,重新构建教育交付需要使用灵活的学习材料,以满足学生的多样性。在灵活的教学模式下,完善的自主学习模块对于确保学习的连续性至关重要。本研究采用计划-行动-研究-行动(PDSA)模式,采用混合方法设计,旨在开发、实施和评估“跨课程建设和提高新素养”(BENLAC)中的自主学习模块。来自一所州立大学的437名职前教师和5名内容专家使用经过验证的工具对该模块进行了评估:模块评估工具、职前教师对该模块的看法问卷和FGD协议。调查结果显示,该模块的开发遵循了TAKE的原则——以课程成果为目标;锚定通用学习设计与TPACK概念遵守加涅的九件训诫;参与反思和研究。对验证的专题分析产生了三个主题:差异化活动、基于研究和技术集成的学习任务以及基于标准的评估。大多数职前教师认为该模块符合基于结果的教育、TPACK和UDL、多样性和包容性以及促进学习体验的教学设计框架。增强后,BENLAC模块被描述为具有清晰的结果、技术集成活动和基于结果的评估。模块开发和验证的严谨性为BENLAC模块的使用提供了支持,并为考虑适应以增强职前教师的整体体验提供了见解。
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引用次数: 1
Identifying Content-Related and Non-content-related Queries in Online Discussion Forums Using Voyant Tools 使用Voyant工具识别在线论坛中与内容相关和非内容相关的查询
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1845
Neha, Eunyoung Kim
The overarching goal of this study was to assess the suitability of Voyant Tools to identify the frequency of content-related and non-content-related query subjects (thread title) and prioritize them based on their occurrence and importance in the online discussion forum. The dataset consisted of 296 query subjects collected from the discussion forums of practical and theoretical massive open online courses (MOOCs). The cirrus, correlation, and scatter plot features of Voyant Tools (a web-based application) were used to analyze the dataset. The Cirrus feature assisted with word frequency, and the Correlation feature helped with their co-occurrence in the online discussion forum. The Scatter plot feature was the most appropriate tool among the three tools implemented in the current study for generating the clusters of content-related and non-content-related query subjects. Overall, Voyant Tools was an effective resource capable of analyzing quantitative and qualitative data and providing visual output in various forms.
本研究的总体目标是评估Voyant Tools的适用性,以识别内容相关和非内容相关的查询主题(线程标题)的频率,并根据它们在在线讨论论坛中的出现和重要性对它们进行优先级排序。该数据集由296个查询主题组成,这些主题收集自大规模在线开放课程(MOOCs)的实践和理论论坛。使用Voyant Tools(一个基于web的应用程序)的卷云、相关性和散点图特征来分析数据集。卷云特征有助于词频,相关性特征有助于它们在在线讨论论坛中同时出现。在当前研究中实现的三种工具中,散点图特征是最适合生成内容相关和非内容相关查询主题聚类的工具。总的来说,Voyant Tools是一种有效的资源,能够分析定量和定性数据,并提供各种形式的视觉输出。
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引用次数: 0
Gamification-Based Cybersecurity Awareness Course for Self-regulated Learning 基于游戏化的网络安全意识自主学习课程
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1859
T. M. Tran, R. Beuran, S. Hasegawa
Present era of massive use of the internet has brought us enormous access to information and knowledge, yet has exposed us to such cybersecurity threats as personal information fraudulency and theft. Therefore, to safely and beneficially use cyberspace’s information services, it is necessary and inevitable to raise awareness of cybersecurity. Aiming at building an environment to support cyberspace users in focusing and strengthening such awareness, we think that providing users with self-regulated learning courses about cybersecurity topics will be a practical approach. With that purpose in mind, in this paper, we introduce a framework for developing a gamification-based cybersecurity awareness course on the Moodle learning management system.
当今时代,互联网的大量使用给我们带来了大量的信息和知识,但也使我们面临着个人信息欺诈、盗窃等网络安全威胁。因此,要安全、有益地使用网络空间的信息服务,提高网络安全意识是必要的,也是必然的。为了营造一个支持网络空间用户关注和加强网络安全意识的环境,我们认为为用户提供网络安全主题的自主学习课程将是一种可行的方法。考虑到这一目的,在本文中,我们引入了一个框架,用于在Moodle学习管理系统上开发基于游戏化的网络安全意识课程。
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引用次数: 1
Measuring Indonesian EFL Teachers‘ Digital Creativity: Validation of Hoffmann‘s Digital Creativity Scale 印尼英语教师数字创造力的测量:霍夫曼数字创造力量表的验证
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1865
Gunawan Suryoputro, Aulia Rahmanda, Fathia Amalia Sulthonah, Herri Mulyono, S. Ningsih
The current study was part of a larger project on Indonesian EFL teachers’ digital creativity. Specifically, the aim of the current research was to validate the digital creativity proposed by Hoffmann et al. by assessing the reliability of the instrument, its unidimensionality, the effectiveness of the instrument rating scale, and the differential item functioning used to gather data related to the Indonesian teachers’ digital creativity. Quantitative methods were employed throughout the research. A total of 422 Indonesian EFL teachers of different ages, genders, and educational backgrounds participated in an online survey, which was then filtered until a sample size of 132 EFL primary school, 162 EFL junior high school, and 104 EFL senior high school teachers remained. The findings of this study showed that first, statistical results indicated that the instrument used was reliable, obtaining a Cronbach’s alpha value of 0.99. Second, the instruments have achieved their research objectives in that there is an aspect of digital creativity which is considered in the teaching activities of Indonesian teachers. The results also suggested that there are differences in gender and age in EFL teachers’ digital creativity. This paper can be a useful reference for further research related to aspects which need to be fulfilled by teachers in the development of online teaching, considering the deficiencies found and offering solutions in subsequent research papers.
目前的研究是印度尼西亚英语教师数字创造力更大项目的一部分。具体而言,本研究的目的是通过评估工具的可靠性、工具的单维性、工具评定量表的有效性,以及用于收集印尼教师数字创造力相关数据的差异项目功能,来验证Hoffmann等人提出的数字创造力。在整个研究过程中采用了定量方法。共有422名不同年龄、性别和教育背景的印尼英语教师参与了一项在线调查,然后对调查结果进行筛选,最终样本数量为132名英语小学教师、162名英语初中教师和104名英语高中教师。本研究的结果表明:首先,统计结果表明所使用的仪器是可靠的,Cronbach’s alpha值为0.99。其次,这些工具已经实现了它们的研究目标,因为在印度尼西亚教师的教学活动中考虑到了数字创造力的一个方面。结果还表明,英语教师的数字创造力存在性别和年龄的差异。本文可以对教师在网络教学发展中需要完成的方面的进一步研究提供有益的参考,并结合后续研究论文中发现的不足和解决方案。
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引用次数: 0
Analysis of the Academic Performance of Mechanical-Electrical Engineering Students during the COVID-19 Pandemic: A Case Study in a Private University in Peru 2019冠状病毒病大流行期间机电工程专业学生学习成绩分析:以秘鲁一所私立大学为例
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1881
C. A. Alvarado-Silva, Alex D. Tejeda-Ponce, Bertha Ulloa-Rubio, J. A. Salas-Ruiz, K. L. Gaytan-Reyna
The COVID-19 pandemic, brought with a number of problems in different sectors, one of the most affected was the education sector, especially in engineering programs, since these have a practical nature and need laboratories to consolidate meaningful learning. In many cases, the virtualization generated some anomalous behavior in the academic indicators that could be used for the analysis of the successes and errors that could lay the foundations for a modern education in engineering careers. The main objective of this research is to analyze the average academic performance per course of a mechanical-electrical engineering program, for which some data was taken from 2018 to 2021. To explain the behavior of the curves, a qualitative survey was applied to 357 students. Three academic indicators are used in the study: grades average, “not pass” rate, desertion rate. The results of the analysis showed that in the first period of the year 2020 (starting period of confinement) they presented very different parameters from those already known in previous years, which could be based on three main causes. The first was due to the full-time dedication of the students to carry out their academic activities, the second is based on the proper technology, resources and strategies adopted by the university and finally, the economic aid from the Peruvian government.
2019冠状病毒病大流行给不同部门带来了许多问题,其中受影响最大的是教育部门,特别是工程项目,因为这些项目具有实践性,需要实验室来巩固有意义的学习。在许多情况下,虚拟化在学术指标中产生了一些异常行为,这些行为可用于分析成功和错误,从而为工程职业的现代教育奠定基础。本研究的主要目的是分析机电工程专业每门课程的平均学习成绩,其中一些数据取自2018年至2021年。为了解释曲线的行为,对357名学生进行了定性调查。研究中使用了三个学术指标:平均成绩、不及格率、逃学率。分析结果表明,在2020年的第一个时期(开始禁闭期),它们呈现出与前几年已知的参数非常不同的参数,这可能基于三个主要原因。首先是由于学生们全身心地投入到学术活动中,其次是基于大学采用的适当技术、资源和战略,最后是秘鲁政府的经济援助。
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引用次数: 2
Design and Implementation of Gamified Learning System for Mutation Testing 突变检测游戏化学习系统的设计与实现
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.7.1916
Nien-Lin Hsueh, Z. Xuan, Bilegjargal Daramsenge
Mutation Testing is used to test case improvement mechanism for evaluating the effectiveness of test cases by generating a large number of mutants. In the past, some approaches are proposed to improve the performance of generating the mutants. In recent years, many studies have begun to explore the software engineering education of mutation testing, trying to make students understand its concept through gamification. In this paper, we apply gamification theory and build a gamified learning system for mutation testing, named code immunity boost (CIB), taking the story of vaccine development as a sense of mission. We invited students to learn mutation testing through the relationship between leukocyte (test case), vaccine (mutant) and human body (program). Students can play the role of a vaccine and stimulate the testing of test cases by writing mutants to improve the quality of the program. We adopted the benchmark programs commonly used in mutation testing research, and developed a code vaccine incubator (CVI) tool to generate a large number of mutants as the experimental cornerstone of this study. Final experiments show that our tool can help mutation testing education, as the performance and quality of the experimental group is better than that of the control group. The response from the questionnaire also shows students like learning by our gamified tool. We therefore recommend to promote such software testing education approach by integrating our tool with popular online programming tools such as Online Judge system.
突变测试用于测试用例改进机制,通过生成大量的突变来评估测试用例的有效性。过去,人们提出了一些方法来提高突变体生成的性能。近年来,许多研究开始探索突变测试的软件工程教育,试图通过游戏化让学生理解其概念。本文以疫苗开发的故事为使命感,运用游戏化理论,构建了一个用于突变检测的游戏化学习系统,命名为代码免疫增强(CIB)。我们邀请学生通过白细胞(测试用例)、疫苗(突变体)和人体(程序)之间的关系来学习突变检测。学生可以扮演疫苗的角色,通过编写突变体来刺激测试用例的测试,以提高程序的质量。我们采用突变检测研究中常用的基准程序,开发了编码疫苗培养箱(code vaccine incubator, CVI)工具,生成大量突变体,作为本研究的实验基石。最终实验表明,我们的工具可以帮助突变检测教育,实验组的表现和质量优于对照组。问卷调查的结果也表明学生们喜欢通过我们的游戏化工具学习。因此,我们建议通过将我们的工具与流行的在线编程工具(如online Judge system)集成来促进这种软件测试教育方法。
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引用次数: 0
Multi-relational Matrix Factorization Approach for Educational Items Clustering 教育项目聚类的多关系矩阵分解方法
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.1.1778
Denon Arthur Richmond Gono, Bi Tra Goore, Yves Tiecoura, Kouamé Abel Assielou
Pedagogical models development requires several steps, one of which is the mapping of tasks and skills, also known as the educational items clustering. This activity of clustering educational items usually requires the participation of domain experts. However, discovering the exact skills involved in performing the tasks is a complex activity for them. This paper aims at solving the task and skill-mapping problem by proposing an approach based on the Weighted Multi-Relational Matrix Factoring technique to help experts in this task. This approach relies on two types of relationship, the “ student does task” relationship and the “student has skills” relationship through a latent factor model to reconstruct the “ task requires skill” relationship, the latter being the mapping between tasks and skills. An evaluation conducted on a group of two hundred (200) students in lower 6th class in a general secondary school (Côte d'Ivoire), showed that this approach brought an improvement rate of about 82.8% of the skill-task mapping proposed by the experts in the field. This result confirms that our approach not only allows us to map tasks and skills but also to significantly improve the updating of curricula.
教学模型的开发需要几个步骤,其中一个步骤是任务和技能的映射,也称为教育项目聚类。这种聚类教育项目的活动通常需要领域专家的参与。然而,发现执行任务所涉及的确切技能对他们来说是一项复杂的活动。本文提出了一种基于加权多关系矩阵分解技术的方法来帮助专家解决任务和技能映射问题。该方法依托“学生做任务”关系和“学生有技能”关系两类关系,通过潜在因素模型重构“任务需要技能”关系,后者即任务与技能之间的映射关系。对一所普通中学(Côte d' voivire)的200名6年级学生进行的一项评估表明,这种方法对该领域专家提出的技能任务映射的改进率约为82.8%。这一结果证实,我们的方法不仅可以让我们绘制任务和技能,还可以显著改善课程的更新。
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引用次数: 0
Towards the Development of Emotions through the Use of Augmented Reality for the Improvement of Teaching-Learning Processes 通过使用增强现实技术改善教学过程来发展情绪
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.1.1780
Benjamín Maraza-Quispe, O. Alejandro-Oviedo, Kelly Shirley Llanos-Talavera, Walter Choquehuanca-Quispe, Simón Angel Choquehuayta-Palomino, N. Caytuiro-Silva
This research aims to determine how the use of Augmented Reality technology propiciates learning achievements through generate emotions in students. The metodology used for development of this research was the selection and application of ARToolKit open-source software, specialized in augmented reality implementation, after that, we implemented a 3D model on the topic “Cell Biology” developed in “Unity3D”. A Likert scale test according to main emotions is applied to a sample of 50 students selected through simple random sampling from a total population of 100 students. The sample is divided into two groups, 25 students for the experimental group and 25 students for the control group. In experimental group, Augmented Reality will be used during three learning sessions. In control group Augmented Reality is not used. In both cases the Likert scale test will be applied after each learning session. At the end of the three learning sessions, a competency-based evaluation is applied according to selected criteria. The results show that 80% of the 25 students in the experimental group improved their academic performance with respect to the control group, which maintained a standard average academic performance of 50%. In conclusion, we can say that the use of Augmented Reality technology in the development of sessions in teaching-learning process, generate emotions in students who are enable to improve their learnings.
本研究旨在确定增强现实技术的使用如何通过在学生中产生情绪来促进学习成果。本研究的开发方法是选择和应用ARToolKit开源软件,专门用于增强现实的实现,之后,我们实现了一个在“Unity3D”中开发的关于“细胞生物学”主题的3D模型。根据主要情绪进行李克特量表测试,通过简单随机抽样从100名学生中选出50名学生。样本分为两组,实验组25名学生,对照组25名学生。在实验组,增强现实将在三个学习环节中使用。对照组不使用增强现实技术。在这两种情况下,李克特量表测试将在每次学习后应用。在三个学习课程结束时,根据选定的标准应用基于能力的评估。结果显示,实验组的25名学生中,有80%的学生的学习成绩比对照组提高了,对照组的平均学习成绩保持在50%的标准水平。综上所述,我们可以说,在教学过程中使用增强现实技术开发会话,产生学生的情绪,从而能够提高他们的学习水平。
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引用次数: 6
A Case Study of Virtual Kindergarten Teachers in Technology-Enhanced Classrooms 技术强化课堂中虚拟幼儿园教师的案例研究
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.1.1783
Martin Wolak, Mi Song Kim
With the threat of future global pandemics and the possible necessity to mandate schools to transition to temporary online learning, it is imperative to provide kindergarten teachers with effective pedagogical practices using technological devices and resources in virtual classrooms. To address this challenge, this case study aims to discover 1) the attitudes and beliefs towards digital screen-based technologies or resources in the virtual classroom, 2) the benefits and challenges of teaching and learning in virtual kindergarten classrooms, 3) the digital screen-based technological tools or resources FDK educators are currently implementing, 4) how educators used the tools or resources to document play-based learning virtually, 5) and what do educators need to integrate technology into their virtual pedagogical practices effectively. Using semi-structured interviews from 11 early childhood educators and one teacher-researcher from virtual kindergarten classrooms in Ontario, Canada, a thematic content analysis from the typed transcripts and reflective notes was adopted to generate emerging themes. The findings demonstrated that 1) educators had a similar positive attitude towards technology in kindergarten as in other countries worldwide, 2) the benefits and challenges of virtual teaching and learning, 3) update on what types of technological devices and resources educators especially in the virtual milieu, are using, 4) and ways to support successful technology integration into virtual pedagogical practices. The findings from this study, in conjunction with other current research, provide practical recommendations for virtual kindergarten educators, parents, school boards, and policymakers.
鉴于未来全球流行病的威胁以及可能有必要强制要求学校过渡到临时在线学习,必须利用虚拟教室中的技术设备和资源为幼儿园教师提供有效的教学实践。为了应对这一挑战,本案例研究旨在发现1)对虚拟课堂中基于数字屏幕的技术或资源的态度和信念,2)虚拟幼儿园课堂教学的好处和挑战,3)FDK教育者目前正在实施的基于数字屏幕的技术工具或资源,4)教育者如何使用这些工具或资源来记录基于游戏的虚拟学习。5)教育工作者需要什么才能有效地将技术融入他们的虚拟教学实践。通过对来自加拿大安大略省虚拟幼儿园教室的11名幼儿教育工作者和1名教师研究员的半结构化访谈,采用了对打印文本和反思笔记的主题内容分析来生成新主题。研究结果表明:1)教育工作者对幼儿园技术的积极态度与世界其他国家相似;2)虚拟教学的好处和挑战;3)教育工作者(尤其是在虚拟环境中)正在使用的技术设备和资源类型的更新;4)以及支持技术成功整合到虚拟教学实践中的方法。本研究的结果与其他当前研究相结合,为虚拟幼儿园教育者、家长、学校董事会和政策制定者提供了实用的建议。
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引用次数: 1
An Integrative Review: Application of Digital Learning Media to Developing Learning Styles Preference 数字学习媒体在学习风格偏好发展中的应用综述
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.1.1795
Yunisca Nurmalisa, S. Sunyono, D. Yulianti, R. Sinaga
The future of online learning or cybergogy known by several terms, such as blended learning, flipped classroom, or hybrid is something that cannot be avoided. This compelling situation is not due to the COVID-19 pandemic alone but has become a necessity for every student from school to higher education. This article aims to analyze and explain understanding in education related to the concept of "digital media", and all student responses including "learning styles", and related concepts, by reviewing, and synthesizing the literature using in an integrative review. A total of 154 qualitative and quantitative articles published between 2000 and 2020 were reviewed. Based on the inclusion analysis, 25 articles reveal things related to "digital media" and the behavior of students' "learning style" responses and what digital learning media should be. Concerning what is embedded in digital media that can result in different reactions from one another, digital learning media should be made by considering the behavioral reactions of students' "learning style" responses. Applying various digital media such as online platforms or applications in learning should directly affect different learning styles in education. Learning variations should also be offered when the learning media is created and used.
在线学习或网络教育的未来是无法避免的,比如混合学习、翻转课堂或混合学习。这种令人信服的情况不仅仅是由于COVID-19大流行,而且已经成为每个学生从中学到高等教育的必需品。本文旨在分析和解释教育中对“数字媒体”概念的理解,以及所有学生的反应,包括“学习风格”和相关概念,通过回顾和综合文献来使用。共审查了2000年至2020年间发表的154篇定性和定量文章。在纳入分析的基础上,25篇文章揭示了与“数字媒体”和学生“学习风格”反应行为相关的事情,以及数字学习媒体应该是什么。关于数字媒体中嵌入了什么会导致彼此的不同反应,数字学习媒体的制作应该考虑学生的“学习风格”反应的行为反应。在学习中使用各种数字媒体,如在线平台或应用程序,应该直接影响教育中的不同学习方式。在创建和使用学习媒体时,还应提供学习变体。
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引用次数: 5
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International Journal of Information and Education Technology
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