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Research on the Current Situation and Improvement of Three-Dimensional Learning of Compulsory Education in China in the Post-epidemic Era 后疫情时代中国义务教育立体学习的现状与改进研究
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1862
Dan Li, Shayne Klarisse E. Dinamling, Zhongguo Li
In the post-epidemic era, compulsory education is carried out simultaneously at three dimensions of school education, family education and online education. Based on the methodology of literature survey, questionnaire survey and interview, and the current status, this paper proposes targeted and practical countermeasures to the compulsory education in China in the post-epidemic era. For the post-epidemic era, this study proposes to form a new three-dimensional education system to enhance the quality of compulsory education in China. To achieve this goal, this paper recommends methods such as optimizing and integrating education resources, constructing a brand-new learner-center education system, and also leveraging modern information technologies. These strategies are necessary to ensure the education system back to normal status under the prevent and control measures during the pandemic and are also in line with the proactive procedures for education reform and development adopted by internationally and domestically.
在后疫情时代,义务教育在学校教育、家庭教育和网络教育三个维度同步开展。本文运用文献调查法、问卷调查法和访谈法,结合现状,提出了后疫情时代中国义务教育的针对性和实践性对策。针对后疫情时代,本研究提出构建新的立体化教育体系,提升中国义务教育质量。为实现这一目标,本文提出了优化整合教育资源、构建全新的以学习者为中心的教育体系、利用现代信息技术等方法。这些战略是确保大流行期间教育系统在防控措施下恢复正常的必要措施,也符合国际和国内采取的积极主动的教育改革和发展程序。
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引用次数: 0
Noticing Formulaic Sequence through Typographic Enhancement Technique: Using an Online Platform 通过排版增强技术注意公式化序列:使用在线平台
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1857
Masturah Sabri, Faizahani Ab. Rahman, Aliff Nawi
Knowledge of formulaic language is crucial for second-language learners, where it needs to be applied to engage with others in daily activities. Teaching formulaic sequences (FS) in language classrooms is likely to increase learners’ saliency and awareness of the sequences, promote their usage and achieve fluency. Pedagogically, special attention needs to be paid to teaching techniques of FS in English as a second language (ESL) or English as foreign language (EFL) classrooms, especially now that most classrooms have been moved to online platforms such as google classrooms, WebEx, zoom and many more. It is important to understand if learning through an online platform will have the same effect as in the traditional classroom. Through quasi-experimental approach, this study looks into the effect of typographic enhancement (TE) on learners noticing formulaic sequences from reading. ESL learners in this study read passages from two versions: a) highlighted and bold formulaic sequences, and b) without any highlighting and bold enhancement. Learners were afterwards to identify the FS they remembered encountering in the texts. The findings revealed that there is a positive effect among the low proficiency learners in the experimental group compared to the control group, through an online platform.
对于第二语言学习者来说,公式化语言知识是至关重要的,它需要在日常活动中与他人交流。在语言课堂中教授公式化序列可以提高学习者对序列的显著性和意识,促进它们的使用,达到流利的目的。在教学上,需要特别关注英语作为第二语言(ESL)或英语作为外语(EFL)课堂的教学技巧,特别是现在大多数课堂已经转移到b谷歌课堂、WebEx、zoom等在线平台。重要的是要了解通过在线平台学习是否会产生与传统课堂相同的效果。本研究采用准实验方法,探讨排版增强(TE)对学习者从阅读中注意到公式化序列的影响。在这项研究中,ESL学习者阅读了两个版本的文章:a)高亮和粗体的公式序列,b)没有任何高亮和粗体的强化。随后,学生们被要求辨认出他们记忆中在课文中遇到的单词。研究结果表明,通过网络平台,实验组的低水平学习者与对照组相比有积极的影响。
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引用次数: 0
Limitations and Challenges of Online Teaching at Higher Education Institutions in Oman 阿曼高等教育机构在线教学的局限性和挑战
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1875
H. Magd, H. Jonathan
Higher education institutions have opted for online teaching due to COVID-19 Pandemic as delivering classes online was the only available option to continue their teaching and learning activities. Higher education institutions were found to be more dynamic during their utilization of electronic platforms in delivering their activities and due to the unclarity of COVID, it seems that online teaching and learning will remain a crucial part of higher education due to its flexibility, accessibility, and convenience. However, to determine whether online teaching is the best choice for higher education institutions, it’s imperative to shed some light on the challenges and limitations of teaching online to enable institutions in Oman to decide on the future of their teaching and learning activities. Therefore, this study intends to examine the limitations and challenges of online teaching in Oman. The study data was collected by employing a questionnaire survey and distributed to all higher education institutions in Oman. We have received responses from a total of 25 higher education institutions that have participated in the study of which 12 are private universities representing 48%, 9 are public private colleges accounting for 36%, and 4 are university colleges accounting for 16%. The study revealed that the challenges faced by HEIs were student participation and active involvement, evaluation of performance, absenteeism, and insufficient knowledge of the use of online tools, and technologies both by instructors and students. Some of the limitations identified in using technological tools for teaching and learning were the efficiency of internet connectivity which disrupts the teaching engagement, restricted access to some of the technological tools, ineffective ways to gauge academic integrity, and inability to exhibit the capabilities and skills of learners.
由于新型冠状病毒感染症(COVID-19)大流行,高等教育机构选择了在线教学,因为在线授课是继续教学和学习活动的唯一选择。高等教育机构在利用电子平台开展活动时更具活力,由于COVID的不确定性,由于其灵活性,可访问性和便利性,在线教学和学习似乎仍将是高等教育的重要组成部分。然而,为了确定在线教学是否是高等教育机构的最佳选择,有必要阐明在线教学的挑战和局限性,使阿曼的机构能够决定他们教学和学习活动的未来。因此,本研究旨在考察阿曼在线教学的局限性和挑战。研究数据是通过问卷调查收集的,并分发给阿曼所有高等教育机构。我们总共收到了25所参与研究的高等教育机构的回复,其中12所私立大学占48%,9所公立私立学院占36%,4所大学学院占16%。研究显示,高等教育院校面临的挑战是学生的参与和积极参与、表现评估、缺勤、教师和学生对使用在线工具和技术的了解不足。在使用技术工具进行教学和学习方面发现的一些限制是,互联网连接的效率破坏了教学参与,限制了对某些技术工具的访问,衡量学术诚信的方法无效,以及无法展示学习者的能力和技能。
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引用次数: 1
Evolution of the Perceived Impact of the Pandemic on University Students 大流行对大学生感知影响的演变
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1866
Danielle Morin, Sara Hossaini
The Coronavirus pandemic has taken the world hostage. All aspects of society have been affected, including the education system with the closure of universities and the adoption of abrupt measures to continue offering university programs virtually. Unexpectedly, the difficult situation has continued until at least December 2021. This paper studies the evolution of the perceived impact of the pandemic on students over four semesters, from Winter 2020 to Fall 2021. A survey conducted at the end of each semester captured the evolution of the impact felt by students. Using Text Mining and Sentiment Analysis, per semester, per gender and per age category, the progression of certain sentiments was identified. The study reveals that the professor’s attitude and support was a key element at the beginning of the pandemic and for many, it has been a good learning experience overall. The loss of direct/in person communication has been strongly felt and it got worse as time progresses. The level of negative comments seems to decrease over time for Female students, while for Male students, it tends to increase. Students from different age groups also reacted differently. Students in the most prevalent age group from age 25 to 30 show at first a decline in the proportion of negative comments followed by an increase, while older students from the 30 to 35 age group have a steady decrease of negativity.
冠状病毒大流行已经成为世界的人质。社会的各个方面都受到了影响,包括教育系统,大学关闭,采取突然措施继续提供大学课程。出乎意料的是,这种困难局面至少持续到2021年12月。本文研究了从2020年冬季到2021年秋季的四个学期中,大流行对学生的感知影响的演变。在每学期结束时进行的一项调查记录了学生感受到的影响的演变。使用文本挖掘和情感分析,每个学期,每个性别和每个年龄类别,确定了某些情绪的进展。研究表明,教授的态度和支持是大流行开始时的一个关键因素,对许多人来说,这是一次很好的学习经历。失去直接/面对面的交流已经很明显了,而且随着时间的推移,情况越来越糟。女学生的负面评价水平似乎随着时间的推移而下降,而男学生的负面评价水平则有上升的趋势。不同年龄段的学生也有不同的反应。在最普遍的年龄层,25 - 30岁的学生,负面评论的比例先是下降,然后上升,而年龄较大的30 - 35岁的学生,负面评论的比例则稳步下降。
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引用次数: 0
The Integration of Digital Techniques in Engineering Education: A Case Study to Evaluate Student’s Motivation and Performance 数字技术在工程教育中的整合:以评估学生动机与表现为例
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1877
Mohamad Iyad Al-Khiami, M. Jaeger, S. Soleimani
The importance of a paradigm shift in the current traditional teaching strategies is becoming of high importance. Integrating disruptive technologies into undergraduate civil engineering students can improve their performance and motivation levels. Students were assessed on their ability to identify mistakes in a concrete design developed using Autodesk Revit®. The students were divided into three different groups and assessed using three different media: 2 dimensional plans (2D), 3 dimensional models (3D) and virtual reality (VR). The results have shown that 3D and VR students managed to score 54.9% and 62.5% respectively. 2D students scored 20.5%. This shows a substantial difference between VR and 3D relative to the 2D group. From the surveys conducted, it was also perceived that students found 3D and VR methods more motivating than the 2D traditional method. Spearman correlation also indicated a positive and medium to strong correlation between the level of motivation and performance of VR students. The results show that VR is a valid alternative to conventional methods of teaching. This study is part of an ongoing research effort related to utilization of VR in engineering education.
在当前的传统教学策略中,范式转换的重要性变得越来越重要。将颠覆性技术融入土木工程本科学生中可以提高他们的表现和动力水平。学生们在使用Autodesk Revit®开发的具体设计中识别错误的能力进行了评估。学生们被分为三个不同的小组,并使用三种不同的媒体进行评估:二维平面(2D)、三维模型(3D)和虚拟现实(VR)。结果显示,3D和VR学生的得分分别为54.9%和62.5%。2D学生得分为20.5%。这显示了VR和3D相对于2D组之间的实质性差异。从所进行的调查中可以看出,学生们认为3D和VR方法比2D传统方法更有动力。Spearman相关也表明VR学生的动机水平与成绩之间存在正相关和中强相关。结果表明,虚拟现实是一种有效的替代传统的教学方法。这项研究是正在进行的有关VR在工程教育中的应用的研究工作的一部分。
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引用次数: 2
A MATLAB GUI for Engineering Education in the Undergraduate Laboratory 面向本科实验室工程教学的MATLAB GUI
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1880
E. Momox, L. Alonso-Valerdi
Physics and engineering combine various subjects and disciplines into one single umbrella. Technology and computer engineers working in electronic instrumentation aim at making measurements quickly, and accurately using skills and knowledge that they mainly acquired at university by means of hands-on lab experiments. Teaching undergraduate students about (1) computer interfacing, and (2) instrument control techniques for collecting and processing data to automate processes are subjects that seldom appear in their curriculum. A computational software package that allows rapid prototyping is MATLAB. In this paper, therefore, we describe a graphical user interface (GUI) developed for controlling commonly available undergraduate lab electronic test instruments. In addition, we move towards the digital signal processing, providing a teaching lesson for biomedical engineering students.
物理学和工程学将不同的学科和学科结合在一起。从事电子仪器的技术和计算机工程师的目标是利用他们在大学里通过动手实验室实验获得的技能和知识,快速、准确地进行测量。教授本科生(1)计算机接口和(2)收集和处理数据以实现过程自动化的仪器控制技术是他们课程中很少出现的主题。一个允许快速原型的计算软件包是MATLAB。因此,在本文中,我们描述了一个图形用户界面(GUI)开发用于控制常用的本科实验室电子测试仪器。此外,我们还向数字信号处理方向发展,为生物医学工程专业的学生提供教学课程。
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引用次数: 1
Exploring the Influential Factors Affecting Staff Willingness to Adopt Augmented Reality 探讨影响员工采用增强现实意愿的因素
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.7.1907
Muteeb Alahmari
Adopting modern learning technology such as Augmented Reality (AR) technology in higher education has become a demand to enhance teaching and learning performance and motivate students to acquire effective learning processes. Yet, the readiness of universities to adopt modern learning technology, such as AR applications, in developing countries, particularly in Saudi Arabia, is considered one of the critical issues to ensure the AR system’s success. This study aims to explore the factors that influence the academic members’ willingness in Saudi Arabian higher education to adopt modern learning techniques such as AR technology. To test the model, a quantitative survey using a questionnaire with a five-point Likert scale was applied in this study to collect the data. The study was conducted among a sample of 228 academic members and e-learning staff. Based on the analysis, the study found that perceived usefulness and perceived pedagogical contribution are important predicting factors for academic members’ willingness to employ AR in Saudi Arabian higher education teaching. The findings from this study provide insights that assist further studies regarding AR integration factors in higher education. This study contributes to the literature by developing a theoretical and conceptual framework of critical success factors for AR incorporation in Saudi Arabian (SA) universities.
在高等教育中采用增强现实(AR)技术等现代学习技术已成为提高教学绩效和激励学生获得有效学习过程的需求。然而,在发展中国家,特别是沙特阿拉伯,大学是否准备好采用现代学习技术,如增强现实应用,被认为是确保增强现实系统成功的关键问题之一。本研究旨在探讨影响沙特阿拉伯高等教育学术成员采用AR技术等现代学习技术意愿的因素。为了检验模型,本研究采用李克特五分制问卷进行定量调查,收集数据。这项研究是在228名学术成员和电子学习人员中进行的。通过分析,本研究发现感知有用性和感知教学贡献是学术成员在沙特阿拉伯高等教育教学中使用AR的重要预测因素。本研究的结果为进一步研究高等教育中的AR整合因素提供了见解。本研究为沙特阿拉伯(SA)大学纳入AR的关键成功因素建立了理论和概念框架,为文献做出了贡献。
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引用次数: 0
Learners’ Differences in Blended Learner-Centric Approach for a Common Programming Subject 学习者在以学习者为中心的混合编程方法中的差异
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.6.1886
Qi Cao, C. Seow, Lily Lim, S. Keoh, Vicki Dale, Sarah Honeychurch, Nathalie Tasler, Duncan Bremner
As the number of students entering higher education increases with a growing diversity of background, educators of programming courses face increasing challenges. Different teaching pedagogies need to be explored for students with different background knowledge. Some students find programming courses difficult to understand and practice. It may lead to de-motivation and disengagement in learning process with consequential impact on their grades. Addressing these issues demands approaches for effective teaching programming courses to multidisciplinary cohorts. This article investigates how computing science (CS) and engineering cohorts respond differently to teaching approaches in a common module, Fundamentals of Programming. Both traditional teacher-centric teaching and a blended learner-centric approach have been explored in a diverse group of students. The blended learner-centric approach combines classroom teaching and self-paced blended learning using work examples videos method. These two teaching approaches have been evaluated in Academic Year 2019/2020. It can be seen from the evaluation results of 92 CS and 150 Engineering students who participate in this research that the performance is improved by about 5% through blended learner-centric approach. It is further observed that quantitatively the performance gap between CS and Engineering students has been reduced. Questionnaire survey has also been conducted with 54 CS and 89 Engineering students being responded. The learners’ perceptions of the blended learner-centric approach have also been compared between these two cohorts.
随着进入高等教育的学生人数的增加和背景的日益多样化,编程课程的教育者面临着越来越大的挑战。不同背景知识的学生需要探索不同的教学方法。一些学生发现编程课程很难理解和实践。这可能会导致学习过程中缺乏动力和不投入,对他们的成绩产生相应的影响。解决这些问题需要针对多学科群体的有效的编程课程教学方法。这篇文章调查了计算机科学(CS)和工程学科的学生对编程基础这一通用模块的教学方法的不同反应。传统的以教师为中心的教学和混合的以学习者为中心的方法都在不同的学生群体中进行了探索。混合式以学习者为中心的方法结合了课堂教学和使用工作示例视频方法的自定进度混合式学习。这两种教学方法已经在2019/2020学年进行了评估。从参与本研究的92名CS学生和150名工科学生的评价结果可以看出,通过混合式学习者中心方法,成绩提高了约5%。进一步观察到,从数量上看,计算机科学与工程专业学生之间的成绩差距已经缩小。此外,我们亦进行问卷调查,共接获54名理工科学生及89名理工科学生的回复。学习者对混合式以学习者为中心的方法的看法也在这两个队列之间进行了比较。
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引用次数: 1
Creating a Desktop-Based Learning Resource with an Educational Game Application for the Introduction to Accounting Course 创建一个基于桌面的学习资源与教育游戏应用程序的介绍会计课程
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.8.1922
K. D. Susilowati, Nurafni Eltivia, F. Rahmawati
The objective of this study was to create a desktop-based educational gaming medium for the Introduction to Accounting course in order to improve students’ interest in learning the material delivered. Research and development (R&D) was the technique employed, and the stages of the development model began with needs analysis, design, and development. A needs analysis was conducted to determine the needs and traits of the students who will be the target users of this computer game. Interviews and the distribution of questionnaires were used to conduct the analysis. The purpose of the analysis of students was to gather data on what the students need from their accounting classes. The initial design was transformed into a storyboard design during the design stage, and the game was developed in accordance with the design that was made during the development stage. The application system that was developed was then tested and validated. The validation was performed on seven individuals: one lecturer, one IT developer, and five students. The validation results indicated that the product was very feasible with an average validator assessment score of 82.3%. The scores of 75%, 82.7%, and 89.3% assigned by the media expert, material expert, and users, respectively, served as evidence for this. This educational game was created to add variation to teaching methods; however, it is not able to take the place of the lecturer in the process of teaching. Since the development of this instructional game is still in its early stages, additional research can be carried out by adding new materials with a more attractive appearance using added animation or music in the background.
本研究的目的是为《会计导论》课程创建一个基于桌面的教育游戏媒介,以提高学生学习所提供材料的兴趣。研究和开发(R&D)是所采用的技术,开发模型的各个阶段从需求分析、设计和开发开始。我们进行了需求分析,以确定学生的需求和特征,他们将成为这款电脑游戏的目标用户。采用访谈法和发放问卷法进行分析。对学生进行分析的目的是收集学生从会计课程中需要的数据。在设计阶段将最初的设计转化为故事板设计,并根据开发阶段的设计进行游戏开发。然后对开发的应用系统进行了测试和验证。验证在七个人身上进行:一个讲师,一个IT开发人员和五个学生。验证结果表明,该产品非常可行,验证者的平均评估得分为82.3%。媒体专家、材料专家和用户分别给出的75%、82.7%和89.3%的分数证明了这一点。创造这款教育游戏是为了增加教学方法的多样性;然而,在教学过程中,它并不能代替讲师。由于这款教学游戏的开发仍处于早期阶段,因此可以通过添加具有更吸引人外观的新材料来进行额外的研究,并在背景中添加动画或音乐。
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引用次数: 0
Factors Affecting Students‘ Willingness to Use Gamification in University Settings 影响学生在大学环境中使用游戏化意愿的因素
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.8.1924
Yousef Alrashed, A. Rasheed, Mohamed Gohari, Najla Eltanahi, Samah Ramzy, W. Saleh, R. Abduljawad, Hoda Wahab
This study aims to investigate the factors affecting students’ willingness to use gamification. To achieve this objective, a quantitative research method was used, and data were collected employing the survey technique. The sample of the study consisted of 105 university students in Jordan. The survey was structured to take into consideration the inclusion of students from different colleges and majors. The results indicated that perceived usefulness, normative beliefs and task-technology fit are the factors that have the most significant effect on students’ willingness to use gamification as a learning technique. Hopefully, the results of this study will help in formulating policies and in introducing a new technique to be used by both instructors and students, especially in the classroom setting. The study will also help determine the effectiveness of the technology apps used by university staff in Jordan.
本研究旨在探讨影响学生游戏化使用意愿的因素。为了实现这一目标,采用了定量研究方法,并采用调查技术收集数据。该研究的样本包括约旦的105名大学生。该调查的结构考虑到了来自不同学院和专业的学生。结果表明,感知有用性、规范性信念和任务-技术契合度是影响学生使用游戏化作为学习技巧意愿的最显著因素。希望这项研究的结果将有助于制定政策,并引入一种新的技术,供教师和学生使用,特别是在课堂环境中。这项研究还将有助于确定约旦大学工作人员使用的技术应用程序的有效性。
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引用次数: 0
期刊
International Journal of Information and Education Technology
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