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Developing an Integrated Teaching Module for the Topic of Smart Industry in the Museum 博物馆智能工业专题集成教学模块的开发
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1871
J. Lin, Fang-Yi Su, Chieh-Ya Lin, K. Hsiao
The teaching of innovative technology in primary education in Taiwan is not enough at present. The National Science and Technology Museum cooperated with the university and the vocational high school to deliver the smart industry knowledge to senior high school students. Here, this research presented a 5-step design procedure to systematically develop an integrated teaching module for various issues. It is a demonstration example that the research generated an integrated teaching module for the smart industry’s issues by the design procedure. The knowledge database of module content was built and applied multiple teaching ways to enhance students’ attention. The module developed an e-book, one augmented reality (AR) game, one board game, and one package of teaching aids for maker education to introduce the historical developments of industrial revolutions, the internet of things, the smart vehicles, and the industrial robots. Furthermore, the learning outcome and the generic learning outcomes (GLOs) are the evaluation index and the evaluation method, respectively. By the framework of the GLOs, the questionnaire with a 5-level Likert scaling was designed for evaluating the module. By the experiment of demonstration teaching, the statistical analysis revealed that either students from the engineering or non-engineering departments have positive learning outcomes. A slight difference is in the category of “Activity, Behavior, and Progression”. The research inferred that the culture of the tested school and the students’ background could affect the learning outcomes. The result indicated that the integrated module is useful to science popularization learning of technological issues.
目前,台湾初等教育中创新技术的教学不足。国家科技馆与大学和职业高中合作,向高中生传授智慧产业知识。在这里,本研究提出了一个五步设计流程,系统地开发了一个针对各种问题的集成教学模块。本研究通过设计流程生成了智能工业问题的集成教学模块,作为一个示范实例。建立模块内容知识库,采用多种教学方式提高学生的注意力。该模块开发了一个电子书、一个增强现实(AR)游戏、一个桌面游戏和一个创客教育教材包,介绍了工业革命、物联网、智能汽车和工业机器人的历史发展。学习成果和通用学习成果(GLOs)分别作为评价指标和评价方法。在GLOs的框架下,设计了5级李克特量表来评估模块。通过示范教学实验,统计分析显示,工科学生和非工科学生的学习效果都是正向的。在“活动、行为和进步”这一类别中略有不同。研究推断,被试学校文化和学生的背景会影响学习结果。结果表明,该集成模块有利于技术问题的科普学习。
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引用次数: 1
The Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills 历史漫画数字化学习对学生批判性思维能力的影响
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1873
Rini Setyowati, S. Rochmat, Aman
Comics provide a visual, inventive, and sequential reading experience for students learning on their own. Both comics and history present narratives in chronological order. Students pay less attention to reading historical literature, requiring them to put more emphasis on their thinking skills. The author intends to determine how historical comic learning affects students’ critical thinking skills. This quasi-experimental mixed-method design included pre- and post-tests and interview group. A total of 184 students were divided evenly between two groups, each consisting of N=92 members: a control group and an experimental group. While members of the control group were taught to read textbooks through online instruction, members of the experimental group read historical comics learning media. The N-Gain test showed the treatment group’s critical thinking skills was 61.8% (Moderate) and the control group’s was 38.2% (Low). The ANOVA findings demonstrated a statistically significant relationship between historical comics learning media and critical thinking skills (F = 49.749; p = 0.000). The results indicate that using historical comics makes reading material more enjoyable, adds intrigue to stories, and improves students’ attention. In order to maximize critical thinking students’ skills, it is important to pay greater attention to the provision of engaging, interactive, and appropriate learning media.
漫画为学生自学提供了一种视觉上的、创造性的、连续的阅读体验。漫画和历史都是按时间顺序叙述的。学生们不太注重阅读历史文献,这就要求他们更加重视思维能力。作者打算确定历史喜剧学习如何影响学生的批判性思维能力。准实验混合方法设计包括前测、后测和访谈组。184名学生被平均分为两组,每组N=92人:对照组和实验组。对照组的成员通过在线教学阅读教科书,实验组的成员通过历史漫画学习媒体阅读。N-Gain测试显示,治疗组的批判性思维能力为61.8%(中等),对照组为38.2%(低)。方差分析结果显示,历史漫画学习媒介与批判性思维能力之间存在显著的统计学关系(F = 49.749;P = 0.000)。结果表明,使用历史漫画使阅读材料更有趣,增加了故事的趣味性,并提高了学生的注意力。为了最大限度地提高学生的批判性思维技能,重要的是要更加重视提供有吸引力的、互动的和适当的学习媒体。
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引用次数: 0
Countermeasures for Improving Online Teaching Effect in Chinese Colleges and Universities during the Epidemic Period 疫情期间提高我国高校网络教学效果的对策
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1876
Changyu Liu, James L. Patnao, Jr.
During the epidemic period, colleges and universities in China have launched online teaching practices. Online teaching can break through geographical restrictions, with flexible class times and locations, and students can watch it repeatedly after class, which is an important advantage compared with traditional classroom teaching. However, in teaching practice, the teaching effect of online teaching is not very good. Through literature research and interviews with teachers and students, it is found that the inconsistent and imperfect functions of online teaching platforms, the poor autonomy and self-discipline of students’ online learning, and the low online teaching ability of teachers are important factors that affect the effect of online teaching. Based on this, corresponding countermeasures from the perspectives of colleges, students and teachers are proposed to help the development of online teaching in the future and improve the effect of online teaching: First, to strengthen the support of colleges and universities for teaching platforms and course resources, and accelerate the construction of a stable and efficient unified online teaching platform. The second is to strengthen the guidance of students to enhance their autonomy and self-discipline in online learning. The third is to improve teachers’ online teaching level and information technology literacy to ensure the quality of online teaching.
疫情期间,中国高校开展了网络教学实践。网络教学可以突破地域限制,上课时间和地点灵活,学生可以在课后反复观看,这是与传统课堂教学相比的一个重要优势。然而,在教学实践中,网络教学的教学效果并不是很好。通过文献研究和对师生的访谈发现,网络教学平台功能的不一致和不完善、学生在线学习的自主性和自律性差、教师在线教学能力低是影响网络教学效果的重要因素。基于此,从高校、学生和教师的角度提出相应的对策,以帮助未来网络教学的发展,提高网络教学的效果:一是加强高校对教学平台和课程资源的支持,加快建设稳定、高效的统一网络教学平台。二是加强对学生的引导,增强学生在线学习的自主性和自律性。三是提高教师的网络教学水平和信息技术素养,保证网络教学质量。
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引用次数: 1
Evaluation of Presentation Skills in the Context of Online Learning: A Literature Review 在线学习背景下的演讲技巧评估:文献综述
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1879
Suroto, Sunyono, Een Yayah Haenilah, H. Hariri, Pargito, Nanang Trenggono
Presentation skills are considered as important skills in the workplace, in which the ability to give impressive presentations is needed. Therefore, it is necessary to evaluate how the presentations are performed in order to develop and improve presentation skills. This article aims to determine what evaluations can be used to evaluate student presentations in the online context learning. This research was conducted using a Systematic Literature Review (SLR) and a mapping approach, a process of identifying, categorizing, analyzing, evaluating, and interpreting articles that have been indexed in a well-known databases within a timeframe of 2012-2022. The literature review in this study was reviewed based on the Scopus databases as the primary source. The results indicate that teacher evaluation, peer evaluation, self assessment, team assessment, and formative tests can be used effectively for evaluating online presentations using video, live online meetings, online platforms, social media, and game-based applications. The findings are expected to be useful in developing students’ oral presentation skills and transferable skills. In light of these findings, this article also offers a number of implications and recommendations for further research.
在工作中,演讲技巧被认为是一项重要的技能,在这种情况下,发表令人印象深刻的演讲的能力是必要的。因此,有必要评估演示是如何执行的,以发展和提高演示技巧。这篇文章的目的是确定什么样的评估可以用来评估学生的报告在网络环境下的学习。本研究采用系统文献综述(SLR)和映射法进行,映射法是一种识别、分类、分析、评估和解释在2012-2022年期间被知名数据库编入索引的文章的过程。本研究的文献综述以Scopus数据库为主要来源。结果表明,教师评价、同伴评价、自我评价、团队评价和形成性测试可以有效地用于评估使用视频、在线实时会议、在线平台、社交媒体和基于游戏的应用程序的在线演示。研究结果对培养学生的口头表达能力和可转换技能有一定的帮助。根据这些发现,本文还为进一步研究提供了一些启示和建议。
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引用次数: 0
A Personality-Based Virtual Tutor for Adaptive Online Learning System 基于个性的自适应在线学习系统虚拟导师
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.6.1885
M. Samonte, G. E. Acuna, L. A. Alvarez, Jeffrey Miraflores
E-learning has become one of the most extensively used electronic systems in the field of education. Despite its benefits, there are some capabilities and concerns that may have a negative impact on students’ performance. As a result, personalized e-learning systems are being developed, which adapt e-learning systems to the users’ personality, knowledge, behavior, interests, or preferences. This will improve the overall learning experience and performance of the students. This study created and tested an e-learning system, called “Cybele” to help students learn cybersecurity in an online mode of learning. “Cybele” is a personality-based virtual instructor for cybersecurity online learning that includes a chatbot built using Rasa Open Source. The paper used Myers-Briggs Type Indicator (MBTI) personality model for initial learner assessment to address various student learning styles for a better online learning experience. Testing was done for the system functionality and the traditional learning approach was compared to the personalized e-learning system. Results show that students who participated in the developed adaptive e-learning environment performed better than those who pursue the traditional learning method.
电子学习已成为教育领域应用最广泛的电子系统之一。尽管它有好处,但也有一些能力和担忧可能会对学生的表现产生负面影响。因此,个性化的电子学习系统正在被开发,它使电子学习系统适应用户的个性、知识、行为、兴趣或偏好。这将提高学生的整体学习体验和表现。这项研究创建并测试了一个名为“Cybele”的电子学习系统,以帮助学生在在线学习模式下学习网络安全。“Cybele”是一个基于个性的网络安全在线学习虚拟讲师,其中包括一个使用Rasa开源构建的聊天机器人。本文采用Myers-Briggs类型指标(MBTI)人格模型对学习者进行初步评估,以解决学生的不同学习风格,从而获得更好的在线学习体验。对系统功能进行了测试,并将传统的学习方法与个性化的电子学习系统进行了比较。结果表明,参与开发的自适应网络学习环境的学生比采用传统学习方法的学生表现更好。
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引用次数: 0
Promoting Self-efficacy for Students with Special Needs through Augmented Reality 透过扩增实境提升有特殊需要学生的自我效能感
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.7.1901
Muteeb Alahmari, M. Jdaitawi, Mohammad Alzahrani, M. Kholif, R. Ghanem, Nahed Nasr
Augmented reality technology has a significant influence on the teaching approach provided to students with special needs. This type of technology particularly affects students’ level of self-efficacy, and was the premise for conducting the research. In this four-week quasi-experimental study, a pre- and post-test control group design was adopted. 24 students with special needs were randomly assigned to the augmented reality (AR) application group and the control group. Self-efficacy was measured depending on previous studies in a new technological environment. The results showed significant main effects for the AR on students’ self-efficacy, as AR group indicated to have higher total score than control group. The paired sample t-test overall mean scores indicated a significant increase in the self-efficacy of the students. For the experimental group, results showed an increase in the mean score of self-efficacy from pre to post-tests. The paired sample t-test overall mean scores indicated a significant, with the differences in the mean scores being −1.694, indicating a considerable increase. This study concluded that AR has significant effects on students with special needs, and that it can undoubtedly contribute to the teaching-learning process.
增强现实技术对特殊需求学生的教学方式产生了重大影响。这种类型的技术特别影响学生的自我效能水平,这是进行研究的前提。在为期四周的准实验研究中,采用测试前和测试后的对照组设计。24名有特殊需要的学生被随机分配到增强现实(AR)应用组和对照组。在新的技术环境中,根据先前的研究来测量自我效能。结果显示,AR对学生自我效能感有显著的主效应,AR组总分高于对照组。配对样本t检验总均分显示学生自我效能显著提高。对于实验组,结果显示自我效能的平均得分从测试前到测试后有所增加。配对样本t检验总均分有显著性差异,均分差异为- 1.694,有较大的提高。本研究的结论是AR对有特殊需要的学生有显著的影响,并且它无疑可以促进教学过程。
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引用次数: 0
Evaluation of Physical and Health Education Online Learning in Elementary Schools: PLS-SEM Approach 小学体育健康教育在线学习评价:PLS-SEM方法
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.7.1917
T. Rihatno, S. Nuraini
During the COVID-19 pandemic, online learning in physical and health education encountered multiple barriers and resistance. Barriers faced in online learning include inadequate facilities and infrastructure, mastery of technology by teachers, and limited internet networks. So, to measure the achievement of PESH learning objectives, an evaluation process is needed. The Physical Education, Sport, and Health (PESH) quantitative survey research aims to evaluate the success of PESH online learning in elementary schools. It used random sampling technique and obtained a sample of 188 respondents in Yogyakarta. In addition, students, teachers, principals, and vice-principals in five elementary schools participated in the research respondents. The second-order partial least squares structural equation modeling (PLS-SEM) technique was used to test the structural model because of the complexity of the constructs and indicators, which consisting of 5 measurements, 13 aspects, 43 constructs, and 21 hypotheses. The evaluation of the measurement and structural models has met the cut-off values in this literature. Overall, each indicator can explain the variance of the success of online learning evaluation with an average of 88.821%. Each variable has a significant influence on the average success of learning outcomes. The overall recapitulation of the online learning evaluation results obtained >80% with the input variable obtaining an average of 90.359%. Student characteristics and facilities and infrastructure learning are the most dominant in the acquisition of learning evaluation achievements. The recommendation that researchers put forward is that schools should increase the provision of facilities and infrastructure and internet networks so that the implementation of technology and mastery of the material by teachers can be carried out better.
新冠肺炎疫情期间,体育健康教育在线学习遇到了多重障碍和阻力。在线学习面临的障碍包括设施和基础设施不足、教师对技术的掌握以及有限的互联网网络。因此,为了衡量PESH学习目标的实现情况,需要一个评估过程。摘要本研究旨在评估小学体育运动与健康(PESH)线上学习的成效。它采用随机抽样技术,在日惹获得188名答复者的抽样。此外,五所小学的学生、教师、校长和副校长参与了调查问卷。由于结构模型和指标比较复杂,采用二阶偏最小二乘结构方程模型(PLS-SEM)技术对结构模型进行检验,该模型包括5个测量值、13个方面、43个结构和21个假设。测量和结构模型的评估符合本文的截止值。总体而言,各指标能解释在线学习评价成功的方差,平均值为88.821%。每个变量对学习成果的平均成功有显著影响。在线学习评价结果的总体重述率为bb0 80%,输入变量的平均重述率为90.359%。学生特征和设施基础学习在学习评价成果的获取中占主导地位。研究人员提出的建议是,学校应该增加设施、基础设施和互联网网络的提供,以便教师更好地实施技术和掌握材料。
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引用次数: 1
A Conceptual Framework for 3D Hologram Talking-Head Character Design 三维全息头像人物设计的概念框架
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.6.1895
Mohd Khairulnizam Ramlie, A. Ali, Mohd Nasiruddin Abd Aziz, Nur Hisham Ibrahim
In a previous study, we made some new discoveries regarding the use of holograms, particularly as a substitute for classroom instructors. The appropriate hologram tutor character is an important topic to study, considering that the character design as a hologram can significantly influence student learning emotions. In addition, the character design of the hologram tutor is believed to influence the student’s learning experience (LX). Since hologram tutors can have a positive impact on learning sessions, their use should be maintained. However, one of the issues that will hamper the use of hologram tutors in the future is the size of the platform, which is big and challenging to handle. In fact, hologram technology can also utilize the Talking-Head application. This 3D Hologram Talking-head is more manageable due to its smaller size. However, since the 3D Hologram Talking-head only displays the character’s head, the effect of using it on students’ learning emotions remained unclear. Therefore, in the context of this study, we will determine the emotional responses of students to the use of 3D Hologram Talking-Heads with different levels of realism of various characters.
在之前的一项研究中,我们在使用全息图方面有了一些新的发现,特别是作为课堂教师的替代品。合适的全息导师角色是一个重要的研究课题,因为全息角色设计可以显著影响学生的学习情绪。此外,全息导师的角色设计被认为影响学生的学习体验(LX)。由于全息导师可以对学习课程产生积极影响,因此应该继续使用他们。然而,未来阻碍全息导师使用的一个问题是平台的大小,它太大了,很难处理。事实上,全息技术也可以利用Talking-Head应用程序。这个3D全息说话头更易于管理,因为它的体积更小。然而,由于3D全息说话头只显示角色的头部,使用它对学生学习情绪的影响尚不清楚。因此,在本研究的背景下,我们将确定学生对使用不同逼真程度的3D全息说话头的情绪反应。
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引用次数: 1
Development of Social Virtual Reality (SVR) as Collaborative Learning Media to Support Merdeka Belajar 社会虚拟现实(SVR)作为协作学习媒体的发展以支持Merdeka Belajar
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.7.1900
Hestiasari Rante, M. A. Zainuddin, Cahya Miranto, Felix Pasila, William Irawan, Evianita Dewi Fajrianti
Merdeka Belajar (the freedom to learn) in Indonesia emerged indirectly with the COVID-19 pandemic. Merdeka Belajar is a form of learning that aims to create an innovative, non-restrictive learning culture. With this idea, the development of online education is growing rapidly from online meetings to a virtual format and the development of online resources, rapidly available and broadly accessible. Social virtual reality (SVR) refers to popular 3D virtual spaces in which multiple people can engage with one another. This research aims to develop an SVR application as learning media by implementing Meta Avatar SDK with voice chat and lip sync features to mimic facial expressions. Based on the performance testing results, the application can render at an average of 76 frames per second. Based on the results of trials to 14 respondent, we measure satisfaction and interest level using the PIECES (performance, information and data, economics, control and security, efficiency, and service) Framework. The average value of interest is 4.19 and the average value of satisfaction is 4.13. This proves that the respondents are interested
印度尼西亚的“学习自由”(Merdeka Belajar)是在COVID-19大流行期间间接出现的。Merdeka Belajar是一种旨在创造一种创新的、非限制性的学习文化的学习形式。在这一理念下,在线教育的发展正在迅速成长,从在线会议向虚拟形式和在线资源的发展,快速获取和广泛获取。社交虚拟现实(Social virtual reality,简称SVR)是一种流行的3D虚拟空间,多人可以在其中相互交流。本研究旨在开发一款SVR应用程序作为学习媒体,通过实现具有语音聊天和口型同步功能的Meta Avatar SDK来模仿面部表情。根据性能测试结果,应用程序可以以平均每秒76帧的速度渲染。根据对14名受访者的试验结果,我们使用PIECES(绩效、信息和数据、经济、控制和安全、效率和服务)框架来衡量满意度和兴趣水平。兴趣的平均值为4.19,满意度的平均值为4.13。这证明了被访者是有兴趣的
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引用次数: 4
Gamification Approaches for Improving Engagement and Learning in Small and Large Engineering Classes 提高小型和大型工程课堂参与度和学习的游戏化方法
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.9.1935
David McIntosh, Waleed Al-Nuaimy, Ali Al Ataby, Ian Sandall, Valerio Selis, Shawnee Allen
Engineering education can be particularly challenging when dealing with abstract or highly technical concepts such as mathematics, signals, digital electronics, electronic systems, and programming. Tutorial sessions are often ineffective as a result of poor attendance and engagement, with these effects exacerbated by large class sizes, non-homogenous student groups, and the pressures of hybrid and remote learning. Gamification of some aspects of formative assessments and tutorials using mobile and app-based quizzes has proved to be successful in improving lecture theatre dynamics, reducing distractions and enhancing student attendance and engagement. Such gamified sessions can be perceived as engaging, competitive, visually appealing, and entertaining, while providing instant feedback and empowering students to navigate their own learning. Careful gamification of problem classes for engineering topics can enable more effective self-regulation of learning through a combination of effort regulation and metacognition. This paper presents both lowand high-threshold gamification strategies adopted in a U.K. higher education setting to enhance student learning in a set of challenging undergraduate engineering courses ranging from less than 30 students to more than 180 students, and qualitatively assesses impact and student reactions. While there is much literature canvassing student opinions on gamification, extensive individual student voice tends to be missing. Therefore, one of our authors, who is a recent graduate, presents a detailed reflection on her experiences of gamification. Finally, we present some conclusions for further exploration and adoption by practitioners, considering the most effective ways to deploy the various types of gamification. These conclusions include recommendations to use app-based quiz games with anonymous participation both within and outside the classroom, gamifying either single sessions or the course as a whole, and the need to continue supplementing quiz-game learning with more traditional problems and worked solutions.
工程教育在处理抽象或高技术概念时尤其具有挑战性,如数学、信号、数字电子学、电子系统和编程。由于出勤率低和参与度低,辅导课往往是无效的,而大班规模、非同质学生群体以及混合学习和远程学习的压力又加剧了这些影响。事实证明,使用移动和基于应用程序的测验将形成性评估和教程的某些方面游戏化,在改善课堂动态、减少分心、提高学生出勤率和参与度方面取得了成功。这种游戏化的课程可以被视为具有吸引力,竞争性,视觉吸引力和娱乐性,同时提供即时反馈并使学生能够驾驭自己的学习。通过努力调节和元认知的结合,仔细地将工程主题的问题课程游戏化,可以使学习更有效地自我调节。本文介绍了在英国高等教育环境中采用的低门槛和高门槛游戏化策略,以提高学生在一系列具有挑战性的本科工程课程中的学习,从少于30名学生到超过180名学生,并定性地评估了影响和学生的反应。虽然有很多文献调查了学生对游戏化的看法,但往往缺乏广泛的学生个人声音。因此,我们的一位作者,一位刚毕业的学生,就她的游戏化经历进行了详细的反思。最后,我们提出了一些结论,供从业者进一步探索和采用,考虑部署各种类型游戏化的最有效方法。这些结论包括建议在课堂内外使用匿名参与的基于应用的测验游戏,将单个环节或整个课程游戏化,以及需要继续用更传统的问题和有效的解决方案来补充测验游戏学习。
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引用次数: 0
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International Journal of Information and Education Technology
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