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Impact of the covid-19 pandemic on the use of ICT tools in science and technology education 2019冠状病毒病大流行对在科技教育中使用信通技术工具的影响
Q1 Social Sciences Pub Date : 2023-01-29 DOI: 10.3926/jotse.1860
Álvaro Antón‐Sancho, Pablo Fernández‐Arias, Diego Vergara-Rodríguez
This article analyzes the self-concept about digital competence in university professors of Sciences, Health Sciences and Engineering and the impact that the COVID-19 pandemic has had on the Information and Communication Technologies (ICT) use habits of professors in these areas. For this purpose, a survey designed by the authors was completed by 340 university professors in the aforementioned areas. Based on the answers obtained from this survey, a descriptive quantitative analysis of the assessments of the self-concept of digital competence and training of the participants, of the didactic use of ICT and the frequency of their use before and after the pandemic has been carried out. The results showed that the digital competence of the professors is intermediate, but their training is valued as low, especially in Sciences and Health Sciences. The assessment of ICT is very good. The pandemic has caused a generalized increase in the use of ICT, mainly in Health Sciences, which is the area in which university students were most reluctant to use them. In addition, a gender gap which did not exist before the pandemic has been generated favoring females in the use of ICT in Science and Engineering. An age-based digital gap that existed before the pandemic has also been corrected in Health Sciences.
本文分析了大学理科、健康科学和工程学教授对数字能力的自我概念,以及新冠肺炎疫情对这些领域教授使用信息通信技术(ICT)习惯的影响。为此,作者对上述地区的340名大学教授进行了问卷调查。根据从这项调查中获得的答案,对数字能力自我概念的评估和参与者的培训、对信通技术的教学使用以及在大流行前后使用信通技术的频率进行了描述性定量分析。结果表明,教授的数字能力处于中等水平,但对他们的培训重视程度较低,特别是在科学和健康科学领域。ICT的评估非常好。这一流行病导致信通技术的使用普遍增加,主要是在健康科学领域,而大学生最不愿意在这一领域使用信通技术。此外,在科学和工程领域使用信通技术方面,出现了有利于女性的性别差距,这种差距在大流行之前并不存在。在大流行之前存在的基于年龄的数字差距在健康科学领域也得到了纠正。
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引用次数: 5
Virtual garden: Development and student's perceptions 虚拟花园:发展与学生认知
Q1 Social Sciences Pub Date : 2023-01-29 DOI: 10.3926/jotse.1523
T. Suwandi, A. C. Padmasari, Wiwin Sriwulan
Learning the classification of living things in schools during the Covid-19 pandemic experienced obstacles, one of which was difficult to present specimens of real living things. One of the products of advances in information and communication technology in the form of virtual-based learning media is expected to be a solution to these problems. Through this research, a virtual garden learning media was developed as an alternative learning media for the classification of living things. This development research (Desain-Based Research, DBR) uses the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model, which consists of five stages: analysis, design, development, implementation, and evaluation. Virtual Garden application development begins with creating workflows and wireframes, creating 3D assets using Blender software, and producing interactive virtual garden media with Unity-3D software and adding C# programming. This research has involved one learning media expert and one science content and learning expert as validators. The results of the Virtual Garden validation show that this application is valid and relevant to be used as a medium for learning science/biology on the topic of classification of living things. Based on the implementation results, students gave positive responses to the use of the Virtual Garden in learning.
新冠肺炎大流行期间,在学校学习生物分类遇到了障碍,其中一个障碍是难以展示真实的生物标本。信息和通信技术进步的产物之一,即以虚拟为基础的学习媒体,有望解决这些问题。通过本研究,开发了虚拟园林学习媒体,作为生物分类的另一种学习媒体。这种开发研究(基于设计的研究,DBR)使用ADDIE(分析、设计、开发、实施和评估)模型,该模型由五个阶段组成:分析、设计、开发、实施和评估。虚拟花园应用程序的开发始于创建工作流和线框图,使用Blender软件创建3D资产,并使用Unity-3D软件生成交互式虚拟花园媒体,并添加c#编程。本研究由一名学习媒体专家和一名科学内容与学习专家作为验证者。虚拟花园验证的结果表明,该应用程序是有效和相关的,可以作为学习生物分类主题的科学/生物学的媒介。根据实施结果,学生对在学习中使用虚拟花园给予积极回应。
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引用次数: 1
Gamification: Game as a medium for learning chemistry to motivate and increase retention of student learning outcomes 游戏化:将游戏作为学习化学的媒介,以激励和提高学生学习成果的留存率
Q1 Social Sciences Pub Date : 2023-01-29 DOI: 10.3926/jotse.1842
A. Lutfi, Fitria Aftinia, Bintari Eka Permani
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from the assessment game by the validator. Practicality is obtained from the questionnaire responses of students and observations of students' activities while using the game. The effectiveness is obtained from the learning outcomes of students, the results of students' learning motivation questionnaires, and student retention. Based on the results of the research, the game developed is named “Hydrocarbons Chem-Rush” is declared appropriate as a learning media on hydrocarbon material and has better learning outcomes than the control group, students are more motivated to continue playing and continuing to learn, students are active during learning, and can make power student retention is very good.
本研究旨在基于游戏的有效性、实用性和有效性,获得适合作为碳氢化合物学习媒介的教育游戏化游戏。本研究采用的研究开发方法,研究在印度尼西亚东爪哇高中进行。效度由验证者从评估博弈中获得。实用性是从学生的问卷回答和学生在使用游戏时的活动观察中获得的。有效性从学生的学习成果、学生的学习动机问卷调查结果和学生的保留度三个方面获得。根据研究结果,所开发的游戏“烃类化学-冲”被认为适合作为烃类材料的学习媒介,并且具有比对照组更好的学习效果,学生更有动力继续玩和继续学习,学生在学习过程中表现出主动性,并且能够使学生的动力留存率很好。
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引用次数: 1
Effects of Augmented Reality Integration (ARI) based Model Physics Independent Learning (MPIL) for facilitating 21st-century skills (21-CS) 基于增强现实集成(ARI)的模型物理独立学习(MPIL)对提高21世纪技能的影响(21-CS)
Q1 Social Sciences Pub Date : 2023-01-29 DOI: 10.3926/jotse.1800
F. C. Wibowo
Augmented Reality (AR) based learning provides real experiences for educators and new strategies for presenting physics concepts but also provides opportunities for students to interact interactively, spontaneously, and interestingly. Previous research has shown that AR has many advantages in education, but only a few focus on Independent Learning, such as freedom in problem solving and independent learning skills in physics learning. This study develops an Augmented Reality Integration (ARI) learning application based on the Physics Independent Learning (MPIL) model on the marine physics concept. This application is to explore the influence of ARI on 21st-Century Skills (21-CS) which consists of Critical Thinking, Collaboration, Communication, and Creativity. A Quasi-Experimental Method was used, and 88 students aged 20-22 were randomly assigned to the experimental and control groups. After an intervention for 3 weeks, it was found that integrating ARI technology into physics learning can (1) significantly increase students' Creativity Thinking and Critical Thinking on Marine physics concepts; (2) guiding students to further improve in Communication, and Collaboration in solving problems contained in the ARI application; and (3) stimulate students' learning motivation to be enthusiastic about learning physics concepts.
基于增强现实(AR)的学习为教育工作者提供了真实的体验和展示物理概念的新策略,同时也为学生提供了互动、自发和有趣的互动机会。以往的研究表明,AR在教育方面有很多优势,但只有少数关注于独立学习,比如解决问题的自由,物理学习中的独立学习技能。本研究以海洋物理概念为基础,基于物理自主学习(MPIL)模型开发增强现实集成(ARI)学习应用。这项申请旨在探索ARI对21世纪技能(21-CS)的影响,包括批判性思维、协作、沟通和创造力。采用准实验方法,将88名年龄在20 ~ 22岁的大学生随机分为实验组和对照组。经过3周的干预,发现将ARI技术融入物理学习可以(1)显著提高学生对海洋物理概念的创造性思维和批判性思维;(2)指导学生进一步提高沟通和协作能力,以解决ARI应用中包含的问题;(3)激发学生的学习动机,使学生对物理概念的学习充满热情。
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引用次数: 2
The design and development of a learning strategy to enhance students' engagement in simultaneous equations: An evaluation viewpoint 设计和发展一种学习策略,以提高学生对联立方程的参与:一个评价观点
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1691
Jaafaru Aliyu, S. Osman, Jeya Amantha Kumar, Mohd Ridhuan Mohd Jamil
In the 21st century, teaching and learning mathematics courses witness significant expansion and development of technology use, which creates a shift from teacher-centred to student-centred learning engagement. Student engagement (SE) faces many challenges of poor performance and student difficulty in solving simultaneous equations involving indices (SEII), among others. This paper presents an evaluation viewpoint of the learning strategy (LS) with cooperative learning strategy (CLS) and GeoGebra (GG) integration to support SE in SEII. The LS employs the think-pair-share approach and the six (6) principles of learning phases associated with constructivism ideology. The discussion of the preliminary mathematical achievement test (MAT-test) from pre-and post-tests with 41 students who have learned SEII using the developed LS is also presented. Semi-structured interviews were conducted with three experienced lecturers to provide feedback and recommendations on interacting with LS. The themes that emerge from those lecturers include the connection between LS phases, specific material, cooperative activity, playfulness in the discovery process, and thinking. Experts’ feedback on the LS's content reasoning and content learning strategy through a questionnaire was tested using Fleiss multi-rater Kappa and showed good inter-rater reliability and agreement between them. The estimated marginal means covariate of the ANCOVA test was then examined, and the results supported the necessity for a learning strategy to be developed. The findings revealed that the LS, with CLS and GG integration, has the potential to be educationally effective in enhancing SE in SEII.
在21世纪,数学课程的教学和学习见证了技术使用的显著扩展和发展,这创造了从以教师为中心到以学生为中心的学习参与的转变。学生参与(SE)面临着表现不佳和学生难以解决涉及指数的联立方程(SEII)等诸多挑战。本文提出了一种基于合作学习策略(CLS)和GeoGebra (GG)集成的学习策略(LS)的评价观点。LS采用思考-配对-分享方法以及与建构主义意识形态相关的学习阶段的六(6)原则。本文还介绍了41名使用开发的LS学习SEII的学生的数学成绩初步测试(MAT-test)的前后测试。与三位经验丰富的讲师进行了半结构化访谈,以提供与LS互动的反馈和建议。从这些讲师中出现的主题包括LS阶段之间的联系,特定材料,合作活动,发现过程中的游戏性和思考。专家通过问卷对LS的内容推理和内容学习策略进行反馈,使用Fleiss多评分者Kappa进行测试,显示出良好的评分者间信度和一致性。然后检查ANCOVA检验的估计边际均值协变量,结果支持开发学习策略的必要性。研究结果表明,结合CLS和GG的LS有可能在教育上有效地提高SEII患者的SE。
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引用次数: 1
The potential of mobile augmented reality as a didactic and pedagogical source in learning geometry 3D 移动增强现实作为学习几何3D的教学和教学资源的潜力
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1661
P. Yaniawati, S. Sudirman, Mellawaty Mellawaty, R. Indrawan, M. P. Mubarika
The COVID-19 pandemic in Indonesia requires teachers and students to perform learning activities online. Meanwhile, teachers use a variety of technology products in the classroom without paying attention to the didactic, pedagogical, and content aspects. This is due to time constraints and short learning adjustments that should be flexible to this pandemic. Therefore, this research provides an alternative by exploring the potential of augmented reality as a didactic and pedagogical source in learning geometry. An exploratory case study design was used to reveal this potential, while three mathematics teachers and twenty-six students from three schools in Indramayu Regency, Indonesia, participated in the research. Data from observations and documentation were checked, extracted, entered verbatim, and coded. The results of the interview data were analyzed using the content analysis method, while those from the geometry understanding test and student response questionnaires used descriptive analysis. Consequently, the research results showed that augmented reality was useful as an alternative didactic and pedagogical source of learning geometry during the COVID-19 pandemic. This conclusion was based on the reason, first characteristically augmented reality technology can be integrated with textbooks or certain learning methods. Second, the results of the geometry understanding test showed that there were more students who answered the questions correctly than the students who answered incorrectly. Third, the results of questionnaires and interviews showed that students had a positive attitude during the geometry learning process. Therefore, the researcher believes that the use of augmented reality is worthy of being an alternative didactic and pedagogical source and has the potential to be applied to other subjects both during the COVID-19 pandemic and after the COVID-19 pandemic.
印度尼西亚的COVID-19大流行要求教师和学生在线进行学习活动。与此同时,教师在课堂上使用各种技术产品,而不关注教学、教学和内容方面。这是由于时间限制和短期学习调整,应灵活应对此次大流行。因此,本研究通过探索增强现实作为学习几何的教学和教学来源的潜力,提供了另一种选择。一项探索性案例研究设计被用来揭示这种潜力,来自印度尼西亚Indramayu Regency三所学校的三名数学教师和二十六名学生参与了这项研究。从观察和文件中获得的数据被检查、提取、逐字输入并编码。访谈数据的分析结果采用内容分析法,几何理解测试和学生回答问卷的分析结果采用描述性分析法。因此,研究结果表明,在COVID-19大流行期间,增强现实作为学习几何的替代教学和教学来源是有用的。得出这一结论的原因是,首先,增强现实技术可以与教科书或某些学习方法相结合。其次,几何理解测试的结果显示,回答正确的学生多于回答错误的学生。第三,问卷调查和访谈结果显示,学生在几何学习过程中态度积极。因此,研究人员认为,在COVID-19大流行期间和之后,使用增强现实技术值得作为一种替代教学和教学来源,并有可能应用于其他学科。
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引用次数: 1
The challenges of conducting online inquiry-based learning among tertiary level education 在高等教育中开展在线探究性学习的挑战
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1700
Edita Bekteshi, Besim Gollopeni, Eliza Avdiu
Online learning has become important approach in education nowadays, that requires practical changes at all levels of education. These educational changes can be best noticed through students who have experienced three phases on learning in higher education: Pandemic era-the isolated learning from homes, hybrid learning-home combined with in-class learning, and the recent/traditional phase: all-in-class learning. As such, 159 students/future teachers participated in the study in order to see the differences regarding online learning and their attitudes towards inquiry-based learning (IBL) in English classes. The results reveal that future teachers did not have any previous experience in online learning before Covid-19 and they are not eager to learn online, however, if they have to, then inquiry is their best learning as it triggers their critical thinking and self-paced learning, especially focused in the ‘Exploration Phase’. The study concludes that inquiry-based learning via online is considered very powerful, however, teachers need to effortlessly embrace novice, ‘ad-hoc’ practical educational changes, as these current development practices require pedagogical training practices for online teaching, in line with substantive application of the online teaching tools.
在线学习已经成为当今教育的重要方式,这需要各级教育的实际变革。这些教育变化可以通过学生在高等教育中经历的三个阶段来最好地注意到:大流行时代——在家里孤立学习,混合学习与课堂学习相结合,以及最近/传统阶段:全部在课堂学习。因此,159名学生/未来教师参与了这项研究,以了解在线学习和他们对英语课堂探究性学习(IBL)态度的差异。结果显示,未来的教师在新冠肺炎之前没有任何在线学习的经验,他们并不渴望在线学习,但是,如果他们必须在线学习,那么探究是他们最好的学习方式,因为它触发了他们的批判性思维和自我节奏学习,特别是在“探索阶段”。该研究的结论是,通过在线进行的基于探究的学习被认为是非常强大的,然而,教师需要毫不费力地接受新手,“特别”的实际教育变化,因为这些当前的发展实践需要在线教学的教学培训实践,以符合在线教学工具的实质性应用。
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引用次数: 0
The effectiveness of the use of augmented reality-assisted physics e-module based on pedicab to improve mathematical communication and critical thinking abilities 基于三轮车的增强现实辅助物理电子模块对提高数学沟通能力和批判性思维能力的有效性
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1714
Poppy Sari Dewi, H. Kuswanto
This study aims to reveal the effectiveness of the use of an augmented reality-assisted physics e-module based on the local wisdom of the pedicab in improving critical thinking and mathematical communication abilities. The study used the 4D model. Empirical trials were conducted involving 255 grade XII students. The effectiveness test was conducted in class X with 36 students as the experimental class and 36 students as the control class at SMA Negeri 1 Depok, Sleman. The data analysis used the Quest program to see the validity and reliability of the items, and the Manova test (effect size) was carried out to see the effectiveness of the media. The results showed that the augmented reality-assisted physics e-module based on the local wisdom of pedicab was effective in improving mathematical communication with a score of 0.40 (large) and critical thinking abilities with a score 0.11 (medium).
本研究旨在揭示基于三轮车本地智慧的增强现实辅助物理电子模块在提高批判性思维和数学沟通能力方面的有效性。本研究采用四维模型。对255名十二年级学生进行了实证研究。有效性测试在Sleman SMA Negeri 1 Depok的X班进行,36名学生作为实验班,36名学生作为对照班。数据分析采用Quest程序考察项目的效度和信度,采用Manova检验(效应量)考察媒体的有效性。结果表明,基于三轮车局部智慧的增强现实辅助物理电子模块能有效提高学生的数学沟通能力,得分为0.40分(大),批判性思维能力得分为0.11分(中)。
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引用次数: 3
Improving preservice chemistry teachers’ critical thinking and science process skills using research-oriented collaborative inquiry learning 利用研究性合作探究学习提高职前化学教师的批判性思维和科学过程技能
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1796
I. Irwanto
This research aims to enhance preservice teachers’ critical thinking and science process skills using Research-Oriented Collaborative Inquiry Learning (REORCILEA). Sixty-four preservice chemistry teachers attended the General Chemistry course over 8 weeks in an Indonesian public university. In a quasi-experimental design, two intact classes were randomly assigned as the experimental and control groups. The Rubric for Critical Thinking Skills, the Observation Checklist for Science Process Skills, and a semi-structured interview protocol were used as data collection tools. Quantitative data were analyzed using an independent samples t-test and paired samples t-test, while the results of semi-structured interviews were analyzed using thematic analysis. The results of the t-test revealed that the REORCILEA was found more effective than the expository teaching model in fostering students’ critical thinking and science process skills. The results of the interviews also indicated that experimental group students had a more positive perception of REORCILEA. Regarding these findings, instructors are recommended to apply the REORCILEA model in order to promote students’ critical thinking, science process skills, and motivation to learn in STEM-related courses.
本研究旨在运用研究型合作探究学习(REORCILEA)来提升职前教师的批判性思维和科学过程技能。64名职前化学教师在印度尼西亚一所公立大学参加了为期8周的普通化学课程。在准实验设计中,两个完整的班级被随机分配为实验组和对照组。使用批判性思维技能量表、科学过程技能观察清单和半结构化访谈协议作为数据收集工具。定量数据采用独立样本t检验和配对样本t检验,半结构化访谈结果采用主题分析。t检验结果显示,REORCILEA教学模式在培养学生批判性思维和科学过程技能方面比说明文教学模式更有效。访谈结果也显示实验组学生对REORCILEA有更正面的认知。针对这些发现,建议教师应用REORCILEA模型,以促进学生在stem相关课程中的批判性思维、科学过程技能和学习动机。
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引用次数: 0
Mechatronic system usability evaluation 机电系统可用性评估
Q1 Social Sciences Pub Date : 2023-01-27 DOI: 10.3926/jotse.1349
A. Tsagaris
This study aimed to refine and validate a Mechatronic System Usability Evaluation (MSUE) questionnaire. A total of 626 users were selected using random sampling, from the area of West Thessaloniki, Greece. The validity of the questionnaire were tested with the content and construction validity method. The reliability of the MSUE questionnaire instrument were tested using test-retest and internal consistency method. As a result of the factor analysis, the scale remained at 25 items across five axes factors, namely efficiency, effectiveness, Satisfaction, ease of use, and ease of learn. The Cronbach Alpha coefficient for the entire scale was 0.819. The questionnaire was tested and the results was shown a suitable instrument to measure usability on mechatronic systems.
本研究旨在完善并验证机电系统可用性评估(MSUE)问卷。从希腊西塞萨洛尼基地区随机抽取了626名用户。采用内容效度法和结构效度法对问卷进行效度检验。采用重测法和内部一致性法对MSUE问卷量表的信度进行检验。作为因子分析的结果,量表在五个轴因素中保持在25个项目,即效率,有效性,满意度,易用性和易学性。整个量表的Cronbach Alpha系数为0.819。对问卷进行了测试,结果表明问卷是测量机电系统可用性的合适工具。
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引用次数: 0
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Journal of Technology and Science Education
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