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Factors Influencing the Acceptance of Digital Technologies by Teachers in Interactive Learning Situations 影响教师在互动学习情境中接受数字技术的因素
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-03 DOI: 10.1109/RITA.2024.3458849
Ricardo Santos Lima;Jaime Ramirez;Angélica de Antônio;Luis A. B. Mascarenhas;Marcelle Minho
Taking into account the challenges of professional training for Industry 4.0 and the new student profile, we conceived an educational alternative adapted from design thinking that uses active learning methodologies and digital technologies like virtual reality, augmented reality, etc. This new alternative is called Situação Interativa de Aprendizagem - SIA, which translates to Interactive Learning Situation. We use technology acceptance models as a way to predict teachers’ willingness to adopt the proposed technologies. The results of this stage will guide the training program. We adopted a model based on the unified theory of acceptance and use of technology (UTAUT), extended with the constructivist teaching belief (CTB). We found that there is a positive perception of performance gains for teachers (performance expectancy) and the impact of external influences for intention of use (social influence). However, there are different opinions regarding the other factors, such as teacher receptivity and qualifications (effort expectancy), educational beliefs (CTB), ease of implementation (facilitating conditos), and the influence of age moderator.
考虑到面向工业 4.0 的专业培训所面临的挑战和新的学生特征,我们从设计思维中汲取灵感,构思出一种教育替代方案,使用主动学习方法和虚拟现实、增强现实等数字技术。这种新的替代方案被称为 Situação Interativa de Aprendizagem - SIA,即互动学习情境。我们利用技术接受度模型来预测教师采用拟议技术的意愿。这一阶段的结果将为培训计划提供指导。我们采用的模型以技术接受和使用统一理论(UTAUT)为基础,并以建构主义教学信念(CTB)为延伸。我们发现,教师对绩效收益(绩效预期)和外部影响对使用意向(社会影响)的影响都是积极的。然而,对于其他因素,如教师的接受能力和资质(努力预期)、教育信念(建构主义教学信念)、实施的难易程度(促进条件)以及年龄调节因素的影响,则存在不同意见。
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引用次数: 0
Use of Virtual Reality in the Teaching of Industrial Instrumentation 在工业仪表教学中使用虚拟现实技术
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-02 DOI: 10.1109/RITA.2024.3471980
Juan D. Guzmán;Diego E. Guzmán;Carlos F. Rengifo
Virtual reality (VR) has seen remarkable advancements, becoming more compact and feature-rich. Although VR has become immensely popular in the video game industry, its adoption in training, healthcare, and education has been relatively modest. The decreasing costs of VR technology make it increasingly accessible, making it an attractive alternative to expensive laboratory facilities, such as those required in engineering programs. This article describes the development of LABNICA, an immersive virtual reality application designed to enhance the teaching process in industrial instrumentation courses. Built with Unity3D and incorporating Meta Quest 2 technology, LABNICA allows users to interact with a virtual industrial environment that simulates the process of setting the parameters for the differential pressure transmitter, performing electrical connections, measuring voltages and currents, and manipulating tank valves. The students’ perception of the tool was evaluated through a usability survey, which considered reference frameworks: 96.5% found the laboratory guide instructions clear, while 94.1% were satisfied with the application mechanics, user interface, and aesthetic design; 80% indicated that there is a need for some prior knowledge in instrumentation. Additionally, 95.3% considered the application convenient for learning industrial instrumentation, highlighting the need to implement virtual reality laboratories in other subjects.
虚拟现实技术(VR)取得了显著进步,变得更加紧凑、功能更加丰富。虽然 VR 在视频游戏行业大受欢迎,但其在培训、医疗保健和教育领域的应用却相对有限。随着 VR 技术成本的降低,越来越多的人可以使用 VR 技术,这使其成为昂贵的实验室设施(如工程专业所需的实验室设施)的一种有吸引力的替代品。本文介绍了 LABNICA 的开发过程,这是一款沉浸式虚拟现实应用,旨在增强工业仪器课程的教学过程。LABNICA 采用 Unity3D 和 Meta Quest 2 技术构建,允许用户与虚拟工业环境互动,模拟差压变送器参数设置、执行电气连接、测量电压和电流以及操作油箱阀门的过程。通过可用性调查评估了学生对该工具的看法,调查考虑了参考框架:96.5%的学生认为实验指导说明清晰明了,94.1%的学生对应用机制、用户界面和美学设计表示满意;80%的学生表示需要有一定的仪器知识。此外,95.3% 的人认为该应用软件便于学习工业仪器仪表,这表明有必要在其他学科中实施虚拟现实实验室。
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引用次数: 0
Geopolitical Actions and Activities Aimed at Technical-Scientific Training in the Space Sector 旨在开展空间领域技术科学培训的地缘政治行动和活动
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-30 DOI: 10.1109/RITA.2024.3460588
Marco Antônio Vieira de Rezende;Giuliani Paulineli Garbi;José Henrique Fernandez;M. A. F. Santos
The world has undergone accelerated economic, political and social changes with the globalization of communications through artificial satellites. These changes reflected directly on the dynamism of education but, still, without encouraging the role of students in the learning process. Interest in Science and Technology, as well as space exploration, is often associated with subcultures that embrace specific entertainment media rather than actual scientific research as a vocational incentive. With few young people pursuing careers in mathematics and science, there is a shortage of qualified professionals for roles in Aerospace Science and Technology. However, there are already signs that this situation is reversible through innovative educational initiatives carried out by public or private entities that invest in young people and the creation of alternatives for a different world. Playful activities and the STEAM methodology - Science, Technology, Engineering, Arts and Mathematics emerge as an interesting tool to attract students to courses in Exact and Earth Sciences and integrate them into space activities. This work researched successful vocational initiatives, particularly in Australia, Brazil and the United States of America, analyzing the STEAM model with a multidisciplinary learning approach and classroom use of activities focused on hands-on practices. The result was the proposal of new actions that, in the short, medium and long term, can improve the model of the Brazilian initiative, such as the Augusto Severo Space Technological Vocational Center (Centro Vocacional Tecnológico Espacial Augusto Severo) in Rio Grande do Norte and attract students to careers related to space.
随着人造卫星通信的全球化,世界经历了经济、政治和社会的加速变革。这些变化直接反映在教育的活力上,但仍然没有鼓励学生在学习过程中发挥作用。对科学技术以及太空探索的兴趣往往与崇尚特定娱乐媒体的亚文化联系在一起,而不是将实际的科学研究作为一种职业激励。由于追求数学和科学职业的年轻人很少,航空航天科技领域缺乏合格的专业人才。不过,已经有迹象表明,通过公共或私营实体开展的创新教育活动,这种局面是可以扭转的,这些活动投资于年轻人,并为一个不同的世界创造其他选择。寓教于乐的活动和 STEAM 方法--科学、技术、工程、艺术和数学--成为吸引学生学习精密科学和地球科学课程并将其融入空间活动的有趣工具。这项工作研究了成功的职业倡议,特别是澳大利亚、巴西和美国的倡议,分析了 STEAM 模式与多学科学习方法和课堂使用的侧重于动手实践的活动。其结果是提出了一些新的行动建议,从短期、中期和长期来看,这些行动可以改进巴西倡议的模式,如北里奥格兰德的奥古斯托-塞韦罗空间技术职业中心(Centro Vocacional Tecnológico Espacial Augusto Severo),并吸引学生从事与空间有关的职业。
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引用次数: 0
AutismAR Discovery: Evaluation of an Augmented Reality Application to Support the Learning of Children With Autism Spectrum Disorder in Panama AutismAR 发现:评估巴拿马自闭症谱系障碍儿童学习辅助增强现实应用程序
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-23 DOI: 10.1109/RITA.2024.3466171
Dimas H. Concepción Patiño;Lilia Muñoz;Vladimir Villarreal;César Pardo;Ivonne Núñez;Nila Navarro;Laura Villa Fernández-Arroyo;Cosmin C. Dobrescu;Marco Rodríguez
AutismAR Discovery focuses on the pre-development and validation of an augmented reality application aimed at supporting the education of children with autism spectrum disorder (ASD). This study utilized a prototype storyboard evaluation and the AttrakDiff survey with a sample of students studying special education at the university from a Panamanian university and experts in psychology, social work, and computer science. The study results demonstrate the importance of assistive technology in improving the quality of life for individuals with cognitive disabilities and promoting educational inclusion. The study found that immersive and proactive educational environments are significant for children with ASD, and that the use of augmented reality technology can enhance their learning experience. The findings of this study support the use of assistive technology to enhance the education of children with ASD. Therefore, future work is planned to conduct additional testing with a more diverse sample and to implement improvements based on the findings of this study to further enhance the application and its impact on the community.
AutismAR Discovery 主要关注增强现实应用的前期开发和验证,该应用旨在支持自闭症谱系障碍(ASD)儿童的教育。这项研究利用了原型故事板评估和 AttrakDiff 调查,调查对象包括巴拿马一所大学的特殊教育专业学生以及心理学、社会工作和计算机科学方面的专家。研究结果表明,辅助技术对于提高认知障碍人士的生活质量和促进教育融合非常重要。研究发现,身临其境和积极主动的教育环境对患有自闭症的儿童意义重大,而使用增强现实技术可以增强他们的学习体验。这项研究的结果支持使用辅助技术来提高 ASD 儿童的教育水平。因此,我们计划在今后的工作中对更多样化的样本进行更多的测试,并根据本研究的结果进行改进,以进一步加强应用及其对社区的影响。
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引用次数: 0
Evaluation of the Impact of an Online Educational Platform on the Development of Mathematical Competencies in Elementary School Students 在线教育平台对小学生数学能力发展的影响评价
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3465021
Lady Cristina Traverso-Condori;Rocio Elena Reyes-Arco;Edwin Reyes-Villalba;Selene Belén Torres-Gonzales;Benjamín Maraza-Quispe;Santos Toribio Tinco-Túpac;Jorge Luis Torres-Loayza
The research aims to assess the impact of the online educational platform Khan Academy (KA) on the development of mathematical competencies in regular basic education students. A longitudinal methodology was employed to evaluate this impact on the students. An experimental group of 25 students was formed, who were selected through convenience sampling, considering specific inclusion and exclusion criteria. Pretest and posttest assessments were applied to measure various mathematical competencies. The study reveals that, before the use of Khan Academy, students had varying levels of mathematical skills. Following its implementation, a significant improvement was observed in competencies related to solving quantity, shape, movement, and location problems, although there was less progress in solving regularity, equivalence, and change problems. These findings suggest that Khan Academy may be effective in enhancing academic performance in mathematics, but it is emphasized the importance of being a complement to conventional education to address specific student needs. The competency related to the ability to communicate mathematical knowledge was strengthened, highlighting the versatility of the platform. In conclusion, the implementation of Khan Academy emerges as a valuable educational tool, positively impacting the achievement of key competencies and specific mathematical skills. Khan Academy proves to be an effective pedagogical strategy when carefully integrated under teacher guidance.
本研究旨在评估在线教育平台可汗学院(KA)对普通基础教育学生数学能力发展的影响。采用纵向方法来评估这对学生的影响。考虑特定的纳入标准和排除标准,采用方便抽样的方式选取25名学生作为实验组。测试前和测试后的评估应用于测量各种数学能力。研究表明,在使用可汗学院之前,学生的数学技能水平各不相同。随着它的实施,在解决数量、形状、运动和位置问题方面的能力有了显著的提高,尽管在解决规则、等效性和变化问题方面进展不大。这些发现表明可汗学院可能在提高数学学业成绩方面是有效的,但它强调了作为传统教育的补充来满足特定学生需求的重要性。与数学知识交流能力相关的能力得到加强,突出了平台的通用性。总之,可汗学院的实施成为一种有价值的教育工具,对关键能力和特定数学技能的实现产生积极影响。在教师的指导下,可汗学院被证明是一种有效的教学策略。
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引用次数: 0
Rethinking Learning Approaches in Digital Electronics Education: Analyzing the Experiential Learning in a Technical Course in Brazil 反思数字电子教育中的学习方法:分析巴西技术课程中的体验式学习
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3465029
Fábio J. F. Gonçalves
Teaching-learning approaches in digital electronics education have a key role in technical education and in a further transition to technology related professions. Since there are few studies in literature in this area, this paper aims to contribute with an investigation about students’ progress in a mechatronics technical course at a public institution in Brazil. The main objective is to analyze whether the learning style is related to the performance of the students. Digital electronics has theory and practice, so an experiential framework is used to obtain the reference learning styles from classes in the years 2022 and 2023. In order to have feedback and gather more information, a survey about the course is also conducted. Basic normality test is applied to data and different metrics are compared by correlation analysis. Similarly to other studies in literature, only weak or very weak correlation is found. However, it was identified a simple metric with a strong correlation with the grades when compared with the reference learning styles. This perspective could improve the understanding about students’ characteristics in developing the contents. Specifically, this study contributes to the literature in a sense that the findings here reported suggested that the predilection for a specific learning style or stage is less important when compared to how pronounced the student is in any of them.
数字电子技术教育中的教学方法在技术教育和进一步向技术相关专业过渡方面发挥着关键作用。由于这方面的文献研究很少,本文旨在调查巴西一所公立院校机电一体化技术课程学生的学习进度。主要目的是分析学习方式是否与学生的成绩有关。数字电子技术既有理论又有实践,因此采用了体验式框架,从 2022 年和 2023 年的班级中获取参考学习方式。为了获得反馈和收集更多信息,还进行了课程调查。对数据进行了基本的正态性检验,并通过相关分析对不同指标进行了比较。与文献中的其他研究类似,只发现了微弱或非常微弱的相关性。然而,在与参考学习方式进行比较时,发现一个简单的指标与成绩有很强的相关性。这一观点可以在编制教学内容时增进对学生特点的了解。具体而言,本研究对文献的贡献在于,本研究报告的结果表明,与学生在任何一种学习风格或阶段的明显程度相比,对特定学习风格或阶段的偏好并不那么重要。
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引用次数: 0
The Dual Use of Didactic Videos in STEM Education and Dissemination: A Survey-Based Analysis 教学视频在 STEM 教育和传播中的双重用途:基于调查的分析
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3465020
Ruben Lijo;Eduardo Quevedo;José Juan Castro
The challenges associated with the education in Science, Technology, Engineering, and Mathematics (STEM) disciplines can be mitigated using didactic videos, but there are other challenges when considering such potential resources. Amautas is a new platform created to facilitate the search and pedagogical integration of good-quality didactic videos, by proposing a set of structured courses while reproducing a YouTube-alike communication style and, therefore, addressing both scopes: STEM education and dissemination. To evaluate Amautas’ video-courses use and value for education and dissemination, a quantitative methodology has been followed through a 5-point Likert scale questionnaire (Cronbach’s alpha =0.906) with 489 participants. Overall findings show that the platform’s proposal has achieved a dual use of their didactic videos for education and dissemination purposes (with respective 73% and 82.6% positive responses respectively), and users declare a high positive perception of key metrics and descriptors for adequate content, format, and communicative quality. In fact, 87.9% of participants agree that the contents help them understand topics of interest, and 88.5% agree that the presentation of contents is attractive and interesting. These results show a window of opportunity for further effort investment in the curricular alignment of STEM dissemination resources, fostering their incursion in real classroom scenarios.
与科学、技术、工程和数学(STEM)学科教育相关的挑战可以通过教学视频来缓解,但在考虑此类潜在资源时还存在其他挑战。Amautas 是一个新平台,旨在促进优质教学视频的搜索和教学整合,通过提出一套结构化课程,同时再现类似 YouTube 的交流风格,从而解决两个范围的问题:STEM 教育和传播。为了评估 Amautas 视频课程在教育和传播方面的使用情况和价值,我们采用了一种定量方法,通过 5 点李克特量表问卷调查(克朗巴赫α=0.906)对 489 名参与者进行了评估。总体调查结果显示,该平台的建议实现了教学视频在教育和传播方面的双重用途(正面回答分别为 73% 和 82.6%),用户对内容、格式和传播质量的关键指标和描述有很高的正面评价。事实上,87.9%的参与者认为内容有助于他们了解感兴趣的话题,88.5%的参与者认为内容的呈现方式具有吸引力和趣味性。这些结果表明,有机会进一步努力投资于科学、技术、工程和数学传播资源的课程调整,促进其在真实课堂场景中的应用。
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引用次数: 0
Technological System Based on Serious Games for Teaching Stress Management to University Students 基于严肃游戏的大学生压力管理教学技术系统
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3465044
Lady K. Gómez;Edwin S. Molina;César A. Collazos;Lara Guedes de Pinho
Serious Games have emerged as a valuable tool to facilitate education in stress management, also the serious game being collaborative is a way to have a greater effectiveness for users in their learning, on the other hand, Mindfulness techniques are also an effective tool to manage stress, but each has been used individually. This article aims to develop a serious game that involves collaboration to support teaching processes of stress management through Mindfulness techniques in university students and its evaluation in potential users of its use. The method used for its design is the SAVIE methodology which is user-centered and applies to the context of university students focused on the creation of games with pedagogical and ludic objectives. The development was done with Adobe Illustrator for its digital design and as digital engine Unity doing the programming with C#, where finally the deployment is done in Android operating system and 3 people can play collaboratively. The results of this study were obtained by conducting a validation of this serious game “RAIDER” with 11 potential users, who participated in sessions, where they were conducted two interviews with each participant, one before and one after playing the game, to assess their ability to cope with stress, making use of the perceived stress scale and mindfulness scale and finally making a T-test that tells us that the results are significant in learning Mindfulness techniques to cope with stress in college students.
严肃游戏已成为促进压力管理教育的一种有价值的工具,而且严肃游戏的协作性也是提高用户学习效率的一种方式,另一方面,正念技术也是管理压力的一种有效工具,但每种技术都是单独使用的。本文旨在开发一款涉及协作的严肃游戏,以支持通过正念技术对大学生进行压力管理的教学过程,并对其潜在用户的使用情况进行评估。其设计方法是 SAVIE 方法,该方法以用户为中心,适用于以教学和娱乐为目标的游戏创作,以大学生为重点。开发过程中使用 Adobe Illustrator 进行数字设计,并使用 Unity 作为数字引擎,用 C# 进行编程,最后在 Android 操作系统中进行部署,3 人可以协同游戏。本研究的结果是通过对 11 名潜在用户参与的严肃游戏 "RAIDER "进行验证而获得的。在验证过程中,对每位参与者进行了两次访谈,一次是在玩游戏之前,一次是在玩游戏之后,利用感知压力量表和正念量表来评估他们应对压力的能力,最后通过 T 检验告诉我们,结果对大学生学习正念技巧以应对压力具有重要意义。
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引用次数: 0
Learning About Student Performance From Moodle Logs in a Higher Education Context With Gaussian Processes 利用高斯过程从高等教育背景下的 Moodle 日志中了解学生成绩
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3465035
Adrián Pérez-Suay;Valero Laparra;Steven Van Vaerenbergh;Ana B. Pascual-Venteo
Learning Management Systems (LMS) serve as integral tools for executing and evaluating the educational journey. As students engage with the platform, LMS consistently collect valuable data on their learning progress. This study employs statistically-driven methodologies to gain insights into student performance, focusing exclusively on data derived from Moodle LMS, a widely adopted platform across educational institutions globally. In particular we take advantage of the Gaussian Process regression method in order to predict the marks of the students given their activity in Moodle, achieving up to 0.89 R. Besides the use of an advanced kernel, the Automatic Relevance Determination (ARD), allows us to analyse which variables are more relevant when predicting the continuous mark and which are relevant to predict the final mark. Analysing logged data spanning various subjects and degrees, our findings reveals the significance of the frequency of interactions with the LMS as a robust indicator of student performance. This observation suggests the potential utility of interaction metrics as effective measures for monitoring and assessing students’ ongoing learning trajectories. The implications of these results can extend to informing educational strategies and interventions to enhance student outcomes within the higher education field.
学习管理系统(LMS)是执行和评估教育过程不可或缺的工具。在学生使用该平台的过程中,LMS 不断收集有关其学习进度的宝贵数据。本研究采用统计驱动的方法来深入了解学生的学习成绩,重点关注全球教育机构广泛采用的 Moodle LMS 的数据。我们特别利用高斯过程回归法,根据学生在 Moodle 中的活动预测他们的分数,结果 R 值高达 0.89。此外,我们还使用了先进的内核--自动相关性判定(ARD)--分析哪些变量与预测连续分数更相关,哪些变量与预测最终分数相关。通过分析不同科目和学位的日志数据,我们的研究结果表明,与 LMS 的交互频率是衡量学生成绩的重要指标。这一观察结果表明,互动指标作为监测和评估学生持续学习轨迹的有效措施,具有潜在的实用性。这些结果的意义可以延伸到高等教育领域,为提高学生成绩的教育策略和干预措施提供信息。
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引用次数: 0
Higher Education Internationalization: A BPMN Global Experience 高等教育国际化:BPMN 全球经验
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3458856
Ana Luna;Mario Chong;Djordje Djurica
Internationalization in higher education brings several benefits, including improving desirable skills and competencies in future professionals. It also develops their cultural sensibility and awareness of unknowing behaviors and environments. This strategic process makes it possible and strengthens the production of knowledge. Besides, it is transversal to research, teaching, and extension in a global mindset context. This work presents the internationalization experiences in the Engineering Department of a Private University in Peru. Additionally, we contribute with the 5W+H application analysis method for the planning and scope of the internationalization process. The purpose is to share experiences and disseminate best practices, as well as the lines to follow in the future.
高等教育国际化带来了多种益处,包括提高未来专业人员的理想技能和能力。它还培养了他们的文化敏感性和对未知行为和环境的认识。这一战略进程使知识的生产成为可能并得到加强。此外,它还横跨全球思维背景下的研究、教学和推广。这项工作介绍了秘鲁一所私立大学工程系的国际化经验。此外,我们还利用 5W+H 应用分析方法,对国际化进程的规划和范围做出了贡献。其目的是分享经验,传播最佳做法以及未来应遵循的路线。
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引用次数: 0
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Revista Iberoamericana de Tecnologias del Aprendizaje
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