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Minecraft Game as a New Opportunity for Teaching Renewable Energy Topics Minecraft游戏作为可再生能源主题教学的新机会
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.36287
Tamás Kersánszki, Ildikó Holik, Zoltán Márton
In today’s Public Education Sector, the need for creative education is becoming more and more prominent. An excellent method for achieving this is gamification, which provides an opportunity to activate and motivate students by playfully processing the desired knowledge material. Minecraft is a multi-platform video game that can be successfully used in gamified education. This game platform is used at one of the summer camps we announced for elementary and high school students (10–16 years old). The participants mastered the topics of renewable energy sources with the help of the Minecraft game. This study describes the methods used in the camp and presents the research results on the effectiveness of the camp. The students’ current level of knowledge was examined with a questionnaire about renewable energy sources, and the collaborative skills questionnaire was used to assess the collaboration characteristics, and the school creative climate questionnaire was used to explore specific features of the camp. The practical results of the camp and the research results proved that gamification, the use of Minecraft, was excellent for arousing students’ interest, increasing their motivation, and helping them master the knowledge materials, effective task solving, and cooperation (i.e., the camp was equally effective from the point of view of knowledge acquisition and collaboration).
在今天的公共教育部门,对创造性教育的需求越来越突出。实现这一点的一个很好的方法是游戏化,它提供了一个机会,通过有趣地处理所需的知识材料来激活和激励学生。《我的世界》是一款多平台视频游戏,可成功用于游戏化教育。这个游戏平台用于我们宣布的一个针对中小学生(10-16岁)的夏令营。在Minecraft游戏的帮助下,参与者掌握了可再生能源的主题。本研究描述了营地中使用的方法,并介绍了营地有效性的研究结果。使用可再生能源问卷调查学生当前的知识水平,使用合作技能问卷评估合作特征,使用学校创意氛围问卷探索营地的具体特征。营地的实际结果和研究结果证明,游戏化,即Minecraft的使用,在激发学生的兴趣、增加他们的动机、帮助他们掌握知识材料、有效的任务解决和合作方面非常出色(即,从知识获取和协作的角度来看,营地同样有效)。
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引用次数: 1
Spatial Strategies Employed by Blind and Low-Vision (BLV) Individuals on the Tactile Mental Cutting Test (TMCT) 盲人和低视力(BLV)个体在触觉心理切割测试中的空间策略
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38021
Theresa Green, W. Goodridge, Daniel Kane, Natalie L. Shaheen
Spatial ability is a well-known predictor of success in science, technology, engineering, and mathematics (STEM) fields. The purpose of this study was to investigate and understand the spatial strategies that were used by blind and low-vision (BLV) individuals as they solved problems on the tactile mental cutting test (TMCT), an instrument that was designed to measure the spatial ability of BLV audiences. The TMCT is an accessible adaptation of the older, 1938 version of the mental cutting test (MCT) that has been used extensively in spatial ability research. Additionally, this paper seeks to compare these strategies with existing strategies that have been investigated with sighted populations. The BLV community is underrepresented in engineering and in spatial ability research. By understanding how BLV students understand and solve spatial problems and concepts, educators can develop and enhance educational content that is relevant to this population. By incorporating perspectives from the BLV community and making STEM curricula accessible to this population, more BLV individuals may be encouraged to pursue STEM or engineering career pathways.
空间能力是科学、技术、工程和数学(STEM)领域成功的一个众所周知的预测指标。摘要本研究旨在了解盲人和低视力(BLV)个体在触觉心理切割测试(TMCT)中解决问题时所使用的空间策略。触觉心理切割测试是一种测量盲人和低视力人群空间能力的工具。TMCT是对1938年版本的心智切割测试(MCT)的改编,该测试已广泛用于空间能力研究。此外,本文试图将这些策略与已有的针对视力正常人群的研究策略进行比较。BLV社区在工程和空间能力研究方面的代表性不足。通过了解BLV学生如何理解和解决空间问题和概念,教育者可以开发和加强与这一人群相关的教育内容。通过整合BLV社区的观点,并使STEM课程对这一人群开放,可能会鼓励更多的BLV个人追求STEM或工程职业道路。
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引用次数: 0
The “Who” in Engineering: Sociotechnical Engineering as Memorable and Relevant 工程中的“谁”:社会技术工程作为难忘和相关的
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.36571
Diana A. Chen, Marissa H. Forbes, G. Hoople, S. Lord, J. Mejia
Does emphasizing the role of people in engineering influence the memorability of engineering content? This study is part of a larger project through which our team developed a new undergraduate energy course to better reflect students’ cultures and lived experiences through asset-based pedagogies to help students develop a sociotechnical mindset in engineering problem solving. In this study, students in the class were invited to participate in semi-structured interviews (n=5) to explore our effectiveness in helping them develop a sociotechnical mindset around energy issues and conceptualize engineering as a sociotechnical endeavor. This study focuses on an activity during the interview where the participants were asked to sort a variety of images associated with class learning experiences along a spectrum of least to most memorable. Emergent themes from students’ responses revolved around learning experiences that included global perspectives and emphasized a “who” (i.e., whose problems, who is impacted by engineering, and what type of engineers the students will choose to become) as the most memorable. Our results indicate that students found the sociotechnical aspects of the course more memorable than the traditional canonical engineering content. These findings suggest that framing engineering content as sociotechnical can be one strategy to increase student engagement, increase memorability of lessons, and help students to think more deeply about their own goals as future engineers.
强调人在工程中的作用会影响工程内容的可记忆性吗?这项研究是一个更大项目的一部分,通过该项目,我们的团队开发了一门新的本科生能源课程,通过基于资产的教学法更好地反映学生的文化和生活经历,帮助学生在解决工程问题时培养社会技术心态。在这项研究中,班上的学生被邀请参加半结构化访谈(n=5),以探索我们在帮助他们围绕能源问题培养社会技术心态方面的有效性,并将工程概念化为社会技术努力。这项研究的重点是采访期间的一项活动,参与者被要求对与课堂学习经历相关的各种图像进行排序,从最不难忘到最难忘。学生回答中出现的主题围绕着学习经历展开,其中包括全球视角,并强调“谁”(即谁的问题,谁受到工程的影响,以及学生将选择成为什么类型的工程师)是最令人难忘的。我们的研究结果表明,学生们发现该课程的社会技术方面比传统的规范工程内容更令人难忘。这些发现表明,将工程内容定义为社会技术内容可以成为提高学生参与度、增加课程记忆性并帮助学生更深入地思考自己作为未来工程师的目标的一种策略。
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引用次数: 0
Explanatory Model on Academic Self-Efficacy in Engineering Students: Role of Anxiety, Dysthymia, and Negative Affect 工科学生学业自我效能感的解释模型:焦虑、恶劣心境和负面情绪的作用
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38577
D. Yupanqui-Lorenzo, E. Olivera-Carhuaz, Antonio A. Reynaga Alponte, Víctor Pulido-Capurro, C. Carbajal-León, Manuel Antonio Cardoza Sernaqué
Students in engineering tend to be loners, making interpersonal relationships and mental health issues more likely to arise. The COVID pandemic caused university students to experience anxiety and depression, which affected their academic performance and self-esteem. However, students’ mental health was rarely evaluated after the pandemic, especially engineering students, who showed higher levels of depression than students from other disciplines. The present study aims to establish an explanatory model of academic self-efficacy based on factors related to mental health, such as anxiety, depression, and negative emotions. The method used was quantitative cross-sectional, and a structural equation modeling was used. A sample of 561 students (54.4% males and 45.6% females) was analyzed. Instruments to measure self-efficacy, negative affect, depression, and anxiety, previously validated and with adequate reliability, were applied. The results showed that a state of anxiety affects academic self-efficacy negatively and directly; depression and negative affect indirectly affect academic self-efficacy mediated by a state of anxiety. These results show that a student with depression problems and a predominance of negative emotions is vulnerable to present anxiety in an academic setting. This anxiety causes his efficacy beliefs to decrease. As a result, he does not feel capable of facing academic challenges.
工程专业的学生往往是孤独的,这使得人际关系和心理健康问题更容易出现。新冠肺炎疫情导致大学生经历焦虑和抑郁,这影响了他们的学习成绩和自尊。然而,疫情过后,学生的心理健康状况很少得到评估,尤其是工科学生,他们的抑郁程度高于其他学科的学生。本研究旨在基于与心理健康相关的因素,如焦虑、抑郁和负面情绪,建立一个学业自我效能的解释模型。所使用的方法是定量横截面,并使用结构方程建模。对561名学生(54.4%为男性,45.6%为女性)的样本进行了分析。应用了先前经过验证且具有足够可靠性的测量自我效能、负面影响、抑郁和焦虑的工具。研究结果表明,焦虑状态对学业自我效能感有直接的负面影响;抑郁和消极情绪间接影响焦虑状态介导的学业自我效能。这些结果表明,有抑郁问题和负面情绪占主导地位的学生在学术环境中容易出现焦虑。这种焦虑导致他的疗效信念下降。因此,他觉得自己没有能力面对学术挑战。
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引用次数: 0
Contribution of Online Tutoring in Promoting the Quality of Distance Learning for Moroccan Teachers 在线辅导对提高摩洛哥教师远程学习质量的贡献
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.34047
Abdelmajid Tahiri, A. Chikhaoui, Jalal Assermouh, M. Halim, Samiha Benfares
This paper aims at highlighting the contribution of online tutoring to the quality of distance learning (DL) and its effect on the progress and success of learners. The aim is, therefore, to judge the role of the tutor and the effect of his or her intervention on satisfying the real needs of Moroccan teachers in terms of learning during continuous training in DL mode. This study is grounded on a literature review regarding the effectiveness of tutoring and the qualitative analysis of data collected from a series of semi-structured interviews with actors (N=20) involved in the DL of Moroccan teachers. This study was achieved by the analysis of the results of a questionnaire returned by teachers (sample n=180) who were beneficiaries of the DL entitled “Communication in the Classroom,” which was provided by the Distance Learning for Students, Teachers and Professionals Association (FADEEP). The results emphasize the importance of factors relating to the effectiveness of tutoring in the quality of the DL and, more particularly, to the relevance of the tutor’s answers and his or her availability on the platform—and consequently, in the success of the learner—in addition to the material and technical, pedagogical, organizational, socio-political, and socio-cultural factors and factors linked to the learner of course.
本文旨在强调在线辅导对远程学习质量的贡献及其对学习者进步和成功的影响。因此,目的是判断导师的作用以及他或她的干预对满足摩洛哥教师在DL模式的持续培训中的实际学习需求的影响。本研究基于对辅导有效性的文献综述,以及对摩洛哥教师DL参与者(N=20)进行的一系列半结构化访谈中收集的数据的定性分析。这项研究是通过分析教师(样本n=180)返回的问卷调查结果实现的,他们是学生、教师和专业人员远程学习协会(FADEEP)提供的题为“课堂交流”的DL的受益者。研究结果强调了与辅导有效性有关的因素在DL质量方面的重要性,更具体地说,与辅导者的答案的相关性和他或她在平台上的可用性有关——因此,与学习者的成功有关——此外还有材料和技术、教学、组织、社会政治、,以及社会文化因素和与学习者相关的因素。
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引用次数: 0
Implementation of New-Product Creativity through an Engineering Design Process to Foster Engineering Students’ Higher-Order Thinking Skills 在工程设计过程中实施新产品创意培养工科学生的高阶思维能力
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38863
Teeratat Sopakitiboon, S. Tuampoemsab, S. Howimanporn, S. Chookaew
Many studies in engineering education believe that higher-order thinking skills (HOTs) are a fundamental competency for engineering students. Polymer engineering students study and analyze the character and structure of polymer materials and use that knowledge to design innovative new products. However, students might need more applied contexts to creativity and learning motivation in polymer material instruction. This paper is a study to present new-product creativity (NPC) through the engineering design process (EDP) for polymer engineering students. The quasi-experimental design was implemented in the learning activity of the polymer-processing laboratory course. A total of 21 participants were recruited from two groups of students (10 were in the experimental group, and 11 were in the control group) at a university in Thailand. The experimental results showed that the students who learned with NPC-EDP had better HOTs in the polymer-processing laboratory course than those who learned with conventional learning. In addition, the students also showed that they were motivated to learn meaningfully in engineering education.
许多工程教育研究认为,高阶思维能力(HOTs)是工科学生的基本能力。高分子工程专业的学生学习和分析高分子材料的特性和结构,并利用这些知识来设计创新的新产品。然而,在高分子材料教学中,学生可能需要更多关于创造力和学习动机的应用情境。本文是一项通过工程设计过程(EDP)来展示高分子工程学生新产品创造力(NPC)的研究。在聚合物加工实验课程的学习活动中实施了准实验设计。从泰国一所大学的两组学生中(实验组10人,对照组11人)共招募了21名参与者。实验结果表明,采用NPC-EDP学习方法的学生在聚合物加工实验课上的得分高于采用常规学习方法的学生。此外,学生们也表现出在工程教育中学习有意义的动机。
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引用次数: 0
Teaching Vocational Subjects in Secondary School: A New Career or a Backup Plan? 中学职业科目教学:新职业还是后备计划?
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.37555
Petr Adamec
For several years now, not only in the Czech Republic, we have been witnessing various discussions related to the issue of secondary vocational education, especially the shortage and decline of erudite and qualified teachers of vocational subjects. Another issue that increases the demand for new teachers is the ageing of the teaching staff of secondary vocational schools. The government and education policy are responding to this situation in various ways—by increasing salaries, mitigating qualification requirements, promoting qualification training, etc. The objective of this paper is to present a course aimed at qualifying teachers of vocational subjects for secondary schools and to report the results of a survey conducted among its participants. The results were compared according to selected socio-demographic characteristics. The new three-semester course has been implemented since 2020 at a public university in the Czech Republic, which has almost 60 years of experience in various forms of secondary school teachers of vocational subjects training within their fields of specialization. The survey was conducted via an electronic questionnaire and received responses from 100 respondents. The most interesting results include, for example, that about 60% of the respondents attended the course in order to obtain a qualification as a teacher of vocational subjects for secondary schools for possible future use—to strengthen their employability opportunities on the labour market, not because they are already working at a secondary school or because they currently need this qualification.
几年来,不仅在捷克共和国,我们目睹了与中等职业教育问题有关的各种讨论,特别是博学和合格的职业科目教师的短缺和减少。另一个增加对新教师需求的问题是中等职业学校教师队伍的老龄化。政府和教育政策正在以各种方式应对这种情况,包括提高工资、降低资格要求、促进资格培训等。本文的目的是介绍一门旨在使中学职业科目教师合格的课程,并报告对参与者进行的调查结果。根据选定的社会人口特征对结果进行比较。新的三学期课程自2020年起在捷克共和国的一所公立大学实施,该大学在其专业领域内的各种形式的职业科目中学教师培训方面拥有近60年的经验。该调查通过电子问卷进行,收到了100名受访者的答复。最有趣的结果包括,例如,大约60%的受访者参加该课程是为了获得中学职业科目教师的资格,以供未来使用——以加强他们在劳动力市场上的就业机会,不是因为他们已经在中学工作,也不是因为他们目前需要这一资格。
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引用次数: 0
Virtual Laboratory Learning Environment: VLLE on Metaverse for University in Thailand 虚拟实验室学习环境:泰国大学基于Metaverse的VLLE
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38565
Pinanta Chatwattana, Pischa Saisong, Kannikar Rojanapasnichwong, Wichittra Khiankhokkruad
The virtual laboratory learning environment on metaverse, or VLLE on metaverse, is a kind of learning media in the virtual world, which can be accessed through a virtual laboratory in the form of metaverse. To enter VLLE on metaverse, users must simulate themselves in the form of 3D avatar, and then they are able to perform any tasks and interact with any objects or surrounding environments therein, which are all virtual images. The study question of this research focuses on the steps and methods related to the development of media for use in VLLE on metaverse and on what design features are satisfactory and would be well accepted by participants. In this study, the researchers have applied concepts and new teaching innovations that correspond to the current situations and can support the learning formats that can be done anywhere and anytime. This practice is believed to promote self-directed learning experiences and other skills while allowing students to evaluate their activities on their own as well. The research results are in line with the researchers’ expectations: it was found that VLLE on metaverse can be used as a public interaction tool through mobile applications for the university population and the general public outside. This is because new technologies have been developed and employed in the media and the existing technologies in such a way that an environment close to the real learning conditions can be produced, which can create a learning society without borders.
元宇宙上的虚拟实验室学习环境,或称为元宇宙中的VLLE,是虚拟世界中的一种学习媒体,可以通过元宇宙形式的虚拟实验室访问。要在元宇宙上进入VLLE,用户必须以3D化身的形式模拟自己,然后他们才能执行任何任务,并与其中的任何对象或周围环境交互,这些都是虚拟图像。本研究的研究问题集中在元宇宙上VLLE中使用的媒体开发的相关步骤和方法,以及哪些设计特征是令人满意的并会被参与者接受。在这项研究中,研究人员应用了与当前情况相对应的概念和新的教学创新,可以支持随时随地进行的学习模式。这种做法被认为可以促进自主学习体验和其他技能,同时也让学生自己评估自己的活动。研究结果符合研究人员的预期:研究发现,元宇宙上的VLLE可以作为一种公共互动工具,通过移动应用程序面向大学人群和外部公众。这是因为新技术已经在媒体和现有技术中得到开发和应用,从而可以创造一个接近真实学习条件的环境,从而可以创建一个无国界的学习型社会。
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引用次数: 1
The Use of Augmented Reality through Assemblr Edu to Inspire Writing in an Ecuadorian EFL Distance Program 通过Assembler Edu使用增强现实来激励厄瓜多尔EFL远程项目中的写作
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38049
Fernando Carrión-Robles, Verónica Espinoza-Celi, Alba Vargas-Saritama
This study analyzed the effectiveness of using augmented reality (AR) through the Assemblr Edu platform to improve English as a foreign language (EFL) writing skills in distance education. The participants included 40 freshmen university students who speak English at a basic level. This case study was approached through the mixed method. The data collection instruments encompassed a pre-test, a post-test, written tasks assessed through a rubric, and a survey. Findings evidenced that Assemblr Edu enhanced participants’ writing-skill development in terms of organization and structure of paragraphs as well as grammar, vocabulary, and punctuation. This was thanks to the augmented reality elements in 3D, which allowed the designing of teaching material incorporating interactive activities, videos, images, and multimedia elements.
本研究分析了通过Assembler Edu平台使用增强现实(AR)来提高远程教育中英语写作技能的有效性。参与者包括40名说基本英语的大学新生。本案例研究采用混合方法。数据收集工具包括测试前、测试后、通过量规评估的书面任务和调查。研究结果表明,Assembler Edu在段落的组织和结构以及语法、词汇和标点符号方面提高了参与者的写作技能发展。这要归功于3D中的增强现实元素,它允许设计包含互动活动、视频、图像和多媒体元素的教学材料。
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引用次数: 0
MapReduce Solutions Classification by Their Implementation MapReduce解决方案分类及其实现
IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2023-07-06 DOI: 10.3991/ijep.v13i5.38867
K. Orynbekova, A. Bogdanchikov, S. Cankurt, A. Adamov, S. Kadyrov
Distributed Systems are widely used in industrial projects and scientific research. The Apache Hadoop environment, which works on the MapReduce paradigm, lost popularity because new, modern tools were developed. For example, Apache Spark is preferred in some cases since it uses RAM resources to hold intermediate calculations; therefore, it works faster and is easier to use. In order to take full advantage of it, users must think about the MapReduce concept. In this paper, a usual solution and MapReduce solution of ten problems were compared by their pseudocodes and categorized into five groups. According to these groups’ descriptions and pseudocodes, readers can get a concept of MapReduce without taking specific courses. This paper proposes a five-category classification methodology to help distributed-system users learn the MapReduce paradigm fast. The proposed methodology is illustrated with ten tasks. Furthermore, statistical analysis is carried out to test if the proposed classification methodology affects learner performance. The results of this study indicate that the proposed model outperforms the traditional approach with statistical significance, as evidenced by a p-value of less than 0.05. The policy implication is that educational institutions and organizations could adopt the proposed classification methodology to help learners and employees acquire the necessary knowledge and skills to use distributed systems effectively.
分布式系统广泛应用于工业项目和科学研究中。基于MapReduce范式的ApacheHadoop环境由于开发了新的现代工具而失去了流行性。例如,Apache Spark在某些情况下是首选,因为它使用RAM资源来保存中间计算;因此,它工作速度更快,更易于使用。为了充分利用它,用户必须考虑MapReduce的概念。在本文中,通过伪代码比较了十个问题的常用解决方案和MapReduce解决方案,并将其分为五组。根据这些小组的描述和伪代码,读者可以在不参加特定课程的情况下获得MapReduce的概念。本文提出了一种五类分类方法,以帮助分布式系统用户快速学习MapReduce范式。通过十项任务说明了所提出的方法。此外,还进行了统计分析,以测试所提出的分类方法是否会影响学习者的表现。这项研究的结果表明,所提出的模型在统计学意义上优于传统方法,p值小于0.05证明了这一点。政策含义是,教育机构和组织可以采用拟议的分类方法,帮助学习者和员工获得有效使用分布式系统所需的知识和技能。
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引用次数: 0
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International Journal of Engineering Pedagogy
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