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Rural Tourism Management Cloud Service Platform Based on Interactive Mobile Embedded Systems 基于交互式移动嵌入式系统的乡村旅游管理云服务平台
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.49065
Shanshan Luo
Aiming to address the issues of low data execution efficiency and slow storage speed on traditional tourism cloud service platforms, a rural tourism management cloud service platform based on an embedded system is proposed. The embedded device components, such as the ARM processor, NOR Flash memory, and RTL network chip, are utilized to optimize the hardware structure of the cloud service platform. This optimization aims to enhance data processing and storage efficiency, as well as improve the reliability and durability of system operation. The unstructured feature grasping algorithm is employed to gather rural tourism resource data for target demand characterization. Associated algorithms are then utilized to develop data analysis, service recommendation, and tourism management modules, creating a comprehensive tourism cloud service platform. Additionally, the shortest path algorithm is used to enhance database storage speed, improve business docking efficiency, establish a big data monitoring center, comprehensively monitor changes in the scenic area and related industries, and enhance platform service efficiency. It has been proven through experiments that the latency of the tourism management cloud service platform, based on the embedded system, is reduced by almost 46.7% compared to the traditional approach, and the throughput is increased to 0.69 b/s. The practical application effect is positive, as it contributes to the development of tourism resources and the economic growth of rural areas. It also brings about economic and social benefits.
针对传统旅游云服务平台数据执行效率低、存储速度慢等问题,提出了一种基于嵌入式系统的乡村旅游管理云服务平台。利用 ARM 处理器、NOR Flash 存储器和 RTL 网络芯片等嵌入式设备组件,对云服务平台的硬件结构进行了优化。这种优化旨在提高数据处理和存储效率,并提高系统运行的可靠性和耐用性。采用非结构化特征抓取算法收集乡村旅游资源数据,进行目标需求特征描述。然后利用相关算法开发数据分析、服务推荐和旅游管理模块,打造综合旅游云服务平台。此外,利用最短路径算法提升数据库存储速度,提高业务对接效率,建立大数据监控中心,全面监控景区及相关产业变化,提升平台服务效率。通过实验证明,基于嵌入式系统的旅游管理云服务平台的延迟比传统方法降低了近46.7%,吞吐量提高到0.69 b/s。实际应用效果是积极的,因为它有助于旅游资源的开发和农村地区的经济增长。它还带来了经济和社会效益。
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引用次数: 0
The Influence of Mobile Information Systems Implementation on Enhancing Human Resource Performance Skills: An Applied Study in a Small Organization 移动信息系统的实施对提高人力资源绩效技能的影响:一家小型企业的应用研究
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.47027
M. Shakir, Maryam Juma Al Farsi, I. R. Al-Shamsi, Boumedyen Shannaq, Taufiq-Hail Ghilan Al-Madhagy
The human resources mobile information system (HRMoIS) provides users with direct access to information via mobile devices, enhancing efficiency, productivity, and the user experience. It includes mobile applications, websites, SMS services, and other communication mediums. This system enhances information mobility, facilitates operational processes, and supports decision-making in the ever-evolving technological landscape, ultimately improving users’ efficiency and productivity. Al-Anbar Province is undergoing significant urban and economic development. Still, more research is needed on the impact of HRMoIS on employee performance in Anbar to enhance their skills. This study aims to provide insights for top management and decision-makers on implementing similar methods to enhance employee performance. The study employs a questionnaire to survey managers and regular employees in 20 small organizations in Al Anbar, Iraq. The data is analyzed using percentages, frequencies, Pearson correlation, and Cronbach’s alpha coefficient. This allows for a comprehensive examination of all the essential aspects of human resource dynamics. The questionnaire upholds integrity and precision by aligning with roles and responsibilities. The study found that organizations implementing HRMoIS had higher mean values despite barriers such as organizational resistance, limited resources, and inadequate training. The results underscore the importance of organizations addressing these issues and enhancing their HRMoIS adoption. The study investigates the impact of HRMoIS on HR performance in small organizations in Iraq. The results show a positive correlation between mobile information systems and HR management efficiency. The study recommends implementing mobile information systems in small organizations in Al Anbar to enhance their performance. It emphasizes the need for providing necessary hardware and software, hiring experienced consultants, ensuring employee training and development, supplying HRMoIS with relevant data, and appointing experienced employees to keep up with technological advancements.
人力资源移动信息系统(HRMoIS)可让用户通过移动设备直接获取信息,从而提高效率、生产力和用户体验。它包括移动应用程序、网站、短信服务和其他通信媒介。该系统增强了信息的流动性,促进了业务流程,并在不断发展的技术环境中支持决策,最终提高了用户的效率和生产力。安巴尔省正在经历重大的城市和经济发展。尽管如此,仍需就人力资源管理信息系 统对安巴尔省员工绩效的影响开展更多研究,以提高他们的技能。本研究旨在为高层管理人员和决策者提供有关实施类似方法提高员工绩效的见解。本研究采用问卷调查的方式,对伊拉克安巴尔省 20 家小型企业的管理人员和普通员工进行了调查。数据采用百分比、频率、皮尔逊相关性和克朗巴赫α系数进行分析。这样就可以全面考察人力资源动态的所有基本方面。调查问卷通过与角色和责任相一致,坚持了完整性和精确性。研究发现,尽管存在组织抵制、资源有限和培训不足等障碍,但实施人力资源管理信息系统的组织的平均值较高。研究结果表明,各组织必须解决这些问题,加强人力资源管理信息系统的采用。本研究调查了伊拉克小型组织中人力资源管理信息系统对人力资源绩效的影响。结果表明,移动信息系统与人力资源管理效率之间存在正相关关系。研究建议在安巴尔省的小型组织实施移动信息系统,以提高其绩效。它强调需要提供必要的硬件和软件,聘请有经验的顾问,确保员工的培训和发展,为人力资源管理信息 系统提供相关数据,并任命有经验的员工跟上技术进步。
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引用次数: 0
Visual Programming for Human Detection Using FaceNet in Pocket Code 在 Pocket Code 中使用 FaceNet 进行人脸检测的可视化编程
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.49277
Md. Salah Uddin, Wolfgang Slany
Pocket Code is a visual programming-based mobile application for creating games, animations, music, videos, and other types of applications. This paper presents the integration of face recognition capabilities into Pocket Code through a visual programming interface based on the FaceNet architecture. The FaceNet dataset is used to train and deploy a face recognition model in Pocket Code visual programming. Integration of the FaceNet algorithm into Pocket Code aims to enhance the accessibility and simplicity of facial recognition technology for students and developers. Building face recognition applications typically involves writing complex code, which can be challenging for both beginners and experienced developers. The Pocket Code visual programming blocks have simplified the process, enabling anyone to easily incorporate face detection into their projects, irrespective of their coding experience. The article discusses the implementation and performance assessment of the FaceNet algorithm in Pocket Code visual programming.
Pocket Code 是一种基于可视化编程的移动应用程序,用于创建游戏、动画、音乐、视频和其他类型的应用程序。本文介绍了通过基于 FaceNet 架构的可视化编程界面将人脸识别功能集成到 Pocket Code 中的情况。FaceNet 数据集用于在 Pocket Code 可视化编程中训练和部署人脸识别模型。将 FaceNet 算法集成到 Pocket Code 中的目的是提高人脸识别技术对学生和开发人员的可及性和简易性。构建人脸识别应用程序通常需要编写复杂的代码,这对于初学者和经验丰富的开发人员来说都具有挑战性。Pocket Code 可视化编程模块简化了这一过程,使任何人,无论其编码经验如何,都能轻松地将人脸识别纳入其项目中。本文讨论了 FaceNet 算法在 Pocket Code 可视化编程中的实现和性能评估。
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引用次数: 0
CT-Mobile: Enhancing Computational Thinking via Android Graphic Design App CT-Mobile:通过安卓图形设计应用程序提高计算思维能力
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.47711
Muhammad Hakiki, Halomoan, Radinal Fadli, Yayuk Hidayah, Rita Zunarti, Vivi Yosefri Yanti
In the rapidly evolving digital age, the need for computational thinking (CT) skills is answered with the introduction of CT-Mobile, an innovative Android-based graphic design application. The app integrates basic computational concepts with graphic design principles, providing a unique platform for users to improve problem-solving, algorithmic thinking, and logical reasoning skills. This study used a research and development (R&D) approach with the 4-D Model (define, design, develop, and disseminate) as a guide. The validity test with experts categorized CT-Mobile as “valid” with values of 0.85 and 0.88 from media experts and material experts. The practicality of this application was rated as “very practical” by teachers (89.67%) and students (86.34%). These findings confirm the significant benefits of CT-Mobile in graphic design learning, both for educators and students. The analysis showed a positive impact on users’ CT ability, reflected by improved problem-solving efficiency and a deeper understanding of algorithmic processes. This study provides valuable insights into the relationship between mobile application development, graphic design education, and the development of CT skills. CT-Mobile emerges as a promising tool to bridge technology, creativity, and cognitive skill development in the digital age.
在快速发展的数字时代,对计算思维(CT)技能的需求随着基于 Android 的创新平面设计应用程序 CT-Mobile 的推出而得到满足。该应用程序将基本计算概念与平面设计原理相结合,为用户提供了一个独特的平台,帮助他们提高解决问题、算法思维和逻辑推理能力。本研究采用研究与开发(R&D)方法,以 4-D 模型(定义、设计、开发和传播)为指导。在专家有效性测试中,媒体专家和材料专家将 CT-Mobile 归类为 "有效",数值分别为 0.85 和 0.88。教师(89.67%)和学生(86.34%)对该应用软件的实用性评价为 "非常实用"。这些结果证实了 CT-Mobile 在平面设计学习中对教育工作者和学生的显著益处。分析表明,CT-Mobile 对用户的 CT 能力产生了积极影响,体现在提高了解决问题的效率,加深了对算法过程的理解。这项研究为移动应用开发、平面设计教育和 CT 技能培养之间的关系提供了有价值的见解。在数字时代,CT-Mobile 是连接技术、创造力和认知技能发展的一个很有前途的工具。
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引用次数: 0
Design and Application of Scenario-Based Perception of Smart Wearable Device Interaction Method 基于场景的智能穿戴设备感知交互方法的设计与应用
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.49071
Guanglin Chen
At the moment, Internet technology is still in a rapid development phase, with more highperformance, low-power processor chips entering the market and the commercialization of the smart wearable device industry accelerating. Virtual reality, intelligent clouds, and other technologies are at the heart of today’s wearable technologies. It is a design product that employs cutting-edge technology to provide sturdy functioning and superior safety. However, the current study on smart wearable devices is more related to engineering technology, and there is relatively little research on the interaction behavior and user experience among users, devices, and environments. Incorporating the design object, application context, user experience, and other factors into the design of smart wearable devices can help promote the transformation of smart wearable devices from technology-driven to user experience-driven. Therefore, it is important to introduce the concepts of context-awareness and interaction design in the design of smart wearable devices. Through contextual cognitive theory, the study studies the contextual cognitive features of users, deconstructs and analyzes the interaction and experience of smart wearable devices, and discovers the relevant elements influencing user experience. The theoretical research results are then integrated with the interaction design system to connect the relationships among users, behaviors, scenes, and technologies, and a context-aware system for smart wearable devices based on scene perception is constructed. The influence of different aspects on the recognition accuracy of the system is analyzed, and the results show that the system proposed in this paper has very superior performance in gesture recognition.
目前,互联网技术仍处于快速发展阶段,更多高性能、低功耗的处理器芯片进入市场,智能可穿戴设备产业的商业化进程也在加快。虚拟现实、智能云等技术是当今可穿戴技术的核心。它是一种采用尖端技术的设计产品,具有坚固的功能和卓越的安全性。然而,目前对智能可穿戴设备的研究更多涉及工程技术,对用户、设备和环境之间的交互行为和用户体验的研究相对较少。将设计对象、应用情境、用户体验等因素融入智能可穿戴设备的设计中,有助于推动智能可穿戴设备从技术驱动向用户体验驱动的转变。因此,在智能可穿戴设备的设计中引入情境认知和交互设计的概念具有重要意义。本研究通过情境认知理论,研究用户的情境认知特征,解构和分析智能可穿戴设备的交互与体验,发现影响用户体验的相关要素。然后将理论研究成果与交互设计系统相结合,串联起用户、行为、场景和技术之间的关系,构建了基于场景感知的智能可穿戴设备情境感知系统。分析了不同方面对系统识别精度的影响,结果表明本文提出的系统在手势识别方面具有非常优越的性能。
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引用次数: 0
A Conceptual Approach of an Integrated Multi Criteria Decision Making Techniques and Deep Learning for Construction Project Managers Selection Problem 针对施工项目经理选择问题的综合多标准决策技术和深度学习概念方法
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.49119
Mohd Nasrun Mohd Nawi, Mohd Faizal Omar, Ruba Ahmad Odeh, Abdul Ghafur Hanafi, Faizatul Akmar Abdul Nifa, Mohd Kamarul Irwan Abdul Rahim
The success of a construction project depends on several critical success factors in such a hazardous scenario characterized by COVID-19 and its consequent stress. One important factor is supervision by a competent project manager with higher emotional intelligence (EI) skills especially in these pandemic times of uncertainty. The selection of this kind of project manager is, by nature, one of the most important and, at the same time, most complicated decisions to be made due to a multi-criteria decision-making (MCDM) problem. Based on previous studies, the human emotion element is often overlooked in the decision-making process. Modern evaluation would require a multimodal dataset to evaluate a competent candidate for the position. In addition, it is identified that classical MCDM is static and unable to quantify real-time human emotion. Hence, in this study, our approach uses an integrated techniques for MCDM and deep learning to address the managers’ selection problem. Accordingly, a number of techniques, such as convolutional neural networks and other variations of algorithms, will be tested and compared. The emotion in our facial emotion recognition intensities value will be forwarded to MCDM as part of the input and eventually yield a non-bias and quality decision. It is anticipated that this study will enable employers to simplify and implement an effective decision-making process by embedding EI into the decision-making process to improve the quality of their hires and source the perfect candidate for construction project managers. Therefore, this study is aligned with the national construction agenda under the Construction 4.0 Strategic Plan (2021–2025), which requires changes to be made within the construction industry in tandem with the rapid development of technology and smarter systems. It emphasizes the utilization of digital technology as well as skills and knowledge enhancement.
在这种以 COVID-19 为特征的危险情况下,建筑项目的成功取决于几个关键的成功因素以及随之而来的压力。其中一个重要因素是由一名具备较高情商(EI)技能的称职项目经理进行监督,尤其是在这个充满不确定性的大流行时代。从本质上讲,选择这样的项目经理是最重要的决策之一,同时也是最复杂的多标准决策(MCDM)问题。根据以往的研究,在决策过程中,人的情感因素往往被忽视。现代评估需要一个多模态数据集来评估一个胜任职位的候选人。此外,经典的 MCDM 是静态的,无法量化人类的实时情感。因此,在本研究中,我们的方法采用了 MCDM 和深度学习的综合技术来解决管理人员的选拔问题。因此,我们将对卷积神经网络等多种技术和其他算法进行测试和比较。我们的面部情绪识别强度值中的情绪将作为输入的一部分转发给 MCDM,并最终产生无偏见的高质量决策。预计本研究将使雇主能够通过将情感指数嵌入决策过程来简化和实施有效的决策过程,从而提高招聘质量,并为建筑项目经理寻找最佳人选。因此,本研究与《建筑 4.0 战略计划(2021-2025 年)》中的国家建筑议程相一致,该计划要求随着技术和智能系统的快速发展,在建筑行业内进行变革。该计划强调利用数字技术以及提高技能和知识。
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引用次数: 0
Using Digital Video Recordings in Class Activities for Enhancing Mathematics Pre-Service Teachers’ Reflective Thinking 在课堂活动中使用数码视频录像以提高数学职前教师的反思能力
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.49443
Wajeeh M. Daher, N. Baya'a, Otman Jaber, Huda Shayeb
Digital video recordings (DVRs) have become an effective tool in sustainable teacher education. In the current study, our aim was to investigate the impact of utilizing mobile applications for DVRs in classroom activities, designed to address misconceptions of mathematical concepts, on pre-service teachers’ capacity of reflective thinking. Two groups of approximately 10 PSTs participated in an education program. The participants learned as third-year students in the Department of Mathematics Education. Interviews and digital video-recorded observations were used as data collection tools. Deductive and inductive content analysis would be used as data analysis tools. The study showed that the DVR environment constituted a sustainable educational environment that supported PSTs’ development in writing reflections on their mathematics teaching. These results underscore the significance of using digital platforms for PSTs’ education, particularly for promoting metacognitive thinking practices such as reflective thinking.
数字录像(DVR)已成为可持续教师教育的有效工具。在本研究中,我们的目的是调查在课堂活动中使用 DVR 移动应用程序(旨在解决数学概念的误解)对职前教师反思能力的影响。两组约 10 名职前教师参加了一个教育项目。参与者为数学教育系三年级学生。研究采用访谈和数字录像观察作为数据收集工具。演绎和归纳内容分析将作为数据分析工具。研究结果表明,DVR 环境构成了一个可持续的教育环境,支持小班教师在撰写数学教学反思方面的发展。这些结果强调了使用数字平台对小学生教育的重要性,特别是对促进元认知思维实践(如反思性思维)的重要性。
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引用次数: 0
Analysis of the Recognition of Facial Movements of App Designed for Rehabilitation of People with Facial Paralysis 面瘫康复应用程序的面部动作识别分析
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.45293
Ana Grasielle Dionisio Corrêa, Anna de Souza Cruz Ravaglio, Flávio Hergersheimer Navikas, Jucelio Delmondes do Amaral, Paulo César Machado Filho, Daniela Vieira Cunha, Matheus Gois de Lima Silva, Bruno da Silva Rodrigues
Peripheral facial paralysis (PFP) causes deficits in muscle and sensory functions of the face due to damage to the facial nerve. In this study, we evaluated the effectiveness of the “Fisiobem” app in rehabilitating patients with PFP through facial mimicry exercises. The app uses the device’s camera to identify the user and measure the range of motion during the exercises, applying the ARKit framework to quantify the intensity of the movements. We conducted a usability study with 34 participants unaffected by PFP, performing mimics with different amplitudes. Results show that glasses did not affect recognition accuracy in exercises such as raising eyebrows, frowning, and closing the eyes tightly. As for wrinkling the nose exercise, glasses impacted higher intensities. As for the beard or mustache, lower lip protrusion, compressing the lips, smiling, showing teeth and blowing out filling cheeks were not affected. However, when smiling with lips together, beard and mustache influenced intensities above 75%. It is important to highlight that this study has limitations, such as the sample size and lack of consideration for ethnic diversity among participants. Future research with larger and more diverse samples is needed to validate and generalize these findings and explore the nuances of interactions between facial features and facial recognition algorithms. Despite these limitations, the approach facilitated by the “Fisiobem” application offers significant benefits, especially for patients with PFP who face challenges in accessing specialized therapists. It allows patients to complement their treatment by performing guided facial mimicry exercises at home. The application helps individuals accurately perform the exercises and effectively track the progress of their rehabilitation.
周围性面瘫(PFP)因面神经受损而导致面部肌肉和感觉功能障碍。在这项研究中,我们评估了 "Fisiobem "应用程序通过面部模仿练习帮助周围性面瘫患者康复的效果。该应用程序使用设备的摄像头来识别用户并测量练习过程中的动作幅度,同时应用 ARKit 框架来量化动作的强度。我们对 34 名未受 PFP 影响的参与者进行了可用性研究,他们进行了不同幅度的模仿练习。结果显示,在抬眉、皱眉和紧闭双眼等练习中,眼镜不会影响识别准确性。至于皱鼻子练习,眼镜会影响较高的强度。至于留胡子或络腮胡、下唇前突、压迫嘴唇、微笑、露齿和吹气填充脸颊则不受影响。然而,当嘴唇并拢微笑时,胡须和络腮胡对强度的影响超过 75%。需要强调的是,这项研究有其局限性,如样本量和没有考虑参与者的种族多样性。未来的研究需要更大和更多样化的样本来验证和推广这些发现,并探索面部特征和面部识别算法之间相互作用的细微差别。尽管存在这些局限性,但 "Fisiobem "应用程序所提供的方法仍有很大的益处,特别是对于在获得专业治疗师治疗方面面临挑战的 PFP 患者。它允许患者在家中进行有指导的面部模仿练习,从而辅助治疗。该应用程序可帮助患者准确地进行练习,并有效跟踪其康复进展。
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引用次数: 0
Design and Experimental Study of Interactive Experiences in Architectural Heritage Education Based on Mobile Augmented Reality Technology 基于移动增强现实技术的建筑遗产教育互动体验设计与实验研究
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.50249
Jie Zhong, Zhiming Peng
As globalization accelerates and technology advances, the education and transmission of architectural heritage face new challenges and opportunities. Mobile augmented reality (MAR) technology offers innovative means for presenting and educating about architectural heritage, enhancing user experiences and interactivity through the overlay of virtual information. This study explores the application of MAR in architectural heritage education, examining its potential to enhance educational outcomes, increase user engagement, and foster awareness of heritage conservation. While the technology has been widely explored in other educational fields, its application in architectural heritage remains insufficient, particularly in the design of collaborative tasks, assessment of user satisfaction, and implementation of incentive mechanisms. This paper encompasses three research components: a detailed description of collaborative tasks in architectural heritage education using MAR, the development of a satisfaction model to evaluate the effectiveness of these tasks, and the construction of an educational collaboration incentive mechanism. Through this study, the paper not only enriches the application of MAR in cultural heritage conservation but also provides theoretical and empirical support for future related studies.
随着全球化的加速和技术的进步,建筑遗产的教育和传承面临着新的挑战和机遇。移动增强现实(MAR)技术为建筑遗产的展示和教育提供了创新手段,通过叠加虚拟信息增强了用户体验和互动性。本研究探讨了移动增强现实技术在建筑遗产教育中的应用,研究了它在提高教育成果、增加用户参与度和促进遗产保护意识方面的潜力。虽然该技术已在其他教育领域得到广泛探索,但在建筑遗产领域的应用仍然不足,特别是在协作任务的设计、用户满意度评估和激励机制的实施方面。本文包括三项研究内容:利用 MAR 详细描述建筑遗产教育中的协作任务,开发满意度模型以评估这些任务的有效性,以及构建教育协作激励机制。通过这项研究,本文不仅丰富了 MAR 在文化遗产保护中的应用,还为今后的相关研究提供了理论和实证支持。
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引用次数: 0
Leveraging Problem-Based Learning via Virtual Environments to Enhance Business Students’ English and Motivation 通过虚拟环境开展基于问题的学习,提高商科学生的英语水平和学习动力
Pub Date : 2024-07-12 DOI: 10.3991/ijim.v18i13.48109
Mohammed Abdalgane, Rabea Ali, Mohamed A. Elkot, Eltaieb Mohamed Zaki Youssif
This study investigates leveraging a problem-based learning (PBL) approach via virtual environments (VEs) to enhance English reading and writing skills and motivation among business students. The random sample consisted of 60 students in the Customer Service Section of the Applied College. The students were divided into two groups: the experimental group, which was exposed to the PBL approach via the Blackboard system, and the control group, which received traditional instruction. The authors used a quasi-experimental design, a pre-post-test, and a motivation scale. A T-test was used to compare the two groups at the post-test. The findings revealed substantial differences between the experimental and control groups in English for business students (reading comprehension and writing). Additionally, there was a momentous variance between the two groups on the motivational scale. The study proved that using the PBL approach with the VEs positively influenced students’ English for business and motivation. The study has some recommendations for future research, including evaluating virtual learning platforms, conducting longitudinal studies, and incorporating qualitative measures to enhance English language learning opportunities.
本研究探讨了通过虚拟环境(VE)利用基于问题的学习(PBL)方法来提高商科学生的英语读写能力和学习动机。随机抽样包括应用学院客户服务部的 60 名学生。学生被分为两组:实验组和对照组,前者通过黑板系统学习 PBL 方法,后者则接受传统教学。作者采用了准实验设计、前-后测试和动机量表。通过 T 检验对两组学生进行了后测比较。研究结果显示,实验组和对照组在商务英语(阅读理解和写作)方面存在巨大差异。此外,两组学生在动机量表上也存在巨大差异。研究证明,使用 PBL 方法和 VE 对学生的商务英语和学习动机产生了积极影响。该研究为今后的研究提出了一些建议,包括评估虚拟学习平台、开展纵向研究以及采用定性测量来增加英语学习机会。
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引用次数: 0
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International Journal of Interactive Mobile Technologies (iJIM)
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