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International Journal of Interactive Mobile Technologies (iJIM)最新文献

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Analysis of Learners' Emotions in E-Learning Environments Based on Cognitive Sciences 基于认知科学的电子学习环境中的学习者情绪分析
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48471
Faranak Sahraie, Ahmad Rezvanfar, Seyed Hamid Movahedmohammadi, Martin Ebner, Amir Alambeigi, Mohammadreza Farrokhnia
The present study aimed to examine students’ emotions in e-learning classes through facial expressions and investigate the influence of different instructional methods on students’ emotional responses. In this study, we examined the facial expressions of 17 undergraduate students using three different methods of presenting educational content (PowerPoint, video, and Kahoot) in online classes and analyzed the data with face reader software. The findings demonstrated that students experienced various positive and negative emotions with different methods of content delivery. Furthermore, comparing the three methods revealed that the Kahoot method elicited the highest average of positive emotions among students compared to the other two methods. This difference can be attributed to the visual attractiveness and interactive nature of the Kahoot environment. Additionally, this study highlights that simply incorporating multimedia materials, such as PowerPoint presentations and videos, is not sufficient to enhance effectiveness and cultivate positive emotions in e-learning. While multimedia materials serve as supportive tools and enhance visualization, interaction at various levels (content, teacher, peers, etc.) is necessary. Nevertheless, the significance of this research lies in the innovative application of a tool for analyzing emotions in online learning classrooms, thereby enhancing the measurement of genuine and objective emotional responses in e-learning environments.
本研究旨在通过面部表情考察学生在网络学习课堂上的情绪,并研究不同教学方法对学生情绪反应的影响。在这项研究中,我们检测了 17 名本科生在网络课堂上使用三种不同的教学内容展示方法(PowerPoint、视频和 Kahoot)时的面部表情,并使用面部阅读软件对数据进行了分析。研究结果表明,学生在使用不同的教学内容呈现方式时会产生各种积极和消极情绪。此外,比较三种方法后发现,与其他两种方法相比,Kahoot 方法在学生中引起的平均积极情绪最高。这种差异可归因于 Kahoot 环境的视觉吸引力和互动性。此外,本研究还强调,在电子学习中,仅仅加入 PowerPoint 演示文稿和视频等多媒体材料并不足以提高电子学习的有效性和培养积极情绪。虽然多媒体材料可以作为辅助工具并增强可视化,但不同层面(内容、教师、同伴等)的互动也是必要的。不过,这项研究的意义在于创新性地应用了在线学习课堂中的情绪分析工具,从而加强了对网络学习环境中真实客观的情绪反应的测量。
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引用次数: 0
The Effectiveness of Case-Based STEM Integrated with Mobile Simulation to Foster Students’ Creative Thinking Skills 基于案例的 STEM 与移动模拟相结合对培养学生创造性思维能力的成效
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48069
T. Nurita, Lia Yuliati, M. A. Mahdiannur, F. B. Ilhami
This study aims to determine the effect of case-based science, technology, engineering, and mathematics (STEM) integrated with mobile simulation on fostering students’ creative thinking skills. This study utilized an experimental design, specifically a pretest-posttest control group design. The research subjects were 40 students from a university in Surabaya City. The research instrument used was a test measuring creative thinking ability. The data was analyzed using the Wilcoxon non-parametric test because it was not normally distributed. The results showed that: (1) there is a statistically significant difference between the initial test and the final test; (2) there is a significant increase in the creative thinking ability of students who participate in oscillation-based STEM Embedded learning with mobile simulation; (3) there is a positive relationship between the use of mobile simulation and students’ STEM Embedded creative thinking ability. The conclusion of this study is that case-based STEM embedded oscillation with mobile simulation is effective in improving students’ creative thinking skills.
本研究旨在确定基于案例的科学、技术、工程和数学(STEM)与移动模拟相结合对培养学生创造性思维能力的影响。本研究采用实验设计,特别是前测-后测对照组设计。研究对象是来自泗水市一所大学的 40 名学生。使用的研究工具是一个测量创造性思维能力的测试。由于数据不呈正态分布,因此采用 Wilcoxon 非参数检验对数据进行了分析。结果显示(1) 初始测试和最终测试之间存在统计学意义上的显著差异;(2) 使用移动模拟参与基于振荡的 STEM 嵌入式学习的学生的创造性思维能力显著提高;(3) 移动模拟的使用与学生的 STEM 嵌入式创造性思维能力之间存在正相关关系。本研究的结论是,基于案例的 STEM 嵌入式移动模拟振荡学习能有效提高学生的创造性思维能力。
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引用次数: 0
Advancements in Satellite Remote Sensing for Predicting Large-Scale Wildfire Risks: An Image Processing Algorithmic Framework 卫星遥感在预测大规模野火风险方面的进展:图像处理算法框架
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48601
Boxin Li, Hong’e Ren, Jing Tian
With the escalation of global warming and human activities, large-scale wildfires have become increasingly frequent, posing significant threats to both ecological environments and human societal safety. Satellite remote sensing technology plays a pivotal role in wildfire monitoring and risk assessment, providing extensive geographical coverage and continuous monitoring capabilities. Traditional methods for predicating wildfire risk, however, face limitations in processing large-scale remote sensing data, especially in cloud detection and temporal information analysis. In response to this challenge, a novel set of image processing algorithms has been developed to enhance the efficiency and accuracy of wildfire risk prediction. Initially, a cloud detection and removal algorithm based on deep learning is introduced. This algorithm effectively identifies and eliminates cloud interference in remote sensing images, thereby significantly improving the quality and usability of image data. Subsequently, a temporal information capturing technique is proposed, capable of processing vast amounts of remote sensing data and extracting time series features. This technique provides robust data support for wildfire risk prediction. The application of these technologies not only improves the efficiency of the data processing workflow but also enhances the timeliness and accuracy of the prediction model, holding significant practical importance for guiding actual wildfire prevention and response measures.
随着全球变暖和人类活动的加剧,大规模野火日益频繁,对生态环境和人类社会安全构成了重大威胁。卫星遥感技术在野火监测和风险评估方面发挥着举足轻重的作用,具有广泛的地理覆盖范围和连续监测能力。然而,传统的野火风险预测方法在处理大规模遥感数据,特别是在云检测和时间信息分析方面存在局限性。为了应对这一挑战,我们开发了一套新型图像处理算法,以提高野火风险预测的效率和准确性。首先,介绍了一种基于深度学习的云检测和移除算法。该算法能有效识别和消除遥感图像中的云干扰,从而显著提高图像数据的质量和可用性。随后,提出了一种时间信息捕捉技术,能够处理大量遥感数据并提取时间序列特征。该技术为野火风险预测提供了强大的数据支持。这些技术的应用不仅提高了数据处理工作流程的效率,还增强了预测模型的及时性和准确性,对指导实际野火预防和应对措施具有重要的现实意义。
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引用次数: 0
A PHP Framework-Based Web-Based Instruction Platform 基于 PHP 框架的网络教学平台
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48247
Zhuang Li
This paper combines the emerging Internet with actual student classrooms to design a PHP-framework-based web-based instruction platform, aiming to improve students’ learning efficiency after class. This system uses the PHP language and integrates MVC-based ThinkPHP, Bootstrap, jQuery’s $, ajax asynchronous request, art-template rendering, and other technologies. The interface of the system is simple and easy to operate, with various layout styles and display effects. Students can increase their interest in learning and improve their learning efficiency by watching the teaching videos on the website. The system summarizes a large amount of teaching resources and information to promote the structure and mode of reform in education and teaching. Such an intelligent platform with permanent knowledge preservation and instant sharing features effectively motivates students’ learning efficiency, interest, and initiative.
本文结合新兴互联网与学生课堂实际,设计了基于PHP框架的网络教学平台,旨在提高学生课后学习效率。该系统使用PHP语言,集成了基于MVC的ThinkPHP、Bootstrap、jQuery的$、ajax异步请求、艺术模板渲染等技术。系统界面简洁,操作方便,具有多种布局风格和显示效果。学生可以通过观看网站上的教学视频,提高学习兴趣和学习效率。系统汇总了大量的教学资源和信息,促进了教育教学的结构和模式改革。这样一个具有知识永久保存和即时共享功能的智能平台,能有效地调动学生的学习效率、学习兴趣和学习主动性。
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引用次数: 0
Development of an Advanced Biology Learning Website in the Fields of Biotechnology, Biochemistry, and Biomedicine with the STEAM Approach 以 STEAM 方法开发生物技术、生物化学和生物医学领域的高级生物学习网站
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48083
Hendra Susanto, Ibrohim, Andi Basuki, H. Fadzil, Afiz Baghiz Syafruddin, Ari Gunawan
The growing industry has given birth to various innovations, one of which is the emergence of three new branches of knowledge in biology: biotechnology, biochemistry, and biomedicine. However, this branch of science has not been explored in biology education for students. Technology, in the form of online learning platforms, can address current challenges. STEAM-based biology learning can increase student engagement, motivate creative exploration, and stimulate critical thinking. This study aims to develop an advanced biology learning platform and test the feasibility of the learning media. This study follows the analysis, design, development, implementation, and evaluation (ADDIE) model. The results of this study have led to the development of the “Advanced Biology” website, which contains various exciting features for students. This feature includes a homepage display, learning content display, case-based learning, and research project display. This platform provides engaging educational videos and comprehensive learning materials. The case studies on this site offer an overview of problem-solving and the current state of the industry. This media validates learning materials, media, and technology in the ideal category.
不断发展的工业催生了各种创新,其中之一就是生物学中出现了三个新的知识分支:生物技术、生物化学和生物医学。然而,这一科学分支在学生生物教育中尚未得到探索。以在线学习平台为形式的技术可以应对当前的挑战。基于 STEAM 的生物学习可以提高学生的参与度,激发学生的创造性探索和批判性思维。本研究旨在开发一个先进的生物学习平台,并测试学习媒体的可行性。本研究遵循分析、设计、开发、实施和评估(ADDIE)模式。本研究的结果促成了 "高级生物学 "网站的开发,该网站为学生提供了各种令人兴奋的功能。该功能包括主页展示、学习内容展示、基于案例的学习和研究项目展示。该平台提供引人入胜的教学视频和全面的学习材料。网站上的案例研究提供了解决问题和行业现状的概览。该媒体验证了理想类别中的学习材料、媒体和技术。
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引用次数: 0
Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review 游戏化学习十年:文献计量分析与系统综述
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.45335
Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy
Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification has emerged as a vital aspect of the educational setting, with gamified elements playing a crucial role in e-learning environments. The current study is motivated by the need to address a gap in the existing research on the utilization of gamification in education. This gap exists due to a lack of studies that monitor the developments and effects of gamification in the educational environment. It is important to conduct such studies to provide guidance for future research in the field of gamification. A bibliometric analysis and systematic literature review were conducted to understand and describe gamification and its potential for learning. The results of the bibliometric analysis revealed that the most frequently used keywords in the studies were gamification, game-based learning (GBL), motivation, and engagement. The majority of research published in this field was conducted in the United States, followed by Spain and Britain. The Journal of Computers in Human Behavior and the Journal of Computers and Education were the two journals that focused primarily on the field of GBL. The most famous authors in this field are Hamari, Juho, Patel, Mitesh S., Landers, and Richard N. The field is experiencing significant growth, with the number of studies increasing from 7 in 2012 to 917 in 2021. The systematic review has found that undergraduates are the most frequent participants in gambling activities. The game elements that are most utilized are points, leaderboards, and badges, while the learning outcomes most addressed are achievement, engagement, and motivation. The primary objective of this paper is to provide a comprehensive guide to scholars and research institutes, outlining the key areas of emphasis related to the subject of gamification. The systematic research also identified the key components of gamification that instructors and e-learning designers may rely on most frequently.
基于游戏化的学习是近年来的一种趋势,由于数字化的发展,它在过去几年里受到了越来越多的关注。游戏化已成为教育环境中的一个重要方面,游戏化元素在电子学习环境中发挥着至关重要的作用。本研究的动机是需要解决现有教育游戏化研究中的一个空白。之所以存在这一空白,是因为缺乏对游戏化在教育环境中的发展和效果进行监测的研究。开展此类研究非常重要,可以为游戏化领域的未来研究提供指导。为了了解和描述游戏化及其在学习方面的潜力,我们进行了文献计量分析和系统的文献综述。文献计量分析的结果显示,研究中最常使用的关键词是游戏化、基于游戏的学习(GBL)、激励和参与。在这一领域发表的大部分研究都是在美国进行的,其次是西班牙和英国。人类行为中的计算机期刊》(Journal of Computers in Human Behavior)和《计算机与教育期刊》(Journal of Computers and Education)是主要关注 GBL 领域的两本期刊。该领域最有名的作者是Hamari, Juho, Patel, Mitesh S., Landers和Richard N.。该领域正在经历大幅增长,研究数量从2012年的7项增加到2021年的917项。系统综述发现,大学生是赌博活动最频繁的参与者。使用最多的游戏元素是积分、排行榜和徽章,而涉及最多的学习成果是成就感、参与度和积极性。本文的主要目的是为学者和研究机构提供一份综合指南,概述与游戏化主题相关的重点领域。系统研究还确定了指导教师和电子学习设计者可能最常依赖的游戏化关键要素。
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引用次数: 1
Design and Optimization of Human-Computer Interaction System for Education Management Based on Artificial Intelligence 基于人工智能的教育管理人机交互系统的设计与优化
Pub Date : 2024-04-09 DOI: 10.3991/ijim.v18i07.48337
Yaqing Liu
The continuous improvement and refinement of artificial intelligence (AI) technology has facilitated the broader application of human-computer interaction in the field of education management. The construction of an educational management human-computer interaction system based on AI technology can optimize and improve key parameters of educational management human-computer interaction scenarios, thereby creating a more comprehensive mobile learning (m-learning) application system. This paper is based on AI technology, analyzing gesture semantics and speech semantics, and combining fusion algorithms to construct an education management human interaction system. The performance changes of the system were compared with real experimental operations and the NOBOOK platform analysis. The results show that the education management human-computer interaction system constructed in this article can enhance the m-learning experience of participants. It ensures high recognition accuracy, leading to higher scores in all dimensions of indicator evaluation. Therefore, as one of the crucial forms of m-learning, the human-computer interaction system for education management based on AI can establish a foundation for the further enhancement and development of education management.
人工智能(AI)技术的不断改进和完善,促进了人机交互在教育管理领域的广泛应用。构建基于人工智能技术的教育管理人机交互系统,可以优化和完善教育管理人机交互场景的关键参数,从而打造更加完善的移动学习(m-learning)应用系统。本文基于人工智能技术,分析手势语义和语音语义,结合融合算法,构建了教育管理人机交互系统。该系统的性能变化与实际实验操作和 NOBOOK 平台分析进行了比较。结果表明,本文构建的教育管理人机交互系统可以增强参与者的移动学习体验。它能确保较高的识别准确率,从而在指标评价的各个维度上获得更高的分数。因此,作为移动学习的重要形式之一,基于人工智能的教育管理人机交互系统可以为教育管理的进一步提升和发展奠定基础。
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引用次数: 0
Collaborative Digital Learning as a Virtual Learning Environment on Mathematics 作为数学虚拟学习环境的协作式数字化学习
Pub Date : 2024-03-05 DOI: 10.3991/ijim.v18i05.47925
Meilani Safitri, N. Suryani, A. Asrowi, S. Sukarmin
Collaborative digital learning (CDL) has been a trend since the 4.0 era and has grown in popularity in the aftermath of the COVID-19 outbreak. This study is a literature review that aims to examine the existing literature on CDL and virtual learning environments (VLEs), with a specific focus on their application in mathematics classes. The data was collected by compiling all published articles from the past five years and then analyzing the information to draw conclusions. Content analysis approaches were utilized for descriptive and thematic data analysis. The findings of this study indicate that the use of computer-based learning (CBL) as a VLE has been successfully adopted and is quite useful in remote learning, particularly during the COVID-19 pandemic. Based on these findings, it is recommended to develop a CBL VLE to assess its impact on mathematics education in schools, especially on metacognitive abilities in problem-solving.
自 4.0 时代以来,协作式数字化学习(CDL)一直是一种趋势,在 COVID-19 爆发之后,它也越来越受欢迎。本研究是一项文献综述,旨在研究有关 CDL 和虚拟学习环境(VLE)的现有文献,特别关注其在数学课堂中的应用。收集数据的方法是汇编过去五年发表的所有文章,然后分析信息,得出结论。内容分析方法用于描述性和主题性数据分析。研究结果表明,使用基于计算机的学习(CBL)作为虚拟学习环境已被成功采用,并且在远程学习中相当有用,特别是在 COVID-19 大流行期间。基于这些发现,建议开发 CBL 虚拟学习环境,以评估其对学校数学教育的影响,特别是对解决问题的元认知能力的影响。
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引用次数: 0
Elevating Physical Education Teacher Through Technology Integration 通过技术整合提升体育教师的地位
Pub Date : 2024-01-25 DOI: 10.3991/ijim.v18i02.43669
W. Alkasasbeh, A. Amawi
This paper explores how the integration of educational technology (EdTech) has been incorporated into the field of physical education (PE) and explores the difficulties encountered by Physical Education teachers (PETs) in successfully implementing technology. Through a systematic secondary literature review spanning the past decade, this paper identifies several key challenges, including unpreparedness, a trial-and-error approach, a shift in teaching priorities, and variations in teacher effectiveness. These challenges underscore the pressing need for readiness, adaptability, and preparation in the face of unforeseen disruptions, particularly in the context of online instruction. This study presents substantial recommendations to address these issues, emphasizing the pivotal role of technology-infused teacher education programs and advocating for Physical Education teachers’ education (PETE) faculty to embrace technology leadership. By implementing these recommendations, PETE programs can better equip preservice teachers and faculty members to harness technology for more effective learning experiences. Consequently, this endeavor aims to elevate the quality of PE in our increasingly digitalized era.
本文探讨了教育技术(EdTech)如何融入体育教育(PE)领域,并探讨了体育教师(PET)在成功实施技术方面遇到的困难。通过对过去十年间的二手文献进行系统回顾,本文确定了几个主要挑战,包括准备不足、试错方法、教学重点的转移以及教师效率的差异。这些挑战突出表明,面对不可预见的干扰,特别是在线教学,迫切需要做好准备、适应性和准备工作。本研究提出了解决这些问题的实质性建议,强调了注入技术的教师教育项目的关键作用,并倡导体育教师教育(PETE)教师接受技术领导。通过实施这些建议,体育教师教育项目可以更好地帮助职前教师和教职员工利用技术获得更有效的学习体验。因此,这项工作的目的是在我们日益数字化的时代提高体育教育的质量。
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引用次数: 0
The Effectiveness of an Interactive WhatsApp Bot on Listening Skills 交互式 WhatsApp 机器人对倾听技能的影响
Pub Date : 2024-01-25 DOI: 10.3991/ijim.v18i02.44327
Behnam Behforouz, Ali Al Ghaithi
The present paper attempted to measure the effectiveness of an interactive WhatsApp bot on the listening skills of Omani English as a Foreign Language (EFL) learners. For this purpose, 40 Omani intermediate EFL learners were divided into two groups: a control and an experimental in a higher education institution. A pretest was conducted to ensure the homogeneity of listening skills among all the participants. While both groups received instructions and exercises on listening in class, an interactive WhatsApp bot was designed for the experimental group to receive more instructions and training without time and place limitations. Later, a posttest and a delayed posttest were conducted to compare learners’ performance. The study results showed smooth progress of both groups in listening exams during the posttest and delayed posttest; however, the experimental group’s performance was significantly high. The findings of the study are efficacious and helpful for teachers and learners.
本文试图测量交互式 WhatsApp 机器人对阿曼英语作为外语(EFL)学习者听力技能的影响。为此,在一所高等教育机构中,40 名阿曼中级 EFL 学习者被分为两组:对照组和实验组。为确保所有参与者听力技能的同一性,进行了一次前测。两组学生都在课堂上接受了有关听力的指导和练习,而实验组则设计了一个交互式 WhatsApp 机器人,让他们在没有时间和地点限制的情况下接受更多的指导和训练。随后,进行了一次后测和一次延迟后测,以比较学习者的表现。研究结果表明,在后测和延迟后测中,两组学生在听力考试中都取得了顺利的进步;但实验组的成绩明显较高。研究结果对教师和学习者都很有帮助。
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引用次数: 0
期刊
International Journal of Interactive Mobile Technologies (iJIM)
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