Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.43667
Nuha Iter, Reham Salhab
This study aims to explore the factors influencing students’ engagement in mobile learning at Palestine Technical University Kadoorie. It utilizes a mixed research approach that combines both quantitative and qualitative designs. The study sample consists of 37 college students from two different faculties: Arts and Educational Sciences, and Applied Sciences. Data were collected using a pre-existing scale for engagement and its factors. Semi-structured interviews were conducted with 12 students who completed the scales. The findings showed a statistically significant difference in the total engagement scores, specifically in the emotional engagement dimension. However, there was no statistical significance found in the social, cognitive, or behavioral domains. Factors related to instructors are influential factors in student engagement and have been found to be statistically significant. Qualitative findings supported the quantitative results for this question, which showed subthemes of instructor-related factors such as instructor presence, motivation, teaching strategies, and technical environment. Researchers recommend that policymakers and educators prioritize the engagement factors of students in mobile learning. One of the limitations is the generalizability of this study. The participants who were surveyed were exclusively sourced from two departments within one university. To broaden the scope, we suggest that future research include individuals from various disciplines, universities, academic institutions, and students.
本研究旨在探讨影响巴勒斯坦技术大学(Palestine Technical University Kadoorie)学生参与移动学习的因素。研究采用混合研究方法,结合了定量和定性设计。研究样本包括来自两个不同学院的 37 名大学生:研究样本由 37 名大学生组成,分别来自艺术与教育科学学院和应用科学学院。数据收集采用了一个预先存在的参与度量表及其因素。对完成量表的 12 名学生进行了半结构式访谈。研究结果表明,参与度总分,特别是情感参与度维度,在统计学上存在显著差异。然而,在社会、认知或行为领域,没有发现统计学意义上的显著性。与指导教师有关的因素是影响学生参与度的因素,而且在统计上也有显著性。定性研究结果支持这一问题的定量研究结果,定量研究结果显示了与教师相关因素的子主题,如教师的存在、动机、教学策略和技术环境。研究人员建议政策制定者和教育工作者优先考虑学生在移动学习中的参与因素。本研究的局限性之一是其可推广性。接受调查的参与者仅来自一所大学的两个系。为了扩大研究范围,我们建议今后的研究应包括来自不同学科、大学、学术机构和学生的个人。
{"title":"Exploring the Factors Influencing the College Students’ Engagement in Mobile Learning in Palestine","authors":"Nuha Iter, Reham Salhab","doi":"10.3991/ijim.v18i01.43667","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.43667","url":null,"abstract":"This study aims to explore the factors influencing students’ engagement in mobile learning at Palestine Technical University Kadoorie. It utilizes a mixed research approach that combines both quantitative and qualitative designs. The study sample consists of 37 college students from two different faculties: Arts and Educational Sciences, and Applied Sciences. Data were collected using a pre-existing scale for engagement and its factors. Semi-structured interviews were conducted with 12 students who completed the scales. The findings showed a statistically significant difference in the total engagement scores, specifically in the emotional engagement dimension. However, there was no statistical significance found in the social, cognitive, or behavioral domains. Factors related to instructors are influential factors in student engagement and have been found to be statistically significant. Qualitative findings supported the quantitative results for this question, which showed subthemes of instructor-related factors such as instructor presence, motivation, teaching strategies, and technical environment. Researchers recommend that policymakers and educators prioritize the engagement factors of students in mobile learning. One of the limitations is the generalizability of this study. The participants who were surveyed were exclusively sourced from two departments within one university. To broaden the scope, we suggest that future research include individuals from various disciplines, universities, academic institutions, and students.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":"52 9","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139533062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.46483
Rubaiya Tasnim Sholi, Md. Fouad Hossain Sarker, Md. Salman Sohel, Md Kabirul Islam, Maruf Ahmed Tamal, Touhid Bhuiyan, S.M. Khasrul Alam Shakil, Md. Foysal Ahmed
The computer vision industry has experienced a significant surge in growth, resulting in numerous promising breakthroughs in computer intelligence. The present review paper outlines the advantages and potential future implications of utilizing this technology in education. A total of 84 research publications have been thoroughly scrutinized and analyzed. The study revealed that computer vision technology integrated with a mobile application is exceptionally useful in monitoring students’ perceptions and mitigating academic dishonesty. Additionally, it facilitates the digitization of handwritten scripts for plagiarism detection and automates attendance tracking to optimize valuable classroom time. Furthermore, several potential applications of computer vision technology for educational institutions have been proposed to enhance students’ learning processes in various faculties, such as engineering, medical science, and others. Moreover, the technology can also aid in creating a safer campus environment by automatically detecting abnormal activities such as ragging, bullying, and harassment.
{"title":"Application of Computer Vision and Mobile Systems in Education: A Systematic Review","authors":"Rubaiya Tasnim Sholi, Md. Fouad Hossain Sarker, Md. Salman Sohel, Md Kabirul Islam, Maruf Ahmed Tamal, Touhid Bhuiyan, S.M. Khasrul Alam Shakil, Md. Foysal Ahmed","doi":"10.3991/ijim.v18i01.46483","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.46483","url":null,"abstract":"The computer vision industry has experienced a significant surge in growth, resulting in numerous promising breakthroughs in computer intelligence. The present review paper outlines the advantages and potential future implications of utilizing this technology in education. A total of 84 research publications have been thoroughly scrutinized and analyzed. The study revealed that computer vision technology integrated with a mobile application is exceptionally useful in monitoring students’ perceptions and mitigating academic dishonesty. Additionally, it facilitates the digitization of handwritten scripts for plagiarism detection and automates attendance tracking to optimize valuable classroom time. Furthermore, several potential applications of computer vision technology for educational institutions have been proposed to enhance students’ learning processes in various faculties, such as engineering, medical science, and others. Moreover, the technology can also aid in creating a safer campus environment by automatically detecting abnormal activities such as ragging, bullying, and harassment.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":"44 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139533534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Blockchain technology has gained significant attention for its decentralized, secure, transparent, and immutable characteristics. It has been adopted in various domains, including the financial and education sectors. This systematic review provides a comprehensive analysis of the opportunities, challenges, and future educational prospects of blockchain technology by examining published research from various disciplines. A bibliometric approach was adopted using R Studio. Datasets were sourced from the Scopus database, which included Scopusindexed articles from 2018 to 2022. The keywords “blockchain” and “education” were used to retrieve relevant articles. Specific criteria were applied to filter the literature sources, ensuring that our discussions focused on the applications and challenges of blockchain technology in education. We only considered articles written in English, specifically those published in proceedings and journals. The review identified that blockchain technology has the potential to transform education by enhancing data security, facilitating efficient verification and credentialing processes, and enabling peer-to-peer transactions. However, addressing challenges such as adoption, technical expertise, data privacy, security, and standardization is crucial. Therefore, the study concludes that implementing blockchain technology in education can yield significant benefits for future generations. These benefits include reducing the gap in global education and increasing transparency and accountability in the education sector.
区块链技术因其去中心化、安全、透明和不可更改的特点而备受关注。它已被多个领域采用,包括金融和教育领域。本系统综述通过研究各学科已发表的研究成果,对区块链技术的机遇、挑战和未来教育前景进行了全面分析。采用的文献计量学方法使用 R Studio。数据集来源于Scopus数据库,其中包括2018年至2022年Scopus索引的文章。使用关键词 "区块链 "和 "教育 "检索相关文章。我们采用了特定的标准来筛选文献来源,确保我们的讨论侧重于区块链技术在教育领域的应用和挑战。我们只考虑以英文撰写的文章,特别是发表在论文集和期刊上的文章。审查发现,区块链技术具有通过加强数据安全、促进高效验证和认证流程以及实现点对点交易来改变教育的潜力。然而,应对采用、技术专长、数据隐私、安全和标准化等挑战至关重要。因此,研究得出结论认为,在教育领域实施区块链技术可以为后代带来巨大利益。这些益处包括缩小全球教育差距,提高教育部门的透明度和问责制。
{"title":"Blockchain Technology in Education: Opportunities, Challenges, and Beyond","authors":"Agariadne Dwinggo Samala, David Mhlanga, Ljubiša Bojić, Natalie-Jane Howard, Diogo Pereira Coelho","doi":"10.3991/ijim.v18i01.46307","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.46307","url":null,"abstract":"Blockchain technology has gained significant attention for its decentralized, secure, transparent, and immutable characteristics. It has been adopted in various domains, including the financial and education sectors. This systematic review provides a comprehensive analysis of the opportunities, challenges, and future educational prospects of blockchain technology by examining published research from various disciplines. A bibliometric approach was adopted using R Studio. Datasets were sourced from the Scopus database, which included Scopusindexed articles from 2018 to 2022. The keywords “blockchain” and “education” were used to retrieve relevant articles. Specific criteria were applied to filter the literature sources, ensuring that our discussions focused on the applications and challenges of blockchain technology in education. We only considered articles written in English, specifically those published in proceedings and journals. The review identified that blockchain technology has the potential to transform education by enhancing data security, facilitating efficient verification and credentialing processes, and enabling peer-to-peer transactions. However, addressing challenges such as adoption, technical expertise, data privacy, security, and standardization is crucial. Therefore, the study concludes that implementing blockchain technology in education can yield significant benefits for future generations. These benefits include reducing the gap in global education and increasing transparency and accountability in the education sector.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":" 27","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139624073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.42673
S. J., Meeradevi, S. Seema, Dayananda P, S. S., S. G., S. Rohith
Vision Studio aims to utilize a diverse range of modern deep learning and computer vision principles and techniques to provide a broad array of functionalities in image and video processing. Deep learning is a distinct class of machine learning algorithms that utilize multiple layers to gradually extract more advanced features from raw input. This is beneficial when using a matrix as input for pixels in a photo or frames in a video. Computer vision is a field of artificial intelligence that teaches computers to interpret and comprehend the visual domain. The main functions implemented include deepfake creation, digital ageing (de-ageing), image animation, and deepfake detection. Deepfake creation allows users to utilize deep learning methods, particularly autoencoders, to overlay source images onto a target video. This creates a video of the source person imitating or saying things that the target person does. Digital aging utilizes generative adversarial networks (GANs) to digitally simulate the aging process of an individual. Image animation utilizes first-order motion models to create highly realistic animations from a source image and driving video. Deepfake detection is achieved by using advanced and highly efficient convolutional neural networks (CNNs), primarily employing the EfficientNet family of models.
{"title":"A Visual Computing Unified Application Using Deep Learning and Computer Vision Techniques","authors":"S. J., Meeradevi, S. Seema, Dayananda P, S. S., S. G., S. Rohith","doi":"10.3991/ijim.v18i01.42673","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.42673","url":null,"abstract":"Vision Studio aims to utilize a diverse range of modern deep learning and computer vision principles and techniques to provide a broad array of functionalities in image and video processing. Deep learning is a distinct class of machine learning algorithms that utilize multiple layers to gradually extract more advanced features from raw input. This is beneficial when using a matrix as input for pixels in a photo or frames in a video. Computer vision is a field of artificial intelligence that teaches computers to interpret and comprehend the visual domain. The main functions implemented include deepfake creation, digital ageing (de-ageing), image animation, and deepfake detection. Deepfake creation allows users to utilize deep learning methods, particularly autoencoders, to overlay source images onto a target video. This creates a video of the source person imitating or saying things that the target person does. Digital aging utilizes generative adversarial networks (GANs) to digitally simulate the aging process of an individual. Image animation utilizes first-order motion models to create highly realistic animations from a source image and driving video. Deepfake detection is achieved by using advanced and highly efficient convolutional neural networks (CNNs), primarily employing the EfficientNet family of models.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":" 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139625394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.46381
Lakshmi Devasena C, Shubhangi V Urkude
Online learning has become essential to the teaching and learning approach during the pandemic. Due to its enormous benefits, online or e-learning can be sustained. The acceptability of online or e-learning depends on the student’s perception and the availability of infrastructure. Data from various streams and age groups has been collected from students in different institutions. After collecting the data, this research incorporates descriptive statistics for a thorough analysis and utilizes the Chi-square test to provide scientific evidence. This study finds that the majority of final-year undergraduate and postgraduate students support online education. The student’s economic status affects their preference for online or e-learning. Having a smart device and internet access also influence the decision to pursue online or e-learning. Gender is positively associated with access to Internet facilities and has a cascading effect on preferences for online or e-learning. Female students prefer online classes but require additional internet resources. Higher education institutions could enhance their online course offerings by targeting specific groups, such as female students for postgraduate programs, if they could better understand their preferences. Even though some existing studies in the literature have examined the Indian scenario to understand the factors influencing the adoption of online education, none of these studies have considered the fundamental need for online or e-learning. Moreover, the preferences were not studied based on different demographics. This research work has collected and utilized data from various educational disciplines across multiple institutes, marking the first endeavor of its kind in the literature.
{"title":"Students’ Perception towards Online Learning across Multiple Disciplinary Courses in India—A Qualitative Analysis","authors":"Lakshmi Devasena C, Shubhangi V Urkude","doi":"10.3991/ijim.v18i01.46381","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.46381","url":null,"abstract":"Online learning has become essential to the teaching and learning approach during the pandemic. Due to its enormous benefits, online or e-learning can be sustained. The acceptability of online or e-learning depends on the student’s perception and the availability of infrastructure. Data from various streams and age groups has been collected from students in different institutions. After collecting the data, this research incorporates descriptive statistics for a thorough analysis and utilizes the Chi-square test to provide scientific evidence. This study finds that the majority of final-year undergraduate and postgraduate students support online education. The student’s economic status affects their preference for online or e-learning. Having a smart device and internet access also influence the decision to pursue online or e-learning. Gender is positively associated with access to Internet facilities and has a cascading effect on preferences for online or e-learning. Female students prefer online classes but require additional internet resources. Higher education institutions could enhance their online course offerings by targeting specific groups, such as female students for postgraduate programs, if they could better understand their preferences. Even though some existing studies in the literature have examined the Indian scenario to understand the factors influencing the adoption of online education, none of these studies have considered the fundamental need for online or e-learning. Moreover, the preferences were not studied based on different demographics. This research work has collected and utilized data from various educational disciplines across multiple institutes, marking the first endeavor of its kind in the literature.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":" 48","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139624944","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.42905
Carlos Andrés Tavera Romero, Patricia del Rosario Segovia de Maya, María Fernanda Díaz Velásquez, Diego Fernando Pérez Carvajal
This research study aims to solve user location issues within the campus at an educational institution. As this campus comprises a large number of places and departments, users often get confused about how to reach a specific location. To address this problem, the “Ubícate” (“locate by yourself” in Spanish) application was developed following the CDIO methodology, which encompasses four creative process steps: conceive, design, implement, and operate. The “Ubícate” app provides users with information on places of interest such as schools, departments, halls, auditoriums, and sports venues, offering a visual reference of available locations through 360-degree images. The application also uses Google Maps to track user location within the campus, thus marking a reference route between university gates and the different locations available, in addition to providing information on university-sponsored events. In this paper, Section 2 describes the methodology and each of the stages that were addressed in the following sections. Section 3 presents the development itself and the data used for the purposes thereof. Next, Section 4 reveals the results from this study. Later, Section 5 assesses these results and the findings from the study. In Section 6, our conclusions are discussed. Finally, Section 7 lists topics for future research. The application did indeed contribute to improving the attendance of the academic community at events. Where the application was used, the first-hand perception of visitors and their own was very positive and enhanced the institutional image and sense of belonging. The contribution of this study consists of presenting a mobile application as a solution from three approaches: the technical aspects for application development, the business vision to satisfy the user’s needs, and the end user’s perception. All three approaches provide a technical reader, an entrepreneur, or an end user an overview of a scalable solution to different types of implementations in different types of businesses that require indoor location through the use of technologies in mobile applications. The mobile application performs the location indoors using the Google Maps platform, allowing a more agile development in implementing the APP.
{"title":"Development and Impact of a Mobile Application that Allows Users to Track Their Location on an Educational Institution Campus","authors":"Carlos Andrés Tavera Romero, Patricia del Rosario Segovia de Maya, María Fernanda Díaz Velásquez, Diego Fernando Pérez Carvajal","doi":"10.3991/ijim.v18i01.42905","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.42905","url":null,"abstract":"This research study aims to solve user location issues within the campus at an educational institution. As this campus comprises a large number of places and departments, users often get confused about how to reach a specific location. To address this problem, the “Ubícate” (“locate by yourself” in Spanish) application was developed following the CDIO methodology, which encompasses four creative process steps: conceive, design, implement, and operate. The “Ubícate” app provides users with information on places of interest such as schools, departments, halls, auditoriums, and sports venues, offering a visual reference of available locations through 360-degree images. The application also uses Google Maps to track user location within the campus, thus marking a reference route between university gates and the different locations available, in addition to providing information on university-sponsored events. In this paper, Section 2 describes the methodology and each of the stages that were addressed in the following sections. Section 3 presents the development itself and the data used for the purposes thereof. Next, Section 4 reveals the results from this study. Later, Section 5 assesses these results and the findings from the study. In Section 6, our conclusions are discussed. Finally, Section 7 lists topics for future research. The application did indeed contribute to improving the attendance of the academic community at events. Where the application was used, the first-hand perception of visitors and their own was very positive and enhanced the institutional image and sense of belonging. The contribution of this study consists of presenting a mobile application as a solution from three approaches: the technical aspects for application development, the business vision to satisfy the user’s needs, and the end user’s perception. All three approaches provide a technical reader, an entrepreneur, or an end user an overview of a scalable solution to different types of implementations in different types of businesses that require indoor location through the use of technologies in mobile applications. The mobile application performs the location indoors using the Google Maps platform, allowing a more agile development in implementing the APP.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":"45 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139532190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.45971
Purwanto, Irene Mega Mellyana
Spatial thinking is a unique thinking skill that geographers use to reason. Every individual is believed to have this thinking skill, but not all are aware of it. This condition causes differences in the development of each person. A person’s spatial thinking can be improved by training. Geospatial technology is a representation tool that many people believe can be used to train spatial thinking skills. However, not many people encounter obstacles when using this technology. The complexity of the command to run is an obstacle that is often found. In line with the development of geospatial technology, many applications integrate this technology as part of visualization tools. This teaching and learning were conducted with Action Research Classroom (three cycles) in the form of Project-Based Learning with Science, Engineering, Technology, and Mathematic (STEM) approach. This article discusses the findings of the research on the use of Excel dynamic map chart and virtual globe to improve spatial thinking in research subjects with the case study of Indonesian Geography and World Regional Geography. With the Excel application project, for the context of upper-level education, the findings show an increase in spatial thinking skills and mastery of the use of mapping platforms without the need for prior experience of coding, software, or cartography, although it needs to be corroborated by other studies.
{"title":"Enhancing Spatial Thinking Awareness of World-Scale Geography with Excel Dynamic Map Charts and Virtual Globes","authors":"Purwanto, Irene Mega Mellyana","doi":"10.3991/ijim.v18i01.45971","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.45971","url":null,"abstract":"Spatial thinking is a unique thinking skill that geographers use to reason. Every individual is believed to have this thinking skill, but not all are aware of it. This condition causes differences in the development of each person. A person’s spatial thinking can be improved by training. Geospatial technology is a representation tool that many people believe can be used to train spatial thinking skills. However, not many people encounter obstacles when using this technology. The complexity of the command to run is an obstacle that is often found. In line with the development of geospatial technology, many applications integrate this technology as part of visualization tools. This teaching and learning were conducted with Action Research Classroom (three cycles) in the form of Project-Based Learning with Science, Engineering, Technology, and Mathematic (STEM) approach. This article discusses the findings of the research on the use of Excel dynamic map chart and virtual globe to improve spatial thinking in research subjects with the case study of Indonesian Geography and World Regional Geography. With the Excel application project, for the context of upper-level education, the findings show an increase in spatial thinking skills and mastery of the use of mapping platforms without the need for prior experience of coding, software, or cartography, although it needs to be corroborated by other studies.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":" 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139624504","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-12DOI: 10.3991/ijim.v18i01.46417
R. Rizal, Endang Surahman, Haji Aripin, Rifa'atul Maulidah
Creative thinking is a 21st-century skill that lecturers should facilitate since the current challenge and conditions are getting more complex. These skills can be facilitated using technology through mobile learning using Problem-Based Learning Management System (PBLMS). This study aimed to obtain an overview of the improvement in the creative thinking skills of prospective physics teachers after participating in mobile learning using PBLMS. This is a quasi-experimental study with a non-equivalent control group design. The population of this study consisted of 80 first-year students at a university in Tasikmalaya. The sample consisted of 50 students who were selected using purposive sampling. They were 16 men and 34 women with an age range of 19–21 years. The data were collected using tests, observations, and interviews. The instruments used in this study included Creative Thinking Skill (CTS) tests, that is, the sheets of learning process observation, and interview guidance. The enhancement of CTS was processed using normalized gain and strengthened statistically by two mean difference tests. The group that took lectures using PBLMS had a higher score with an N-Gain of 0.72 (high category), while the group without PBLMS had an N-gain of 0.61 (medium category). Statistically, the two mean difference tests showed that the significance obtained was 0.003, so it can be concluded that there was a significant difference between the groups using PBLMS and without PBLMS. The research can provide an overview of the usefulness of PBLMS in supporting the achievement of learning objectives and other related skills.
{"title":"Problem-Based Learning Management System (PBLMS): A Mobile Learning Application to Facilitate Creative Thinking Skills (CTS) of Prospective Physics Teachers","authors":"R. Rizal, Endang Surahman, Haji Aripin, Rifa'atul Maulidah","doi":"10.3991/ijim.v18i01.46417","DOIUrl":"https://doi.org/10.3991/ijim.v18i01.46417","url":null,"abstract":"Creative thinking is a 21st-century skill that lecturers should facilitate since the current challenge and conditions are getting more complex. These skills can be facilitated using technology through mobile learning using Problem-Based Learning Management System (PBLMS). This study aimed to obtain an overview of the improvement in the creative thinking skills of prospective physics teachers after participating in mobile learning using PBLMS. This is a quasi-experimental study with a non-equivalent control group design. The population of this study consisted of 80 first-year students at a university in Tasikmalaya. The sample consisted of 50 students who were selected using purposive sampling. They were 16 men and 34 women with an age range of 19–21 years. The data were collected using tests, observations, and interviews. The instruments used in this study included Creative Thinking Skill (CTS) tests, that is, the sheets of learning process observation, and interview guidance. The enhancement of CTS was processed using normalized gain and strengthened statistically by two mean difference tests. The group that took lectures using PBLMS had a higher score with an N-Gain of 0.72 (high category), while the group without PBLMS had an N-gain of 0.61 (medium category). Statistically, the two mean difference tests showed that the significance obtained was 0.003, so it can be concluded that there was a significant difference between the groups using PBLMS and without PBLMS. The research can provide an overview of the usefulness of PBLMS in supporting the achievement of learning objectives and other related skills.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":" 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139624083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}