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Keyword: StudentEmbedded C Programming Using FRDM to Enhance Engineering Students’ Learning Skill
Computer programming course that utilizes languages such as C/C++ is always packed with dreary syntax details that consume most of the students’ learning time to obtain ‘grammatically’ correct source code. Consequently, it is difficult for most of the students to apply the theory they have learned in a real life context. Thus, this project proposed…
Read MoreAssessment of the usefulness and appeal of stigma-stop by psychology students: a serious game designed to reduce the stigma of mental illness
The present work describes the first serious game designed to reduce the stigma among students towards mental health problems. The game is called Stigma-Stop, and it features characters who suffer from various mental disorders. Players are provided with information about different mental illnesses, and they are presented with several options on how to act when…
Read MoreStudents’ Perception of Library Services in Academia: A Case Study of Universiti Teknologi Brunei
This paper is an outcome of a case study conducted at the Universiti Teknologi Brunei in order to measure students’ perceptions of the library services offered in the university library. The main objectives were to identify the purpose of the library visit and to find out the service quality of university library, to determine whether…
Read MoreAI-Based Photography Assessment System using Convolutional Neural Networks
Providing timely and meaningful feedback in photography education is challenging, particularly in large classes where manual assessment can delay skill development. This paper presents M-Stock, an AI-based automated photo evaluation system that uses Convolutional Neural Networks (CNNs) to assess student photography assignments on web browser. M-Stock evaluates both technical aspects (such as lighting, composition, and…
Read MoreGenerative Artificial Intelligence and Prompt Engineering: A Comprehensive Guide to Models, Methods, and Best Practices
This article enhances discussions on Generative Artificial Intelligence (GenAI) and prompt engineering by exploring critical pitfalls and industry-specific advantages. It begins with a foundational overview of AI evolution, emphasizing how generative models such as GANs, VAEs, and Transformers have revolutionized language processing, image generation, and drug discovery. Prompt engineering is highlighted as a key methodology…
Read MoreImpact of Integrating Chatbots into Digital Universities Platforms on the Interactions between the Learner and the Educational Content
The rapid expansion of digital universities across Africa addresses the need for scalable higher education solutions, but challenges such as limited physical infrastructure and high dropout rates persist. In digital learning environments, effective interaction with educational content is crucial for student success. This article explores the transformative role of chatbots integrated into digital university platforms,…
Read MoreDevelopment and Application of Value Karuta to Understand Value in Lean Management: Initial Small-group Trial in Japan and the UK
This study proposes the Value Karuta (VK), an application of the traditional Japanese card game karuta. Its goal is to contribute to the understanding of value, which is the first principle of lean management. After stating the problems of lean management and the specifications of VK, this paper confirms the validity of the proposal by…
Read MoreEvaluation of a Classroom Support System for Programming Education Using Tangible Materials
In recent years, the utilization of tangible educational materials has attracted attention on educational settings. They provide hands-on learning experiences for beginners. This trend is especially notable in the field of programming education. Such educational materials are employed in many institutions worldwide. They liberate learners of programming from programming languages that are confined in a…
Read MoreAssistive System for Collaborative Assembly Task using Augmented Reality
Augmented reality (AR) technology has been increasingly used in developing teaching materials with the aim of sparking more interest in technology (T) and engineering (E) among students in STEM education. In the proposed system, AR is integrated with an educational robot controlled by a KidBright microcontroller board, developed by the Educational Technology research team (EDT)…
Read MoreEffectiveness of a voice analysis technique in the assessment of depression status of individuals from Ho Chi Minh City, Viet Nam: A cross-sectional study
The Mind Monitoring System (MIMOSYS) is a novel voice analysis technique for mental health assessment that has been validated in some languages; however, no research has been conducted on the Vietnamese yet. This study aimed to examine the ability of the Vitality score extracted from the MIMOSYS system to assess depression status based on the…
Read MoreThe Graded Multidisciplinary Model: Fostering Instructional Design for Activity Development in STEM/STEAM Education
In a challenging and increasingly technological world, it is important to promote critical thinking, multidisciplinary problem solving, and collaboration through STEAM education; however, there are important economic, administrative, and especially pedagogical manage- ment limitations for its implementation at the secondary level. Therefore, this paper presents systematic recommendations for an effective and sustainable implementation of STEAM…
Read MoreDetailed Study of a Proposal for a Computer Based Tutoring Strategy
In this article, we propose a new tutoring strategy to combat school dropout in Morocco. This strategy is based on a collaborative approach involving educational administration and teachers at the national level to ensure equity and equal opportunities for all Moroccan students, on the one hand, and the quality of the training, on the other.…
Read MoreA Circuit Designer’s Perspective to MOSFET Behaviour: Common Questions and Practical Insights
Metal Oxide Semiconductor Field-Effect Transistors are commonly taught in courses for electrical engineers as they are the most common components within integrated circuits. However, despite numerous papers and books on MOSFETs, students still struggle with understanding their behaviour, particularly in the saturation region. This paper presents an expanded explanation of MOSFET behaviour, with a consistent…
Read MoreHow a Design-Based Research Approach Supported the Development and Rapid Adaptation Needed to Provide Enriching Rural STEM Camps During COVID and Beyond
Like many STEM research projects, the members of the National Science Foundation-funded STEM SEALS project dramatically shifted from in-person delivery of a summer institute to distance-learning with minimal time for preparation. However, the daunting challenge also offered the unique opportunity to apply Design-based Research within an exploratory study to inform and document the progression and…
Read MoreAnalysis of Linear and Non-Linear Short-Term Pulse Rate Variability to Evaluate Emotional Changes during the Trier Social Stress Test
In conjunction with psychological stress, physiological indicators such as heart rate (HR) and heart rate variability (HRV) are frequently employed. This study uses a substitute for heart rate variability (HRV) known as short-term pulse rate variability (PRV) to evaluate emotional changes. We examined sixteen college students using a low-cost photoplethysmograph and obtained a short-term PRV…
Read MoreA Multiplatform Application for Automatic Recognition of Personality Traits in Learning Environments
The present work shows the development of a data collection platform that allows the researcher to collect new video and voice data sets in Spanish. It also allows the application of a standardized personality test and stores this information to analyze the effectiveness of the automatic personality recognizers concerning the results of a standardized personality…
Read MoreMulti-Layered Machine Learning Model For Mining Learners Academic Performance
Different colleges and universities have different approaches to dealing with low-performance learners. However, in most cases, analgesics do not deal with root problems. This research suggests a model of three layers of variables sequentially adaptable to a deep-root issue. The suggested model can identify early pupils who could be at risk because of inaccurate or…
Read MoreA Review of the Role of Information Technology in Brazilian Higher Educational Institutions during Covid-19 Pandemic
This paper presents the results of a documentary research on the use of information technology in emergency remote teaching in 66 higher educational institutions in Brazil. The theoretical background of this study is based on the works of Feenberg, Bagglaey, Veloso & Mill, Castañeda & Selwyn and Hodges. The methodological approach consisted of analyzing reports…
Read MoreAdvantages of 3D Technology in Stereometry Training
This paper presents a new software for stereometry training. Its name is StereoMV (Stereo Math Vision). It is results from a dissertation work on the topic “Stereoscopic Training System”. It introduces virtual reality systems that are both immersive and non-immersive. The difference between them is in the equipment and the stereo effect they offer. A…
Read MoreA Proposal of Code Modification Problem for Self-study of Web Client Programming Using JavaScript
In current societies, web application systems take central roles in computer systems. Thus, web client programming using JavaScript has increased values to add dynamic features and functions in web pages by well working with HTML and CSS. In this paper, as a new type of exercise problem for its self-study, we propose a code modification…
Read MoreEffectiveness of Gamified Instructional Media to Improve Critical and Creative Thinking Skills in Science Class
Gamified Instructional Media has recently been widely used in the education sector to improve students’ abilities. Using Gamified Instructional Media at the elementary school level becomes more interesting because it is in accordance with the way children learn K1-K6. The research aims to identify the gamified instructional using Genially to improve students’ critical and creative…
Read MoreDigital Competencies of Saudi University Graduates Towards Digital Society: The Case of The University of Tabuk
This paper presents findings and proposes recommendations from an evaluation of the level of digital competencies among Saudi university graduates to ascertain their readiness for becoming digital citizens, with high confidence in using digital technologies to successfully engage in digital transformation efforts to achieve Saudi Vision 2030. The sample comprised 352 University of Tabuk students…
Read MoreA Study on Novel Hand Hygiene Evaluation System using pix2pix
The novel coronavirus infection (COVID-19), which appeared at the end of 2019 has developed into a global pandemic with numerous deaths, and has also become a serious social concern. The most important and basic measure for preventing infection is hand hygiene. In this study, by photographing palm images of nursing students after hand-washing, using fluorescent…
Read MoreValue Trace Problems for Code Reading Study in C Programming
C programming is taught in a lot of universities across the world as the first computer programming language. Then, for novice students, it is important to read many simple C source codes and understand their behaviors to be familiar to the programming paradigm. Unfortunately, effective tools to support independent code reading study at home have…
Read MoreOpinion and Effectiveness of Kahoot! use in Online Distance Learning in Crop Production at Higher Education Level: A Case of Study
Kahoot is one of the most popular learning platforms, with over 2.5 billion players per year worldwide, used mainly for knowledge review through gamification. However, students´ opinion and its effectiveness in online distance learning as well as in another language teaching has been little studied. With these aims, this study was carried out in the…
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