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Keyword: StudentAntecedents to Learners’ Satisfaction with Serious Games: An Investigation Using Partial Least Square
Serious games are at the forefront of discussions about the future of learning. Research shows that they can help improve student motivation and knowledge transfer by making learning experiences more pleasurable. Teaching practices are increasingly enhanced or complemented by serious games; skills and knowledge are developed by recreating realistic situations allowing learners to enhance their…
Read MoreA Task-based Paradigm for Promoting an Alternative Thinking Style in Teaching Mathematics
The article identifies an alternative style of thinking as one of the important components of human intellectual development. It is shown that it can be effectively implemented in mathematics lessons at school. The purpose of this study is to develop and substantiate a strategy for the formation of an alternative style of thinking among students…
Read MoreEmotion Mining from Speech in Collaborative Learning
Affective states, a dimension of attitude, have a critical role in the learning process. In the educational setting, affective states are commonly captured by self-report tools or based on sentiment analysis on asynchronous textual chats, discussions, or students’ journals. Drawbacks of such tools include: distracting the learning process, demanding time and commitment from students to…
Read MorePredicting School Children Academic Performance Using Machine Learning Techniques
The study aims to assess the machine learning techniques in predicting students’ associated factors that affect their academic performance. The study sample consisted of 5084 middle and high school students between the ages of 10 and 17, attending public and UNRWA schools in the West Bank. The ‘Health Behaviors School Children’ questionnaire for the 2013-2014…
Read MorePersonalized Serious Games for Improving Attention Skills among Palestinian Adolescents
Serious games (SGs) are interactive and entertaining digital games with a special educational purpose. Studies have shown that SGs are effective in enhancing educational skills. Cognitive skills training through serious games have been used in improving students learning outcomes. In this article, we introduce the ‘plants kingdom’ serious game for improving adolescents’ cognitive skills, mainly…
Read MoreEvaluation of Information Competencies in the School Setting in Santiago de Chile
This study evaluated the competencies related to digital information use through technological tools aiming to acquire applicable knowledge by searching and retrieving information. Methodologically, a quasi-experimental design without a control group was applied to a sample of primary education students from Chile (n=266). First, a diagnosis of the digital-informational skills is performed, and, later, the…
Read MoreInitial Experiments using Game-based Learning Applied in a Classical Knowledge Robotics in In-Person and Distance Learning Classroom
This paper addresses experiments with Scratch-developed games in the robotics introduction course at the Federal University of Technology – Paraná. It aims at assisting learning of classical and initial robotics concepts. This proposal, similar to the classic 80s war tanks game on Atari 2600, was developed using an autonomous vehicle. In the first experiment, applied…
Read MoreVibration and Airflow Tactile Perception as Applied to Large Scale Limb Movements for Children
This study aimed to develop an airflow-vibrator motivated facility and assess exercise behaviors. The combination design involved computer-controlled airflow/ vibrators, a user interface program, and an adjustable structure presenting interaction options. The teacher and the participants can choose specific music with adjustable speed. The researcher did interviews during the initial test and field study. During…
Read MoreThe Gamification Design for Affordances Pedagogy
This study aims to design a gamification affordances pedagogy. Affordances are the ways in which we perceive environments to support the needs of learners in the educational system. The main questions are how gamification elements can influence student engagement to improve their affordances. Affordance behavior is a human behavior that refers to a mindset; an…
Read MoreWeb-based Remote Lab System for Instrumentation and Electronic Learning
Lab sessions in Engineering Education are designed to reinforce theoretical concepts. However, there is usually not enough time to reinforce all of them. Remote and virtual labs give students more time to reinforce those concepts. In particular, with remote labs, this can be done interacting with real lab instruments and specific configurations. This work proposes…
Read MoreIndustrial Engineers of the Future – A Concept for a Profession that is Evolving
Just as industry is dynamic, constantly evolving according to the state of technology, economics, politics and so on, so must be, higher education. Studies have shown that higher education, for the past century, has constantly adapted to the dynamic skill and knowledge requirements of industry. This adaptation, however, is not always timeous and precise resulting…
Read MoreAnalyzing the Application of Two Main Microcontrollers in Engineering Education – A Case Study of three IEEE Conferences Focusing on Education
Microcontrollers have revolutionized the field of Engineering Education. Their popularity and cost-effectiveness have opened a large door of activity for innovative projects at both the undergraduate and graduate levels. The purpose of this article is to review this activity in terms of where two of these microcontrollers have been used in Engineering Education so as…
Read MoreThe Implementation of Straw Mulch Experiments to Increase Tomato (Lycopersicum esculentum Mill.) Production in Horticulture Learning
The increasingly rapid development of science and technology, as well as the influence of globalization has contributed to updates in educational so that one method taken by apply experiments in horticulture learning activities. This study aims to determine the effect of rice straw mulch on tomato production and the effectiveness of the implementation of this…
Read MoreUsing Formal Methods to Model a Smart School System via TLA+ and its TLC Model Checker for Validation
Formal methods are one of the efficient tools to verify and validate designs for different kinds of systems. Smart systems are attracting researchers’ attention due to the rapid spread of new technologies all over the world. Modeling a smart system requires connecting heterogeneous subsystems together to build it. Our contribution to this work is in…
Read MoreDeveloping Kamishibai and Hologram Multimedia for Environmental Education at Elementary School
A Japanese method in teaching at classroom show good result by implementing Kamishibai. On the other hand, technology is inseparable from daily life. Computer-based learning media innovations are fast and diverse, ranging from 2D animation to 3D environments. The hologram is one example of 3D object visualization to deliver the learning material. Based on Kamishibai’s…
Read MoreA Model for the Application of Automatic Speech Recognition for Generating Lesson Summaries
Automatic Speech Recognition (ASR) technology has the potential to improve the learning experience of students in the classroom. This article addresses some of the key theoretical areas identified in the pursuit of implementing a speech recognition system, capable of lesson summary generation in the educational setting. The article discusses: some of the applica- tions of…
Read MoreTeaching/Learning Strategies in Context of Education 4.0
Coronavirus pandemic and transition to distance learning have significantly accelerated the introduction of Education 3.0 – 4.0 technologies into traditional educational process. This paper discusses questions of training of IT- specialists in context of Education 4.0. Based on our experience, approaches to the organization of the educational process of IT- students are considered. It is…
Read MoreDesigning and Applying a Moral Turing Test
This study attempts to develop theoretical criteria for verifying the morality of the actions of artificial intelligent agents, using the Turing test as an archetype and inspiration. This study develops ethical criteria established based on Kohlberg’s moral development theory that might help determine the types of moral acts committed by artificial intelligent agents. Subsequently, it…
Read MoreHow Ready is Renewable Energy? A Review Paper on Educational Materials and Reports Available for the Teaching of Hydrogen Fuel Cells in Schools
Today, the costs of most Renewable Energy (RE) technologies especially hydrogen energy technologies such as fuel cells, are still beyond the means of poorer economies in developing countries. Hence, there is little public awareness and local expertise in RE in these countries and even lesser in hydrogen energy. To solve this problem, it is important…
Read MorePerformance Evaluation Reprogrammable Hybrid Fiber-Wireless Router Testbed for Educational Module
Fiber-Wireless (FiWi) network is an integration of fiber optic and wireless connections in the same network. It is one of the best solutions to overcome rapid increment of Internet users and bandwidth-hungry services. To facilitate fundamental knowledge and further understanding on FiWi for students and researchers at the university level, this article proposes the development…
Read MoreSimulating Get-Understand-Share-Connect Model using Process Mining
This paper presents the method of simulating the personal knowledge management (PKM) processes, based on Get-Understand-Share-Connect (GUSC) Model, using real event logs data from an online learning platform. The method used in here is process discovery and conformance, which are the process mining techniques. Having the model proven at granular level of multi-agent system, this…
Read MoreDecision Support Model using FIM Sugeno for Assessing the Academic Performance
Assessing academic performance is a common way of evaluating and assessing the abilities of students in tertiary institutions. Usually it is practically performed based on the cumulative grade point average (GPA) at the end of each semester passed. Unwittingly there are many factors that are able to influence student performance results apart from GPA as…
Read MoreLearning Path Recommendation using Hybrid Particle Swarm Optimization
Revised Bloom’s Taxonomy (RBT) is proposed in general to look more forward in responding to the demands of the developing educational community, including how students develop and learn and how teachers prepare Learning Objects (LO). The variety of characteristics of students’ abilities in a class has always been a problem that is often faced by…
Read MoreTechnological Stages of Schwartz Cylinder’s Computer and Mathematics Design using Intelligent System Support
In this paper, one of the “problem zones” in mathematics concerned with the surface area of three-dimensional bodies is presented by computer and mathematical modeling with synergetic effects using intelligent system support. The problems of personal self-organization and technological stages of student’s research activity in the process of modern achievements in science adaptation in teaching…
Read MoreDistance Teaching-Learning Experience in Early Childhood Education Teachers During the Coronavirus Pandemic
The purpose of the study was to describe the experiences of teachers in the distance teaching-learning process in early childhood education during the covid-19 pandemic. The methodology used was qualitative descriptive. Interviews were conducted with thirteen teachers from four state educational institutions at the infant level in Lima city through the virtual platform. As a…
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