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Keyword: MotivationThe Influence of Online Learning on Learning Interest and Motivation and Their Impact on Student Achievement at Educational Technology Study Program – Ibn Khaldun University Bogor
The aim of this research was to prove the effect of online learning on interest and motivation to learn and its effect on student achievement in the Educational Technology Study Program – Ibnu Khaldun University, Bogor. This research method uses descriptive analysis and verification with a quantitative approach. The source of this research uses primary…
Read MorePerformance Evaluation of a Gamified Physical Rehabilitation Balance Platform through System Usability and Intrinsic Motivation Metrics
Motivation significantly influences the outcome in the rehabilitation of patients. Several developments have been made to assess and increase patient motivation by addressing factors linked to motivation such as the personality of the patient, professional administering rehabilitation, and the rehabilitation environment. The main objective of the study is to evaluate the reliability of a gamified…
Read MoreEthics as a Motivation Indicator in Second Language Vocational Digital Teaching
The non-selective second language course at vocational colleges and universities makes teachers strive at fostering students’ motivation to learn by choosing from a variety of enhancing factors. Teacher’s personality and skills if they comply with pedagogical ethics are considered to be inspiring for students to learn. The aim of this piloting study was to collect…
Read MoreDeveloping Students’ Motivation for Learning through Practical Problems in School
This paper is an extension of work originally presented in the 19th International Conference on Computer Supported Education and Information Technology. This paper identifies motivational factors that ensure the initiation and effective implementation of mathematical activity. These factors are in subordination to each other, forming a hierarchical dependence. At the heart of this hierarchy is…
Read MoreModelization of cognition, activity and motivation as indicators for Interactive Learning Environment
In Interactive Learning Environment (ILE), the cognitive activity and behavior of learners are the center of the researchers’ concerns. The improvement of learning through combining these axes as a structure of indicators for well-designed learning environment, encloses the measurement of the educational activity as a part of the learning process. In this paper, we propose…
Read MoreSocial Financial Technologies for the Development of Enterprises and the Russian Economy
The main contradiction identified in the study is that the existing scientific and methodological solves of economy development management processes does not create prerequisites for improving the efficiency of their work, the introduction of progressive technologies for material and moral stimulation of the work of performers and administrative and managerial personnel, advanced social mechanisms for…
Read MoreHigh Performance SqueezeNext: Real time deployment on Bluebox 2.0 by NXP
DNN implementation and deployment is quite a challenge within a resource constrained environment on real-time embedded platforms. To attain the goal of DNN tailor made architecture deployment on a real-time embedded platform with limited hardware resources (low computational and memory resources) in comparison to a CPU or GPU based system, High Performance SqueezeNext (HPS) architecture…
Read MoreAntecedents 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 MoreReading Acquisition Software for Portuguese: Preliminary Results
The persistent difficulties in reading and spelling acquisition are a risk factor for learning motivation. Play-like intervention tools have been developed to face these difficulties. “I read” is a software that seeks to develop and introduce systematic reading and spelling skills training in a playful and complementary way. This software is intended for children at…
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 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 MoreFactors Affecting Behavioural Intention to Shop in Self-Service Retail Case Study: JD.ID X Mart
This paper aims to measure the acceptance level of Indonesian customers to JD.ID X retail and to reveal the driving factors of behavioral intention to shop at the retail. JD.ID X is new retail that implements a new shopping technology called Just walk-out technology (JWOT) also known as retail without a cashier. JWOT is one…
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 MoreOctalysis Audit to Analyze gamification on Kahoot!
Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as…
Read MoreRanking the Most Important Attributes of using Google Classroom in online teaching for Albanian Universities: A Fuzzy AHP Method with Triangular Fuzzy Numbers and Trapezoidal Fuzzy Numbers
This paper has conducted the study of the impact and effectiveness of Google Classroom in online teaching and learning. Based on the unified theory of acceptance and use of technology (UTAUT2), the first aim was to rank the 8 constructs namely: Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Hedonic Motivation, Habit, Behavioral Intention, and…
Read MoreBarriers and Supports in Engineering Career Development: An Exploration of First-Year Students
Previous research has found that first-years in college is challenging due to changes in academic demands and the adaptation process. In addition to this, research on career development has found that barriers and supports may influence career interest, motivation to continue and student retention. This study explores the influence of specific supports and barriers among…
Read MoreBurnout Among Primary School Teachers in the Wazzane Region in Morocco: Prevalence and Risk Factors
Introduction: Burnout is a real malaise that affects the mental health of teachers. The objective is to determine the prevalence of burnout among primary school teachers in the Wazzane region and to look for associated risk factors. Methods: Descriptive cross-sectional study conducted in 2017- 2018 with a sample of 330 teachers. Socio-demographic and work-related data…
Read MoreProposal of a New Descriptive-Correlational Model of Population Lifestyle Analysis and Disease Diagnosis
This document proposes a new methodology for lifestyle analysis and disease diagnosis for young academics using a strategic planning and disruptive innovation approach. Its objective is to consider and study a new form of treatment to improve the quality of life and health of students in parallel with their development, this through a quantitative methodology…
Read MoreAn Overview on CryptDb and Word2vec Approaches
Big data is a vast data set that was used in many areas. Online applications are subject to theft of confidential information because opponents can exploit software errors to access private data, and because curious or malicious officials can capture and lose data. CryptDB is a functional system that provides security and confidentiality through a…
Read MoreDense SIFT–Flow based Architecture for Recognizing Hand Gestures
Several challenges like changes in brightness, dynamic background, occlusion and inconsistency of camera position make the recognition of hand gestures difficult in any vision-based method. Diversity in finger shape, size, distribution and motion dynamics is also a big constraint. This leads to the motivation in developing a dense Scale Invariant Feature Transform (SIFT) flow based…
Read MoreUser’s Demographic Characteristic on the Evaluation of Gamification Interactive Typing for Primary School Visually Impaired with System Usability Scale
This paper extends the gamification interactive typing for Primary School Visually Impaired in Indonesia with some development according to previous user’s feedback. This study focuses in to renew the application and evaluate the updated application for visually impaired children developed by utility Unity software. Besides, standards of good gamification are worthy of study and can…
Read MoreA Framework for Measuring Workforce Agility: Fuzzy Logic Approach Applied in a Moroccan Manufacturing Company
In today’s Moroccan business environment, companies need to implement organization agility by developing an agile workforce that is able to deal with the environment volatility. Thus, the agile workforce concept has been appeared as a necessary and sufficient condition to achieve agility. Focusing on agile enablers influencing workforce agility is an important area but currently…
Read MoreApplications of Causal Modeling in Cybersecurity: An Exploratory Approach
Our research investigates the use of causal modeling and its application towards mapping out cybersecurity threat patterns. We test the strength of various methods of data breaches over its impact on the breach’s discovery time as well as the number of records lost. Utilizing a Causal Modeling framework, we simulate the isolation of confounding variables…
Read MoreMobile Based for Basic English Learning Assessment with Augmented Reality
Nowadays Augmented Reality (AR) is very popular in teaching and learning, especially in leading student to observe learning material targets which supported by online learning resources using mobile device and wireless technology. Because English is a foreign language, most students have problems in learning English. Generally, their problems were related to low motivation, bad study…
Read MoreThe Effectiveness of Personality-Based Gamification Model for Foreign Vocabulary Online Learning
Currently, there is a growing interest for applying gamification in e-learning due to innovations in technologies and pedagogies. However, motivation and engagement related problems can arise when the gamification elements are not personalized to match the individual’s needs. Therefore, this research proposes a Hybrid Learning Model that combines both Gamification and Personality Traits to increase…
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