Your browser doesn't support javascript.
Show: 20 | 50 | 100
Results 1 - 14 de 14
Filter
1.
30th International Conference on Computers in Education Conference, ICCE 2022 ; 2:638-640, 2022.
Article in English | Scopus | ID: covidwho-2253801

ABSTRACT

The climate in urban centers can differ significantly from the immediate surrounding areas;this can pose health risks to the elderly who have spent much of their lives in urban centers and then move to more rural areas for retirement. Therefore, there is a need to develop educational software applications for the elderly that needs to account for their life experiences aside from physiological restrictions. This research created a connected wireframe for an educational assistant to make the elderly aware of the climate differences between their urban and rural residences. To address the difficulty of recruiting vulnerable subjects, especially during the COVID-19 pandemic, we evaluated our wireframe using a combination of heuristic evaluation and a variation of the Delphi process, an expert consensus-building tool typically used for market forecasting. © ICCE 2022.All rights reserved.

2.
25th International Conference on Interactive Collaborative Learning, ICL 2022 ; 633 LNNS:680-691, 2023.
Article in English | Scopus | ID: covidwho-2283140

ABSTRACT

Research on IT integration into teaching is an interdisciplinary field that has both educational (didactics) and informatics components. In particular, the situation with the Covid 19 pandemic has forced a push to address personal IT support for teachers in distance education. However, this runs into the problem of the lack of personal educational software, so that in practice the teacher has to adapt to existing technology and test how it can be used for teaching. In this context, the work of a university teacher requires the mass creation of educational content, its transfer between offline computers (laptop, classroom computers) and online environments (web, virtual learning environments, academic information systems, clouds, networks). Given the nature of university teaching, IT support solutions for self-study also face a challenge. However, no single technology covers such a broad scope, so there is a lack of universal solutions. The authors minimize this gap by programming universal software tailored to the needs of the teacher and by building a combined offline/online IT infrastructure on which to conduct the research. Collaborative research by an international team using the infrastructure is a solution to automate the creation of educational packages, including the multi-lingual support. The article clarifies the categories of barriers that the team had to overcome, either from a didactic or an informatics perspective. Here, a new paradigm using a specific data structure (called virtual knowledge) for the rapid reduction and concentration of educational content was proven to simulate virtually any teacher activity. Therefore, the goal of further research is to use the results and experiences to date to build a multilingual learning portal. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

3.
Journal of Information Technology Management ; 14:132-146, 2022.
Article in English | Scopus | ID: covidwho-2281843

ABSTRACT

External factorsexert an enormous influence on the exigencies of changing the technological course of individualsectors. Digitalizationrepresents not a new milestone in the evolution of education, but its technological and methodological development. Due to a period of constraints, caused by COVID-19 pandemic, educational institutions at all levels in most countries have been forced to resort to digitalization of the learning process. Intelligent learning software provide their users with a variety of options to design and individualize the learning process, as well as independence from time and space. Teachers benefit from flexible content generation and just-in-time assessment of learners' progress, evaluation of large task sets, knowledge sharing with other teachers and knowledge institutions. Learners benefit from anytime availability of learning tools and just-in-time feedback. In our investigation, we consider the current state-of-the-art of educational software. Considering the results of quantitative empirical study and analysis of educational issues solvable by artificial intelligence, we present a developed and tested framework for selected educational problem. Copyright © 2022, Olena Skrynnyk, Serhiy Lyeonov, Svitlana Lenska, Svitlana Litvinchuk, Liudmyla Galaieva and Oleksandr Radkevych.

4.
The Educational Review, USA ; 6(9):524-527, 2022.
Article in English | ProQuest Central | ID: covidwho-2146277

ABSTRACT

At the end of 2019, the COVID-19 epidemic spread globally, and the outstanding performance of China in the epidemic caused a new Chinese language craze. However, the epidemic is a double-edged sword. With the continuous development of the epidemic, the international Chinese education has also been greatly impacted. Due to the epidemic situation, offline classes is difficult to achieve, and the cultivation of the teaching practice ability of international Chinese education post-graduates is limited. The postgraduate course Chinese teaching design and management of X University breaks through this limitation by simulating classroom teaching practice. Based on multi-modal discourse analysis theory, this research analyzes various modes of second language classroom: speech modality, image modality, action modality and animation modality. In addition, this research also proposes five strategies: focus on language content, accuracy and humor;add 'Picture Modality', both content and form;cooperate with 'action modality', guide and interact;use 'animation mode' skillfully and help students increase interest;modal multi-pronged approach, jointly promote teaching.

5.
Nonlinear Engineering ; - (1):549-557, 2022.
Article in English | ProQuest Central | ID: covidwho-2065197

ABSTRACT

There are many factors that can lead to the transmission of coronavirus disease 2019 (COVID-19), one of which is the lack of knowledge on the virus and its prevention, notably in Indonesia. This study was focused to design and build an interactive learning app for COVID-19 education. The design of this study was research and development, and in terms of the app development, it utilized the analysis, design, development, implementation, and evaluation model. The project was carried out from July to December 2021, and it involved 25 study participants. The findings of this study confirmed that the educational app consisted of education, a symptom checker, a list of vaccine information links, the latest news, and COVID-19 statistics. The validity assessment showed that the educational app in this study was very appropriate to be utilized as a digital medium for patient education. In addition, it was also confirmed that all the functions of the app worked well, and participants strongly agreed that the educational materials and features of the app were interesting and helped them to learn COVID-19 prevention easily. It could be concluded that the app could be used as a learning medium for patient education. Further studies, however, were needed to prove its effectiveness in the real clinical world.

6.
Advances in Human - Computer Interaction ; 2022, 2022.
Article in English | ProQuest Central | ID: covidwho-2020554

ABSTRACT

Educational games have been employed among Omani schools but those used by local Omani schools were imported and were mostly designed based on western contexts. For Omani children, these games may be culturally inappropriate and difficult to comprehend and follow, impeding children’s learning. Three questionnaires and one observational checklist were used to gather data from 40 respondents (observers). SPSS was used in data analysis. Through experiments, the behavior of Omani students towards the use of imported educational games was examined. Five main factors, namely, efficiency, learnability, memorability, errors, and satisfaction, of educational games for a target user were measured using Hybrid User Evaluation Methodology for Remote Evaluation (HUEMRE), Training Framework for Untrained Observer (TFUO), and Framework on Educational Games Behavior Intention (EGsBI), which are specifically designed frameworks for this purpose. The results of this study explained that the Omani children are facing difficulties in using the imported educational games;furthermore, this study proves that culture, language, animation, and interaction are contributing heavily to benefiting from educational games, and, therefore, these factors shall be highly considered in the process of educational games design to facilitate and ensure children learning;furthermore, the findings of this study enrich the comprehension of how the specified factors positively affect behavioral intention of Omani students in the use of educational games and in improving the behavior intention level of these students.

7.
Journal of Cinema and Media Studies ; 60(7):25-35, 2021.
Article in English | ProQuest Central | ID: covidwho-1989715

ABSTRACT

In current copyright law, doing that would raise questions about first sale and exhaustion, about fair use, and about reproduction and public performance. (Tawyers in secondary and primary education are even more so, even assuming - contrary to most of my experience - that they know anything about IP law at all.) For more than a decade, colleges and universities have been migrating course administration and a lot of pedagogy onto campus-wide courseware platforms that are optimized to sync with copyright permissions systems for media content. The "best practices" statements [https: / /cmsimpact.org/program/fair-use/] produced by the Center for Media and Social Impact at American University can be extremely helpful, though teachers (and others) should read them carefully. A single teacher may feel exposed and at risk for streaming media to their students;a community of teachers has a stronger voice, both speaking to its members and also speaking to outsiders - such as copyright owners, or campus administrators.

8.
Mathematical Problems in Engineering ; 2022, 2022.
Article in English | ProQuest Central | ID: covidwho-1986437

ABSTRACT

Curriculum planning is an important but complex and challenging decision-making problem at universities. There is a growing interest in curriculum planning problem. However, the body of research on curriculum planning process using analytical methods is still small. Additionally, prior research focused on planning of an individual curriculum or making study plan for students. Curriculum planning at the program level is an under-researched topic. A robust model has not been constructed to address curriculum selection and credit allocation problems simultaneously. To help educational leaders make the most appropriate curriculum plan corresponding to their goals with the highest level of utility achieved, this study presents a new decision support framework with integrated approach. In the proposed framework, based on the competency weights derived from the analytical hierarchy process method, the importance of each potential curriculum is evaluated using the fuzzy comprehensive evaluation method. An exploratory estimation is made to calculate the contribution values of competency development by each curriculum taught at different levels. Finally, multichoice goal programming with utility function determines the curriculum to be provided and corresponding credits to minimize the aggregate deviations from predefined goals with multiple aspirations. An application to curriculum planning of an undergraduate supply chain management program is presented to validate the flexibility and practicality of the proposed approach. The implications of the study are not restricted to curriculum planning of supply chain management program.

9.
Applied Sciences ; 12(7):3562, 2022.
Article in English | ProQuest Central | ID: covidwho-1785491

ABSTRACT

Among the numerous learning management platforms, Moodle is free, open-source software supporting expanding and modularized system functions and services to facilitate online courses or online resources and interactive activities. This study enhanced a personalized learning service for the Moodle e-learning management system, which synchronizes the user’s identity according to the user information database of the third-party user management platform system. According to the user’s demand to provide a personalized e-course, including personalized learning process, e-materials, and learning path to improve learning efficiency. This study adopted the pre-test and post-test achievement to compare the benefit of the personalized e-learning platform. Research samples were students in the “programming” course at the Technology University in central Taiwan. The experiment results indicate: (i) The average post-test result after using the proposed platform was higher than the average pre-test result (before using the proposed platform). (ii) The learning effect gap in the post-test between students was less than in the pre-test result. Hence, the proposed personalized e-learning platform was beneficial.

10.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 450-453, 2021.
Article in Spanish | Scopus | ID: covidwho-1784527

ABSTRACT

The pandemic caused by COVID-19 forced a mandatory confinement throughout the planet, thus, teachers and students distanced themselves and caused the migration from face-to-face to virtual education. This drastic change in education greatly affected Peru, as technological tools were required to support the student in the learning process. For this reason, the educational software KINDERMAT was built, which is a web application that supports the learning of geometric shapes in preschool children. The research aims to determine how KINDERMAT influences the conceptual and practical learning of geometric shapes in children 5 years old. To achieve this, students from an Educational Institution in Peru are taken as a sample, dividing them into two groups: experimental group (GE1) and control group (GE2). A post-test is applied to both groups following a quasi-experimental design. Finally, it was shown that the KINDERMAT educational software positively influences learning in the students in the sample, since there is a 15.5% improvement in the learning of children who used the KINDERMAT educational software compared to children who did not use it. © 2021 IEEE.

11.
5th International Conference on Education and E-Learning, ICEEL 2021 ; : 70-75, 2021.
Article in English | Scopus | ID: covidwho-1731324

ABSTRACT

The purpose of this research was to demonstrate that the application of technological tools in the current context significantly influences the level of quality of the teaching-learning process in a Public University of the city of Ica-Peru. The research is of applied type, explanatory level and quasi-experimental design with a single group in the pre-test and post-test modality, where the influence of the independent variable on the dependent variable was established, the sample consisted of 52 university teachers. The results obtained showed that there is influence of the application of technological tools in the improvement of the quality level of the teaching-learning process since the Z test for the difference of population means showed a significant influence between the study variables with a level of significance of 5% (0.05) and a confidence level of 95% (0.95). © 2021 Association for Computing Machinery.

12.
TQM Journal ; 34(2):330-354, 2022.
Article in English | ProQuest Central | ID: covidwho-1707045

ABSTRACT

PurposeThis study aims to evaluate the usability of the augmented reality-based Evoke Education System (EES) to improve service operations in educational settings. The EES uses an animated character (Moe) to interact with children in a classroom by reproducing their teacher's movements and speech.Design/methodology/approachThis study uses a quantitative approach for the system usability evaluation. The ESS was evaluated by 71 children aged 6–8 years old, from two primary schools. After interacting with the EES, they completed a system usability questionnaire and participated in a knowledge acquisition test.FindingsThe knowledge acquisition test undertaken on the initial day showed statistically significant improvements for children taught with the EES, compared to children taught through traditional teaching approaches. However, the retest nine days later was not statistically significant (as only one school participated) due to low power. This study used confirmatory factor analysis (CFA), resulting in the identification of five essential factors (likeability, interactiveness, retention, effectiveness/attractiveness and satisfaction) that contribute to the EES's usability. The comparison with existing literature shows that these factors are consistent with the definition of system usability provided by the International Organization for Standardization and current academic literature in this field.Research limitations/implicationsThe findings presented in this study are based on the data from only two schools. The research can be extended by involving children from a greater number of schools. Mixed methods and qualitative research approaches can be used for future research in this area to generalise the results.Originality/valueThis study proposes an innovative augmented reality-based education system to help teachers deliver their key messages to the children in a fun way that can potentially increase their knowledge retention.

13.
International Journal of Organizational Innovation (Online) ; 14(3):250-264, 2022.
Article in English | ProQuest Central | ID: covidwho-1652382

ABSTRACT

With the outbreak of COVID-19 global outbreak, the traditional form of education has to be rapidly transformed into the form of online learning. The variation of strains leads to a recurrent outbreak of the epidemic. Education in the long run of the epidemic will surely become the focus of attention of the whole society. Due to the rapid change of learning forms, a large number of educational online products come out in an instant. Due to the great demand for mobile internet education services, there will be great competition among industries. The core of product development is users. Therefore, it is necessary to study the generation of users' willingness to continue to use. This study mainly focuses on the characteristics of many children's online education apps to enable parents to have a clear choice direction and firm choice will. On this point, combined with relevant literature, this paper combines the technology acceptance model with the information system technology acceptance model, and introduces two external potential variables: content quality and perceived autonomy. The purpose is to explore the influencing factors of parents on children's continuous use of online education app, build a comprehensive theoretical model in line with this study, set assumptions, and then use SPSS 23.0 and Amos24 tool tests the model and hypothesis. Explore what factors will affect the willingness of preschool and early school-age parents to let their children continue to use online education apps. The results show that continuous learning intention is directly or indirectly affected by perceived autonomy, content quality, expectation confirmation, perceived usefulness, perceived ease of use and satisfaction. Finally, the paper puts forward some suggestions for the design and management of children's online education app platform for reference.

14.
Education Sciences ; 12(1):16, 2022.
Article in English | ProQuest Central | ID: covidwho-1631164

ABSTRACT

In recent years, Open Educational Resources (OER) have gained significant reach globally as a means of facilitating free and open access to educational materials. However, most of the empirical research on the adoption of OER in higher education is conducted in the US, while Europe and other countries, including Greece, fall behind. To that end, this research focused on the awareness and use of OER by higher education students and educators within the Graphic Arts discipline in Greece, to provide evidence regarding the adoption of OER to university administrations and libraries and encouraging their use across campus. The findings suggest that awareness is low, especially among undergraduate students, despite the fact that educators are aware of OER and already share their work as such. This paradox is probably related to students’ vague knowledge of what OER are and how to use them for learning. Therefore, actions are required from educators, university administration and librarians to inform students of the benefits of OER adoption in the educational process as well as to communicate educators’ OER efforts to students. Moreover, participants identified as the biggest obstacle for adopting OER in Graphic Arts the lack of a portal that accommodates OER for this discipline, which lays the groundwork for further research.

SELECTION OF CITATIONS
SEARCH DETAIL