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1.
Educ Technol Res Dev ; 71(1): 137-161, 2023.
Article in English | MEDLINE | ID: mdl-36844361

ABSTRACT

The pandemic has catalyzed a significant shift to online/blended teaching and learning where teachers apply emerging technologies to enhance their students' learning outcomes. Artificial intelligence (AI) technology has gained its popularity in online learning environments during the pandemic to assist students' learning. However, many of these AI tools are new to teachers. They may not have rich technical knowledge to use AI educational applications to facilitate their teaching, not to mention developing students' AI digital capabilities. As such, there is a growing need for teachers to equip themselves with adequate digital competencies so as to use and teach AI in their teaching environments. There are few existing frameworks informing teachers of necessary AI competencies. This study first explores the opportunities and challenges of employing AI systems and how they can enhance teaching, learning and assessment. Then, aligning with generic digital competency frameworks, the DigCompEdu framework and P21's framework for twenty-first century learning were adapted and revised to accommodate AI technologies. Recommendations are proposed to support educators and researchers to promote AI education in their classrooms and academia.

2.
Data Inf Manag ; 5(1): 86-99, 2021 Jan 01.
Article in English | MEDLINE | ID: mdl-35402850

ABSTRACT

It is necessary and important to understand public responses to crises, including disease outbreaks. Traditionally, surveys have played an essential role in collecting public opinion, while nowadays, with the increasing popularity of social media, mining social media data serves as another popular tool in opinion mining research. To understand the public response to COVID-19 on Weibo, this research collects 719,570 Weibo posts through a web crawler and analyzes the data with text mining techniques, including Latent Dirichlet Allocation (LDA) topic modeling and sentiment analysis. It is found that, in response to the COVID-19 outbreak, people learn about COVID-19, show their support for frontline warriors, encourage each other spiritually, and, in terms of taking preventive measures, express concerns about economic and life restoration, and so on. Analysis of sentiments and semantic networks further reveals that country media, as well as influential individuals and "self-media," together contribute to the information spread of positive sentiment.

3.
Ann Glob Health ; 85(1)2019 02 28.
Article in English | MEDLINE | ID: mdl-30873788

ABSTRACT

OBJECTIVES: When evaluating the effectiveness of a method for instructing adolescents in sexual health literacy, it is essential to consider how the method motivates learning, promotes a change of attitude, increases knowledge gain, and engages students (MAKE). This article reports on the development and validation of a unified, comprehensive framework for evaluating the efficacy of games in teaching sexual health behaviors for curbing unhealthy sexual outcomes to secondary school adolescents in low resource settings. METHODS: The initial validation of the MAKE framework was administered to 120 students using quantitative data collection and analysis. It was then subjected to factor analysis tests to investigate the items' structure, and Cronbach's alpha was applied to measure the scale reliability using SPSS Version 24. RESULTS: Data analyses demonstrate that the MAKE framework is a comprehensive instrument to evaluate teaching methods with four powerful constructs, each of which has two to four components. For each construct, the following data were obtained: for motivation, standardized alpha = 0.92, Kaiser-Meyer-Olkin (KMO) = 0.88, and p = 0.001; for attitude, standardized Cronbach's alpha = 0.90, KMO = 0.88, and p = 0.001; for knowledge, standardized alpha = 0.92, KMO = 0.86, and p = 0.001; and finally, for engagement, standardized alpha = 0.90, KMO = 0.87, and p = 0.001. Cronbach's alpha for each component was above the cut-off point (0.65). CONCLUSIONS: This study shows that the MAKE framework is a satisfactory instrument for assessing the efficacy of teaching methods for sexual health literacy in a variety of teaching environments. The method may also have value for assessing the effectiveness of other methods in adolescent sexual health education.


Subject(s)
Health Knowledge, Attitudes, Practice , Health Literacy , Motivation , Sex Education/methods , Video Games , Adolescent , Child , Educational Measurement , Factor Analysis, Statistical , Female , Health Education , Humans , Male , Sexual Health/education , Tanzania
4.
Article in English | MEDLINE | ID: mdl-30227642

ABSTRACT

An effective innovative pedagogy for sexual health education is required to meet the demands of technology savvy digital natives. This study investigates the extent to which game-based learning (GBL) and gamification could improve the sexual health education of adolescent students. We conducted a randomized control trial of GBL and gamification experimental conditions. We made a comparison with traditional teaching as a control condition in order to establish differences between the three teaching conditions. The sexual health education topics were delivered in a masked fashion, 40-min a week for five weeks. A mixed-method research approach was uses to assess and analyze the results for 120 students from a secondary school in Dar Es Salaam, Tanzania. Students were divided into groups of 40 for each of the three teaching methods: GBL, gamification, and the control group (the traditional teaching method). The average post-test scores for GBL (Mean = 79.94, SD = 11.169) and gamification (Mean = 79.23, SD = 9.186) were significantly higher than the control group Mean = 51.93, SD = 18.705 (F (2, 117) = 54.75, p = 0.001). Overall, statistically significant differences (p ≤ 0.05) were found for the constructs of Motivation, Attitude, Knowledge, and Engagement (MAKE). This study suggests that the two innovative teaching approaches can be used to improve the sexual health education of adolescent students. The methods can potentially contribute socially, particularly in improving sexual health behaviour and adolescents' knowledge in regions plagued by years of sexual health problems, including HIV/AIDS.


Subject(s)
Games, Recreational , Sex Education/methods , Students/psychology , Adolescent , Child , Female , Health Knowledge, Attitudes, Practice , Humans , Male , Sex Education/statistics & numerical data , Students/statistics & numerical data , Tanzania , Teaching
5.
Games Health J ; 4(3): 168-74, 2015 Jun.
Article in English | MEDLINE | ID: mdl-26182060

ABSTRACT

OBJECTIVES: A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. SUBJECTS AND METHODS: Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age. Pre- and post-test scores of students' safer sex knowledge were compared to test the effectiveness of the game. Students' survey and interviews were analyzed to assess participant feelings and attitudes toward the game. RESULTS: The Wilcoxon Signed-Rank test indicated that students' sex knowledge (n=788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as "interesting," "interactive," "informative," and "real-to-life." CONCLUSIONS: We advocate that the participatory design approach, which supports collaborative efforts of different stakeholders, is an effective framework for developing game-based learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers.


Subject(s)
Health Promotion/methods , Learning , Program Evaluation , Sex Education/methods , Video Games , Adolescent , Adolescent Behavior/psychology , Child , Female , Hong Kong , Humans , Internet , Interpersonal Relations , Male , Safe Sex , Sexual Behavior/psychology , Software Design , Students/psychology , Surveys and Questionnaires
6.
Health Info Libr J ; 29(1): 47-60, 2012 Mar.
Article in English | MEDLINE | ID: mdl-22335289

ABSTRACT

OBJECTIVES: This study surveyed Web 2.0 application in three types of selected health or medical-related organisations such as university medical libraries, hospitals and non-profit medical-related organisations. METHODS: Thirty organisations participated in an online survey on the perceived purposes, benefits and difficulties in using Web 2.0. A phone interview was further conducted with eight organisations (26.7%) to collect information on the use of Web 2.0. Data were analysed using both quantitative and qualitative approaches. RESULTS: Results showed that knowledge and information sharing and the provision of a better communication platform were rated as the main purposes of using Web 2.0. Time constraints and low staff engagement were the most highly rated difficulties. In addition, most participants found Web 2.0 to be beneficial to their organisations. CONCLUSIONS: Medical-related organisations that adopted Web 2.0 technologies have found them useful, with benefits outweighing the difficulties in the long run. The implications of this study are discussed to help medical-related organisations make decisions regarding the use of Web 2.0 technologies.


Subject(s)
Cooperative Behavior , Diffusion of Innovation , Information Dissemination/methods , Information Services/statistics & numerical data , Interdisciplinary Communication , Internet/statistics & numerical data , Hong Kong , Humans , Libraries, Medical , Outcome Assessment, Health Care
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