Category: Design, Implementation & Assessment of Innovative Technologies in Education

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Practices and Perspectives on Heritage Language Maintenance With Digital Technology Among Japanese Immigrant Families in the United Kingdom

This paper examines the level of engagement in heritage language (HL) maintenance using digital technology among Japanese immigrant families in the United Kingdom. It does so with reference to the theoretical concepts of Capacity Development, Opportunity Creation, and Desire. The data were drawn from semi-structured interviews and unstructured observations of eight pairs of nine to

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Robots in Education: Influence on Learning Experience and Design Considerations

The influence of digital artifacts is increasingly present in today’s life. To prepare pupils adequately for the challenges of an evermore digital world an early education on this topic is necessary. A playful access for pupils are robots, as they are an illustrative and practical example of many important computer science concepts. In this paper

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A New Standard for Doing Agile Scrum Team Work in Education

Scrum is increasingly becoming an essential product development methodology for project education in modern curricula, however, individually assessing students that work in scrum projects as applied in the professional work field remains extremely challenging until date. In scrum, students team up in order to deliver high-quality products in projects that are directed to real business

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Perceptions of Professional Chemical Engineers Toward Immersive Virtual Reality in Health and Safety Training

Following the rapid advancement and growing market of immersive virtual reality (IVR), it is important to understand the impacts caused by these technological innovations. Research on feasibility, reliability, and easiness of use of IVR has received considerable attention, but little is known about the specific factors that influence the intention to adopt IVR in the

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Using Attendance Analytics as a Motivational Tool for First-Year University Students: The Live Engagement and Attendance Project (LEAP)

The process of transitioning into a third-level learning environment can present cognitive, behavioural and emotional challenges for first-year students (Chipchase et al., 2017). When these challenges are not adequately addressed, students’ motivation to engage with their academic programmes may suffer, hindering academic progression. Motivation underpins students’ ability to generate and accomplish goals (Locke & Latham,

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Pocket Translation Effectiveness in Real Life Communication Situations

Continual internationalism has seen Japanese increase their interaction with people of various languages and cultural backgrounds for research, business, education, and trade. However, Japanese lack the English-speaking confidence to be effective communicators compared to other countries and are currently ranked 35th out of 74 in English proficiency (Tsuboya-Newell, 2017). One reason for this is Japan

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In Search of an Effective Online Campus for Online-only Universities

This is an interim report on an investigation into the psychological and social problems in online campus life at online-only universities. The immediate goal of this research is to search for an effective communication platform for the online campus at the Tokyo Online University (TOU), which has opened its doors to student in April, 2018.

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Fostering Outgoing Mobility by Implementing an Innovative Online Platform for Partner University Allocation – ITMO University Educational Design Practices

Within the Russian internationalisation strategy for increasing incoming and outgoing academic mobility indicators, ITMO University utilises a variety of tools to match the objective. Increased number of ITMO students aimed at spending a semester abroad and constantly growing number of 200+ active academic partners worldwide become a challenge which calls an innovative solution. While students

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The Influence of Self-determination on Mastery Experience in a Creativity Game-based Learning

Creativity refers to the process of generating contextually or culturally original and valuable products. This study aimed to develop a self-determination (SD) focused Digital Game-based Learning System for Creativity (DGLSC-SD-A) for 3rd and 4th graders and, further, to investigate the relationship between self-determination and mastery experience. Eighty-two 3rd and 4th graders participated in this study.

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English Language Students’ Perceptions of Interchanged Application of Face-to-Face and Synchronous Virtual Classrooms

Recent research has suggested that synchronous virtual classrooms can equally or, in some cases, better enhance students’ learning experience compared to the traditional face-to-face instruction. However, little has been explored within the circumstances where both of the instructional modes are applied to the same group of students. This study thus investigates students’ perceptions of interchanged

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Knowledge Creation of Adaptive Learning on the Blockchain System – Collaborative Cloud Educational System

The major difference of the networked society from the conventional analog society is its potential of increasing the continuity of time and space. That is, it transcends the boundaries between individuals and organizations, private and public sectors, family and work, business and pleasure, producers and consumers, the national and local governments, different disciplines and so

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The Development and Deployment of Mobile Music Application for Literacy Enhancement (M2APPLE)

We present in this paper the design, implementation, and broad scale deployment and use strategy of a Mobile Music Application for Literacy Enhancement (M2APPLE)that leverages the fun activity of Karaoke music as a motivational and complementary tool to learning English as a second or even third language. English language illiteracy is a particularly endemic problem