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

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ASLMAD: A Virtual Tutor for a Better Learning Experience

Nowadays, educational technologies like learning management systems and Massive Open Online Courses (MOOCs) have made it possible for teachers to scale up effective teaching methods and for students to have constant access to learning resources. However, these technologies don’t completely transform the teacher’s primary responsibilities, such as motivating learners, giving them feedback, or personalizing the

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Innovative Lecturer: Using Digital Tools in the Study Process

The modern world is characterised by terms such as the Internet of Things (IoT), cloud computing, artificial intelligence and big data (A. J. Means, 2018; H. Arieli, 2021). A. J. Means (2018) stresses that in the future, humans will live in a fully intelligent physical space, starting with robotic factories, smart cities and other tools

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Representation of the Student’s Controllable Performance Features Based on PS2CLH Model

Nowadays, the number of studies measuring and representing students’ learning and performance has increased. However, there remains a lack of research that represents and measures factors or features within students’ control that impact their performances. For university managers, subject tutors and academic mentors, it is essential to represent, measure, analyse and monitor student performance alongside

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Teaching Without Borders: A Gamification Paradigm for Practical Subjects

Practical activities, unsuitable for a digital curvature centered on remote activities, have been particularly penalized by the pandemic. Our response was the study and implementation of a series of hybrid learning units, based on gamification strategies, to allow mechanics involved students not to lose contact with practical activities, keeping the laboratorial subjects at the center

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Enhancing Pedagogical Benefits of Turnitin in Higher Education: Understanding Students’ Acceptance and Use

Turnitin has been widely used in higher education as a computer-assisted assessment tool. There is a growing trend in enhancing the pedagogical benefits of Turnitin in higher education. To understand how students use and perceive this tool, this research interviewed six graduate students studying at a UK university about their experience and perception of using

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A Survey About the Use of Educational Robots and Physical Computing Devices in Computer Science Lessons at German Secondary Schools

Educational robots and physical computing devices are steadily becoming a common sight in computer science classes, as they offer both motivating and illustrative access to a multitude of technical concepts. However, this versatility comes with the drawback that it is not a priori clear how such systems should be designed or how they are most

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Working With Robots: Design and Evaluation of an Introductory Computer Science Teaching Unit With Educational Robots

As our world continues to digitalize more and more, Computer Science concepts have started to interweave with our daily life. Accordingly, teaching these concepts in schools is becoming increasingly relevant. An illustrative and practical way to do this is by using haptic examples of these very same concepts in form of educational robots. This offers

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EmotiMask: Mapping Mouth Movements to an LED Matrix for Improving Recognition When Teaching With a Face Mask

The Covid-19 pandemic has led to the adoption of face masks in physical teaching spaces across the world. This has in-turn presented a number of challenges for practitioners in the face-to-face delivery of content and in effectively engaging learners in practical settings, where face coverings are an ongoing requirement. Being unable to identify the mouth

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Development of Vocabulary Study System and Measurement of its Effect

There are many ways to improve reading comprehension for learners of English as a foreign language. Learning vocabulary is one of the ways to improve it. The more vocabulary learners acquire, the deeper their understanding becomes when reading English texts. It is suggested that the learners improve reading comprehension if they understand unknown words before

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The Role of TikTok videos in Facilitating University Student Engagement in Virtual Classrooms in Egypt

TikTok is a video-based application that is immensely popular, especially among young social media users. Research shows that TikTok has been useful in remote learning during the COVID-19 pandemic. The current study examined the uses of TikTok videos among university students in Egypt and how these videos enhanced their online engagement in virtual classrooms. This

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Effectiveness of Digital Game-Based Learning on Academic Achievement in an English Grammar Lesson Among Chinese Secondary School Students

Previous studies have proven that the widespread implementation of digital game-based learning (DGBL) in educational practice can be potentially beneficial. To date, however, far too scant attention has been paid to its efficacy in English grammar learning in China. Therefore, the principal objective of this study was to examine the effectiveness of DGBL on Chinese

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Investigating Formative Assessment Strategies to Support Differentiation via Digital Technology in Elementary Math Classes

In this study we investigate how digital technologies can support educators’ differentiation and students’ learning through formative assessment (FA) strategies. A three-dimensional assessment framework is developed via a European project FaSMEd (2022) by eight experienced elementary teachers, familiar with digital technology, who received instructions (and support) for FA mathematics strategies. Five FA strategies were used

A Problem-solving Course Designed Based on Micro: Bit to Prevent Mosquitos

In Taiwan, as the temperature rose, mosquitoes came out, causing Dengue Fever. National Mosquito-Borne Diseases Control Research Center reported that 1 out of 200 people who infected Dengue Fever died in 2015. It’s Horrible. So Hsinchu City held a competition about the prevention of mosquitoes for 6-9 grade students in 2021. Based on the competition,

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Online Learning Design and Policies on Education in Indonesia During COVID-19 Pandemic

The Covid-19 pandemic impacts each sector of life around the world, including the education sector, namely changes in the implementation of education. The impact is related to the nationwide implementation of learning carried out online/remotely. This study intends to describe Indonesia’s online learning design, platform, and policies during the COVID-19 pandemic, especially for primary and

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A Computer-based Interactive Program for Teaching the Psychological Theory of Lev Vygotsky

The idea of “intelligent machines” helping in teaching humans is not new. In 1954, B.F. Skinner proposed the first modern sample of a teaching program, and this area of educational activity began to be called “programmed learning”. His idea was enhanced by other experts and progressed due to advanced computer technologies. This paper is devoted

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An AI-Enable Knowledge Graph and Student’s Agency in Productive Struggle During Problem-Based Learning in Cybersecurity Education

Problem-based learning (PBL) is adapted to support students’ learning in cybersecurity courses. However, students frequently lack learner agency and require step-by-step instruction. With an instructor’s minimum help, students struggle with integrating coherent target concepts, applying those concepts to solve real-world problems, and managing their learning progress. To respond to the national challenge on the workforce

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Motivation in MOOCs: A Qualitative Study on the Design and Evaluation of an Online IELTS Course

Due to the pandemic, 2020 was an unprecedented year, including for online course providers as one-third of the learners that ever registered on a massive open online course (MOOC) platform did so in 2020. This paper focuses on a MOOC course on IELTS, which is the most popular test-prep language course on Udemy.com. However, despite

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Design Options and Learning Analytic Pathways in Doing Agile Scrum Team Work in Education

We extend a standard for doing agile scrum teamwork in education that permits individual assessment within teams (IAFOR ECE2020). Since the teacher’s bandwidth in education is limited and increasingly under pressure, we focus on course design options that can be used to leverage the bandwidth. One economizing option in courses is to let teams prerecord

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PACIE Methodology Applied to English Teaching in Virtual Classrooms With Moodle

The misapplication of a digital presence, academic scope, inadequate training, low interaction, and a methodology with little pedagogy suitable within a virtual learning environment such as virtual classrooms on any platform, whether Moodle, Claroline, Kornukopia, or Chamilo, Etc., lead to decrease and demerit significant learning at the time of training or study an online course

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The Role of Gamification and the New Technologies in the Construction of Mathematical Thinking

The game has always represented a role of fundamental importance in the activation of learning processes. The development of videogames have given a distinctive mark to the introduction of innovative technologies in education. With the advent of Generation Z, the theme of the game has become very important for human life. The effect of these

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The Development and Evaluation of an Online Educational Game Integrated with Gather Town for Nursing Staff Learning

Many on-the-job training courses for nursing education have been converted to online courses due to the pandemic. However, the emergency and intensive training courses emphasize the provision of real situations to promote the learners’ ability to make accurate observations and instant judgments based on the patient’s situations. This research developed an online educational simulation game

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Designing an Online Simulation Board Game with Realistic Patients and Dynamic Electrocardiogram Situations for Learning First Aid Abilities

Due to the pandemic of COVID-19, many physical first aid courses have been converted to online courses. However, first aid courses emphasize providing realistic situations that facilitate the learner’s ability to make accurate and immediate judgments and decisions according to patients’ conditions. This study aims to develop an online educational board game, Heartbeat Moment (beta)

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Education Resilience in Facing Pandemic Covid-19 (Study Case: Batam City, Indonesia)

The pandemic covid-19 in Indonesia had an impact on the education system. The Ministry of Education has produced the policy regarding the acceleration of coronavirus spread prevention in form of policy Number 3/2020 and Ministerial Order of 36962/MPK.A/HK/2020 by conducting online learning. The use of technology will be needed to support the policy. However, many

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Facilitating Self-learning and Flipped Learning Amid the Pandemic With a New Learning Management System: Design and Development

The pandemic forces students to stay home and learn online. For those who do not want to lag behind, they must learn to practice self-directed learning. Regardless of the pandemic, self-directed learning is considered an essential 21st century skill that enables learners to deal with ever-changing complex life and work environments. Knowles (1975) describes it

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Designing Outside of the Classroom: Branding Design for Thai Traditional Pottery

This research aims to develop branding for pottery products in Maha Sarakham, Thailand and to generate the collaboration between the local community and university. Ban Mo village, which is the community dedicated to pottery making, is used as the case study. This local wisdom has been inherited from ancestors for over 200 years, yet there

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Development of Exploring Computer Science With Lynx for Student Learning Geometry and Logo Programming Code

Research on Logo programming contributing to student learning has appeared in the literature during the last four decades. Empirical and meta-analysis research studies support of teaching Logo coding in developing student cognitive problem-solving skills has been documented using teacher-mediated or guided instruction. Using guided instruction with teacher-mediated scaffolding Exploring Computer Science with MicroworldsEX (Walsh 2013-2017)

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Development of Programming Learning Application for Smartphones Using Japanese

In recent years, programming education has garnered attention. The programming education has been introduced in elementary schools since the fiscal year 2020 in Japan. Conventional programming education in Japan teaches programming in English. Programming in a language that is not your native tongue is difficult. For many Japanese, it is easier to understand intuitively if

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Analyzing the Benefit of Real-time Digital Language Translation for ESL Learners in Post-Secondary Canadian Virtual Classrooms

Canadian colleges and universities have seen a steady increase in enrolment over the past decade, driven mostly by interest from international students. If any of these students experience a language barrier this would pose a significant threat to classroom equity. This qualitative research study sought to understand how real-time digital language translation technology could bridge

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The Development and Preliminary Evaluation of Learners’ Flow State of an Online Decision-making Detective Game

Information integration and decisions-making competence have gained much attention not only many fields. Assisting learners to have efficient logical reasoning and to make accurate decisions, and further form their decision-making patterns is a great issue. Therefore, exploring learners’ status and process in the decision-making game is the foundation for future learning and teaching. The study

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Intellectual Property Legal Protection Against the Resilience of Start-Ups in Overcoming the COVID-19 Pandemic in the Millennial Generation

This study aims to raise the economic resilience of the community, especially startups in overcoming the turmoil of the COVID-19 pandemic in the millennial generation through intellectual property protection. During the COVID-19 pandemic, various large companies and small and medium businesses experienced a decline in the business sector. The millennial generation as one of the

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Determinants of Emergency Remote Online Learning Satisfaction During a Pandemic

The Coronavirus (COVID-19) pandemic caused a major disruption to tertiary education around the world. With very little warning, university faculty had to convert face-to-face classes to online delivery, often without adequate guidance, training, or resources. In Japan, the situation was exacerbated by the fact that online learning in formal university education is not widespread. Therefore,

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The Accessibility of Web-based Lessons During the Time of the COVID-19 Pandemic

In this age of content digitalization, equal access to web-based learning resources is important as it contributes to offering all students with same opportunities to pursue their learning and career goals. With the current circumstance, the outbreak of the Covid-19 pandemic has forced most governments in the world to temporarily close educational institutions of different

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Fude Master: Japanese Writing Practice M-learning Application Based on Gamification Theory and Its Evaluation With ARCS Model

Foreign students have difficulty in learning Japanese, especially in kanji acquisition. This is caused by the difference in the writing system between the students’ native language and Japanese. It is especially difficult to differentiate similar-looking Japanese characters for these foreign students. Fude Master, an m-learning app for learning Japanese with pattern recognition to judge user’s

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Quantification of Knowledge Exchange Within Classrooms: An AI-based Approach

The industry is increasingly becoming a highly dynamic environment with competence and turnover indicators as prevailing characteristics, where only those who can both acquire and pass knowledge effectively can thrive. Little attention is paid to the value of incorporating Knowledge Exchange (KE) in classroom teaching, leaving students out of the current KE pipeline. Current strategies

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Study on the Use of Speech Recognition Function to Practice Speaking English Using the Voice Translator “Pocketalk”

Although some speech recognition software is highly developed, few studies have focused on how this technology should be adapted for foreign language learners with various proficiency levels, including Japanese students. Thus, this study explores the use of speech recognition to support the practice of English speaking by using the voice translator “Pocketalk.” English sentences spoken

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The Impact of Digital Interventions with Students at-Risk for Math Difficulty: A Meta-Analysis

Children in the United States continue to underperform in mathematics from the earliest grades and at alarming rates. Furthermore, the high prevalence of learner variability can make addressing the problem of math learning difficulties even more challenging to address. However, advancing technologies, in the form of digital math interventions, hold the promise of addressing learner

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Development and Integration of Freely Available Technology into Online STEM Courses to Create a Proctored Environment During Exams

The current coronavirus pandemic has left many universities and their instructors in a sudden requirement of online education. For small private universities this creates an even more precarious situation as funds for online proctors or the purchase of software for online assessment monitoring is frequently insufficient. In addition, online assesments for STEM courses are often

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Effective e-Learning for a Global Workforce: Designing with Cultural Competency

Digital transformation has introduced multinational corporations to innovative technologies that provide accessibility to a global workforce. One area of business that is influenced by this transformation is digital learning. Multinational corporations are designing e-learning for a global workforce, yet little is known about how e-learnings are designed or its effectiveness. Research has shown that the

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The African Scholarship Cohort (ASC): A Robust Online Learning Community Reaching All African Nations and Providing Tens of Thousands

The African Scholarship Cohort (ASC) is a partnership between the University of Virginia (UVA) and Distance Education of Africa (DEAfrica). The partnership started in 2015 and leverages massive open online courses (MOOCs) hosted on the Coursera platform. The ASC has provided dozens of courses and tens of thousands of scholarships to learners in Africa. There

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A Framework for Designing Metacognitive Scaffolds in Ill-structured Problem-solving Using e-Learning Authoring Tools: A Design and Development Study

Problem-solving has been studied in many disciplines (Jonassen, 2011; Lazonder & Rouet, 2008; Lester, 1994), however, it has not been explored extensively in the field of instructional design (Jonassen, 2000, 2011). Given the importance of solving ill-structured problems in daily life, there is a need to create effective instruction to teach such skills. Metacognition is

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A Prototype System With Speech Recognition Function for Practicing Speaking English

The literature indicates that many Japanese students enrolled in English language classes do not use English outside of class. Therefore, we assume that speech recognition technology can help create opportunities to speak English. Although some speech recognition software is widely available, few studies have used software with a speech recognition function to investigate how we

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Designing Learning for Students’ Affective and Cognitive Engagements

To ensure continuous student engagement in teaching and learning (T&L), The Singapore Ministry of Education (MOE) emphasises on the design of learning experiences that encourages Joy of Learning. The design of learning materials takes into consideration, students’ affective and cognitive engagement to improve teaching and learning in the classroom. In the teaching and learning of

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A Real-time Engagement Assessment in Online Learning Process Using Convolutional Neural Network

Engagement is one of essential components in a learning process to provide personalized intervention pedagogy. Since there is a paradigm-shift on information and communications technology (ICT) in education, fostering learner’s engagement is not only for traditional classrooms but also for distance learning settings such as online learning. In this paper, we propose a practical use

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Video Annotation Tools to Support Peer Review Teaching Skills Improvement for Pre-service Teachers

This study developed a peer review mobile system to support pre-service teaching skills improvement. The review comparison function was developed that supported individual review comparisons and comparisons with others by superimposing the reviews as markers on the video image. Based on the position and timing of the reviews, it was able to distinguish between individual

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Study on Computer-adaptive Testing: Proposal of a Scaffolding Tool

A multiple-choice method is one of the major methods in Classical Testing Theory used at university, in certification exams, and so on. This method enables faculty to score a test easily while requiring a certain amount of quizzes to estimate examinees’ abilities with a certain accuracy. This also requires time to answer for examinees and

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Developing and Evaluating the e-learning Material for Speaking Practice With the Latest AI Technology

There have been remarkable advancements in information and communication technology and artificial intelligence lately. Many e-learning materials with ICT and AI have become available in the market. However, none of them has proved whether they are effective in improving speaking skills in real ESL/EFL classrooms. In my previous studies, it was suggested that speaking practice

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Role of a Subjective Difficulty Rating in Using a System for Practicing English Speaking

We have been developing a system that checks and provides information about the words and sentences that learners use when they practice speaking English. In this study, we investigated the role of a subjective difficulty rating to identify sentences that were problematic for the learners by using our system. In the experiment, 72 Japanese university

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Usage Application of Multimedia for Learning Values of Thai Literature to Develop Learning Achievement for High School Students

This qualitative research had designed multimedia materials for efficient learning of Thai Literature in high school students. The created multimedia materials were based on four classical Thai Literature, including Niras-phukhao-thong; Phra-aphai-manee; Lilit-taleng-phai; and Ma-tha-na-pha-tha. 540 Thai high school students, from three schools, were experimented in using the designed materials. Scores of learning achievement of students

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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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Assessment of Innovative Technologies in India’s Education Sector: Scope and Challenges

Traditionally, education has been imparted through classroom teaching methods. This classical approach is slowly changing with the application of Information Technology in education, making it accessible and cost-effective. India has steadily adopted the concept of e-Learning, which means using innovative technologies to bring education in the online domain. e-Learning provides a solution, which offers flexibility

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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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Designing Mobile Application to Support Immigrants in Higher Education – A Practical User Experience Evaluation Case

In 2015, Finland received a record number of asylum seekers generating subsequently prominent challenge for social integration of immigrants. Regarding 40 % of working-age immigrants in Finland to be higher educated, and smartphones widely used among immigrants, SIMHEapp project (Supporting Immigrants in Higher Education) was initiated. Existing applications are designed primarily to speed up successful

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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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Enhancing Teaching Through Moodle: A Case Study on e-Learning-supported English Language Teaching

This paper describes the experiences of English Language Center of Nizwa College of Technology regarding the implementation of blended learning approach in teaching English. Starting a policy on the use of e-learning in English Language courses, ELC envisions to supplement lesson delivery with online resources and activities in implementing blended learning using Moodle. As there

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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