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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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,


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


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.


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


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.


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


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


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


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


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