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

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HybridEdu Quiz Maker: A Tool for Creating Paper-Based and Online Quizzes in Hybrid Classes

This paper presents HybridEdu Quiz Maker (HEQM), a tool for creating paper-based and online quizzes in hybrid classes. The primary goal of HEQM is to simplify the process of generating comprehension assessment tests, making it convenient and efficient. Hybrid classes, which blend in-person and online instruction, often require instructors to create paper-based quizzes (PBQuiz) for

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Digital Technologies in Pre-school Education in the Czech Republic and Norway

This paper presents the results of a research project that aims to interpret the differences or similarities of pre-school education (PE) in the Czech Republic and Norway. Using Bereday’s methodological comparative model, this study specifically focuses on a comparison of the anchoring of the importance of digital technologies in the Czech The Framework Educational Programme

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School Websites as Mechanism for Good Governance Basis for E-Governance Initiatives

Websites are believed to be the central public information sharing networks which potentially involve the public in communicating, participating, and sharing public information and services (Sandoval-Almazan & Gil-Garcia, 2012); hence, the crafting of the national government’s E-Government Master Plan (EGMP) in 2012. In compliance with EGMP, the Schools Division Office of Imus City implemented Project

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Generative AI Tutors and Project-Based Learning: Boosting Financial Literacy in Japanese Students

This research study aimed to investigate how generative AI-enhanced Japanese university students’ financial knowledge, behavior, and attitude following a 15-week course on personal finance. An electronic instrument was distributed to 49 English as a Foreign Language (EFL) students in two elective courses focused on teaching the basics of personal finance at a private university in

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Development of an Automatic Multiple Choice Question Generation System to Promote Understanding of Programming Concepts

Gagné, a learning psychologist, defined four hierarchical elements of learning skills: problem-solving, rules, concepts, and discriminations. These intellectual skills form a hierarchical structure with problem-solving at the top, followed by rules, concepts, and discriminations. Mastering lower-order skills is essential for higher-order skill acquisition. We apply this theory to programming education. In programming education, students are

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Virtual Reality as Supplementary Education Tool for Pharmacology Laboratory Practical: The Effect on Student Experience, Knowledge and Confidence

Virtual Reality is an emerging technology for immersive learning. A Virtual Reality Organ Bath Lab (VROBL) simulating the physical pharmacology laboratory practical was developed to help students to comprehend complex pharmacological principles. The study aimed to investigate the impact of VROBL adoption as a pre-laboratory experience on student learning experience, knowledge, and confidence levels. An

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Instructional Design Model of Virtual Reality Digital Integration: An Experimental Case Study in Managerial Control Education

Virtual reality immersive learning technology is widely recognised for offering the potential for fully immersive environments that can enhance learners’ cognitive development. This paper introduces instructional guidelines for the creation and integration into the learning design of pedagogically structured virtual reality digital content to support cognitive learning. The learning prototype created for the study simulates

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Bridging Asynchronicity and Engagement: Data-Driven Insights Into Flipped Learning

Advocates of flipped and blended learning have reported on how these models encourage students to actively engage and become agents in their own learning. There is, however, limited evidence on the extent to which asynchronous online learning materials developed for flipped learning programmes support students to actively engage in their learning. Using back-end data analytics,

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Rapid eLearning Development Tools in the UAE: Introduction of Structured eLearning Environments for Undergraduates

This study employed a blended learning approach, integrating a microlearning module on ‘Change Management’ into an undergraduate business course curriculum in the United Arab Emirates. This context being of interest because of the high ‘Uncertainty Avoidance’ dimension typical of the predominant Arab culture in the country. The study therefore, aaddressed the question of student adaptability

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Designing Teaching Materials in the On-Demand Classroom Within the Context of Thailand Lesson Study Incorporated With Open Approach: TLSOA

This study aimed to explore how to design teaching materials for the On-Demand Classroom within the context of the Thailand Lesson Study incorporated with Open Approach. Employing a qualitative research methodology, this research involved thirty-one elementary school students and a lesson study team comprising mathematics teachers, researchers, and mathematics and art educators. Data collected from

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From Analysis to Creation: Utilizing the ADDIE Model for Developing and Educational Game for Children

Designing educational games for children is a topic that warrants attention, particularly when using the ADDIE model as a game development framework. In this exposition, we evaluate three notable children’s video games to highlight the complexities associated with designing games for children. Additionally, we present the ADDIE model, a well-known instructional design framework, to our

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Development of a Java Source Code Analyzer for Learning Support That Runs in a Web Browser

Students make various mistakes in the process of practicing computer programming. For this reason, we have developed a source code analyzer, which evaluates the source code submitted by students from The tool can identify misspellings in the method names of source code and can judge the compiling and execution results. However, because the tool was

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Unveiling Parental Perspectives: Determinants of Behavioural Intentions and Usage Behaviours in Ubiquitous Learning During Crises

This study aims to investigate the determinants shaping the behavioural intentions and usage patterns of primary school parents within a private school in Samutprakarn, Thailand, specifically in the context of ubiquitous learning (u-learning). Employing a quantitative research design, the study engaged 500 respondents through an online questionnaire, utilising a non-probability sampling technique. Prior to administration,

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The Contradictions of Implementing Flipped Classrooms at Pre-university Education: An Activity Theory Perspective

A limited body of research has investigated on the factors that primarily affect the implementation of Flipped Classroom Model (FCM) at pre-university education. This study aims to uncover the contradictions that emerge when applying a whole-school FCM approach in a pre-university institution in Brunei Darussalam. The Activity Theory (AT) lens was applied to examine the

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E-Module in TVET: Unveiling Brazing and Riveting Methods Through VAK Learning

The electronic module (e-module) concern within the realm of Technical and Vocational Education and Training (TVET) pertains to the obstacles related to the incorporation and proficient utilization of electronic learning resources in vocational education systems. The issues discussed involve several factors, including insufficient digital infrastructure, restricted technological accessibility, differing degrees of digital literacy among educators

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The Use of Virtual Tabletop for Revising Electron Counting in Inorganic Chemistry

Electron counting of metal complexes is an important skill for chemistry undergraduate students learning inorganic chemistry. As part of game-based learning, we have developed a card game termed “CountQuest” for students to revise electron counting after learning this concept from conventional lectures. In this proceeding, we describe the use of a free web-based virtual tabletop

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Exploring the Impact of Teaching Design History on Creativity and Intrinsic Motivation: Curriculum Design and Learning

The history of design is a basic course for design majors in universities all over the world, and is usually taught in a purely theoretical way, This study adjusts the form of teaching, changing the original “linear lecture”-based teaching to an exploratory teaching method centered on “design styles”, using styles as the origin to guide

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Exploring the Impact of Digital Escape Rooms on Postgraduate Students’ Academic Achievement and Intercultural Awareness in Management Education: A Case Study in the UK

In the past few decades, educators have been questioning the effectiveness of traditional passive face-to-face learning and increasingly adopted innovative learner-focused digital game-based strategies which enhance student autonomy. This article presents an educational intervention that addresses the gap in the literature regarding the impact of Digital Escape Rooms (DERs) in Management Learning and Education offering

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An AI-Enabled Learning System With Personalized Learning Pathways a Pilot Study of Its Impact on Learning of Statistics

AI-enabled systems offering personalized learning pathways or options are gaining imminence, showing immense potential to meet diverse learners’ needs on a more practical scale. In this work, we piloted a learning resource that offers personalized learning pathways (or LeaP), powered by AI technology. The efficacy of the learning tool was evaluated using a skills test

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AI-Generated Practice for Textbooks: An Exploratory Analysis From the Classroom

Artificial intelligence has made it possible to generate high quality formative practice questions for use in higher education digital textbooks. Adding these automatically generated questions as a study feature for textbooks in an e-reader platform made it possible to democratize the learn-by-doing approach known to increase learning. Faculty in three different courses at a major

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E-learning in Secondary Schools: Survey of Students in Kigali, Rwanda

Although much time and energy has been put into digitizing the world around us, education is lagging behind. The question therefore arises to what extent secondary schools should introduce e-learning into their courses. The purpose of this study is to increase knowledge about e-learning by examining students’ perceptions and intentions regarding e-learning. To achieve this

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Automation or Innovation? A Generative AI and Instructional Design Snapshot

Advances in generative artificial intelligence (AI) are transforming possibilities across industries, including instructional design. Tools like ChatGPT can draft objectives, assessments, and content rapidly. This mixed-methods study surveyed 144 instructional designers on current adoption, tasks, benefits, and concerns regarding generative AI integration. Analysis revealed widespread mainstream usage with 83% leveraging ChatGPT. Accelerating efficiency ranked as

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Feasibility and Acceptance of Micro-Video as an Innovative Teaching Method in Engineering Education

The growing interest in innovative teaching methods within higher education has prompted an exploration of micro-videos as a valuable intervention tool. Grounded in the Technology Acceptance Model (TAM) theory, this study investigates the effectiveness and acceptance of micro-videos as a teaching method in sustainable engineering education, while also identifying the factors that influence students’ acceptance

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Knowledge Transfer Impact on Small Medium Enterprises’ (SMEs) Business Growth Within the Food and Beverages (F&B) Sector in Terengganu, Malaysia

Knowledge management was identified as a relevant foundational factor for small medium enterprises (SMEs)’ business growth based on its universal and dynamic nature. SMEs face a range of challenges that necessitate a combination of education, experience, and the drive to actively engage in business strategies aimed at fostering growth and success. Knowledge management is also

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Classroom Space Assessment Tool with an Ergonomic Approach: A Case Study in a Classroom in Brazil

When it comes to space and its physical environment, research proves that school buildings can influence both positively and negatively on teaching and student performance. This article proposes a tool for assessing the adequacy of school spaces, specifically the classroom, regarding comfort, accessibility, safety, and organization of this space in line with the institution’s pedagogical

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Innovative Technologies for Multidisciplinary Design Teaching and Learning in Higher Education

This research delves into the innovative integration of two emergent digital collaborative platforms, Miro and Padlet, within higher education pedagogy, concentrating on their application in design-centric courses at Sunway University, Malaysia. The study encompasses two distinct student cohorts: one, a collective of seventy-three students from the Design Enterprise module, engaging with Miro and enrolled in

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Development of Tools to Support the Creation of Programming Test Questions

The purpose of this research is to support the creation of programming test questions. Source code, class diagrams, specification tables and execution results are often used in programming test questions. In this case, these are related. Therefore, when these are created, the contents must match. However, when correcting a part, it is easy to make

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Developing Multimodal Learning in Singapore: Perspectives of Student and Lecturer in a Pilot Study for Hybrid and Hyflex Learning

Now that Covid-19 restrictions have eased in most countries around the world, many universities have returned to full on-campus learning. Some, however, chose to further develop the online or hybrid teaching approaches and move towards new multimodal approaches like “hy-flex”, a portmanteau of hybrid and flexible learning. For this pilot study, a newly retrofitted Hybrid

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ChatGPT Technology and Its Role in Promoting Creativity in Education

This study aims to achieve several main objectives. First, it aims to analyze the role of ChatGPT technology in promoting creative interaction between teachers and students in the context of education. Second, seeks to study the impact of ChatGPT technology on the development of students’ creative skills, such as critical thinking, creative design, and innovation.

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Contribution of Ergonomics in Designing Accessible Classrooms for Deaf and Hard of Hearing Students in Indonesia: A Proposed Guideline

For the past decade, several studies have been conducted in order to assess and confirm the impact of the physical classroom environment towards students’ learning effectiveness, including deaf and hard of hearing (DHH) students. Several principles of ergonomics have been gathered aiming to provide guidelines in building a classroom that serves DHH students’ needs. However,

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An Investigation Into ChatGPT Generated Assessments: Can We Tell the Difference?

The impact of ChatGPT has been revolutionary in many capacities however institutions are beginning to see the gradual increase in students passing off AI generated work as their own. This has negative impacts for student learning and academic integrity. One way to help combat this is to understand if we can tell the difference between

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You Don’t Have to Feel Trapped: Virtual Field Trips During School Shutdowns –A Systematic Review and SWOT Analysis

The purpose of this systematic review and Strengths, Weaknesses, Opportunities, and Threats (SWOT) analysis is to examine the Virtual Field Trips, an important component of educational technology, to see how these can help ensure continuity of education (both formal and informal) in a safe manner, and how they can help address the unique needs of

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Kinetic Environmental Graphic Design and Its Impact on the Interactive Interior Space of University Educational Environments

The interior design of spaces requires the presence of many standards and design and functional requirements without compromising aesthetic values. Environmental graphic design is an important aspect in the design of interior spaces, as it depends on the interaction of the brand with the design of the interior space and the identity of the place.

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Online Flipped Learning for Engineering Students

The integration of digital tools into language teaching has increased with the COVID-19 pandemic. In parallel, online learning has become popular, resulting in a substantial amount of online courses. In addition, nowadays, it is preferred over traditional face-to-face learning in emergency situations. All of this has led educators and researchers to explore ways to improve

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Simulation or Fake: Will Extended Reality Provide a More Vivid Learning Experience?

Extended Reality (XR), encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), is a unifying term for technologies ranging from fully real to entirely virtual environments. It’s known for its potential to offer immersive and realistic learning experiences. EDUCAUSE Horizon Report: Teaching and Learning Edition, published by the US professional organization, mentioned extended

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Social Factors that Facilitate the Online Collaborative Activities of Global Distributed Teams

With the ever-growing presence of online collaborative learning spaces, research on how to develop international global environments to facilitate learning has become increasingly important. Unfortunately, quantitative research is somewhat limited in exploring which specific factors contribute to student satisfaction with international collaboration online learning activities (ICOLAs). The issues of this gap in the literature are

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Using Power Tools to Automate and Scale Personalized Feedback to Learners

A critical strategy of motivating students and improving performance in higher education is communicating timely and personalized feedback (Koenka et al., 2019). The language used to deliver students’ progress and what specific intervention can support their learning is hugely impactful especially for students who are struggling. This can also be challenging for the academic community

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Analyzing the Effect of Technology-Based Interventions on Improving Listening Skills of EFL College Students

With the rapid development of technology, English language learning has expanded beyond traditional methods to include multimedia resources available on the internet. Among these resources, podcasts and YouTube have gained popularity for their potential advantages in English language learning. Podcasts provide learners with an opportunity to engage their auditory senses and expose themselves to authentic

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Development of Interaction Simulation Video for Enhancing Digital Empathy Skills

This study applies research and development design aimed creates an interactive simulation video that enhances digital empathy skills. There are two groups of participants. First, six experts in educational technology and digital empathy content were purposively selected. Second, 48 high school students were multi-stage sampling. The research instruments were (1) the evaluation form to check

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Transforming Science Education at Grade 9 With a Pedagogical Technological Integrated Medium: An Integrated Approach for Teaching, Learning, and Assessment

The study aimed to explore the potential of technology beyond its role as a teaching tool in science education by introducing the concept of a Pedagogical Technological Integrated Medium (PTIM). The PTIM approach functions as a platform for scaffolding, enabling students to construct meaningful knowledge structures. It brings together teachers (T), learners (L), and parents

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Automated Classification of Student’s Emotion Through Facial Expressions Using Transfer Learning

Emotions play a critical role in learning. Having a good understanding of student emotions during class is important for students and teachers to improve their teaching and learning experiences. For instance, analyzing students’ emotions during learning can provide teachers with feedback regarding student engagement, enabling teachers to make pedagogical decisions to enhance student learning. This

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Exploring the Dynamics of Ice Hockey Strategies Using YOLOv8 and Gephi in Sports Education

In modern fixed-field team sports, computer vision techniques have been commonly applied in analyzing team strategies and tactics. This research presents a combination approach using object detection, multi-object tracking, and social network analysis (SNA) to investigate the dynamics of ice hockey strategies. Specifically, we utilize YOLOv8 object detection algorithm to detect players and ByteTrack to

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A Design-Led Approach to STEM Education: Challenges and Opportunities in Hong Kong Secondary School Teachers’ Responses to D-STEM

Science, Technology, Engineering, and Mathematics (STEM) education is now recognised as a key factor in the development of a country’s workforce and economy. In Hong Kong, the design-led approach to STEM (D-STEM) facilitates the integration of creativity and technology and thereby encourages students to adopt collaborative and reflective processes and helps them develop the interdisciplinary

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TIC – TAC and Digital Competences in Military Higher Education

In the digital age, education with excellence must be supported by teachers with advanced levels in digital competencies, therefore, the research identifies the competency areas and their available levels by the different actors in military higher education, applying the scientific method and its progress is descriptive; through a survey to 124 people among Management staff,

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Using Biometrics to Fortify E-learning Platforms Security

E-learning is here to stay. During the COVID-19 pandemic, more than 1.2 billion students were educated through online learning. Platforms such as Zoom, Webex, Skype, Microsoft Teams, Google Meet, etc. were among the most popular ones during that period. However, these platforms suffer from various vulnerabilities that make them susceptible to cyberattacks, including Man-in-the-Middle attacks

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Exploring the Feasibility and Efficacy of ChatGPT3 for Personalized Feedback in Teaching: A Systematic Review and Empirical Analysis

This study aims to explore the feasibility of integrating artificial intelligence (AI) technologies into the teaching process, with a particular focus on the potential use of ChatGPT3 for providing effective, meaningful, and personalized feedback. The study will utilize a systematic investigation of existing literature and empirical analysis to evaluate the efficacy of this approach for

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A Study of Adaptive Learning in Large Class Sizes and the Enabling Conditions for Student Self-Regulated Learning in the UAE

In 2018, a 60 student program was piloted to explore the potential of using an adaptive learning system in larger class sizes to mitigate issues such as a lack of qualified teachers and high teacher turnover rates in the UAE. This study sought to understand the impact of this program on student engagement and academic

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A Qualitative Evaluation of an AI-Supported Quiz Application to Assess Learning Progress

In a current research project at the Ansbach University of Applied Science, an AI-based quiz function was created to serve as a voluntary student-oriented support offer to determine their learning progress in their respective courses by means of conducting self-assessment quizzes. The application takes lecture scripts as input and applies a question generation model to

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Music and Games in Education: Technological Experiences and Human Development

Music and Games share a wide range of specific characteristics mediated by the technological component which, in a way, impose an incessant dialogue between the demands of education, music education and human development itself. The consonance and versatility of this approach interact directly with the teaching and learning processes, constituting itself as a potential integrator

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Challenges in Technology Integration for Online Teaching and Learning for English Sessional Academics

The new norm, post-COVID-19, is characterized by the worldwide espousal of the virtual classroom. While full-time university academics are typically provided with continuous training support for their technology integration in online teaching, this is not so for sessional academics, who are inadvertently deprived of such opportunities. This would subsequently threaten the quality of online lessons,

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Knowledge, Attitude, and Perception Towards ChatGPT Among University Students and Faculty: A Preliminary Exploration

Launched on November 30, 2022, ChatGPT has taken the world by storm with its ability to generate human-like text in a conversational style. The reactions varied from enthusiasm about its potential to enhance learning to concerns about its threat to students’ cognitive development and academic integrity. This exploratory study aims to (1) gauge the level

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The Development and Evaluation of Artificial Intelligence (A.I.) Tutor for a Java Programming Class

The advent of Artificial Intelligence has brought numerous opportunities for innovation in the field of education. One such tool is ChatGPT, a conversational AI model, which can aid students in their learning process and enhance their Java programming skills. This study aims to evaluate the effectiveness of ChatGPT in helping students with Object Oriented Java

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Support Technology for Nonverbal Communication of Students With Autism Spectrum Disorder –Systematic Review

In recent years there have been an exponential number of technological proposals designed for students with autism spectrum disorder (ASD) of which there is not always enough evidence to support their effectiveness. This can make it difficult for teachers and students to benefit from technology support that is more effective and tailored to the needs

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Can Artificial Intelligence Be Used as a Tutor to Improve Student Performance in a Technical Writing Class?

The utilization of artificial intelligence in language modeling has seen a significant rise in recent years, particularly in the area of text generation. One of the most prominent models in this field is ChatGPT3. This study aims to assess ChatGPT’s ability to provide feedback on college-level technical reports. The research tested three different control groups,

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IIIEPE – A Laboratory for the Development of Stem Teaching Competencies Through Computational Thinking and Artificial Intelligence

This article presents a teacher training strategy based on the design of an educational innovation laboratory that promotes the development of STEM teaching competencies through computational thinking and artificial intelligence in public schools in the State of Nuevo León, Mexico. Today, the development of computational thinking is a core teaching competency, which reveals the importance

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Towards the Design and Implementation of a Blended Learning Framework for Student-Centredness

In the 21st century, the use of the internet and technology become essential in every facet of a life. The outbreaks of the Covid-19 pandemic, prevent direct human contact but increase the usage of digital technology for numerous services. Traditional teaching methods called also face-to-face in educational environments have changed in order to conform to

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Development of a Tool to Analyze Source Code Submitted by Novice Programmers and Provide Learning Support Feedback With Comments

Novice students make various mistakes in the process of learning computer programming. In courses with more than 100 students, it is difficult to provide accurate and detailed feedback regarding errors in the source code submitted for their assignments. Therefore, we created a source code analyzer and developed a tool to provide detailed feedback to each

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Research on the Learning Effect of Statics Course by the Problem-Based Learning Method Integrated With Design Thinking

Statics is a mandatory course in the departments of mechanical engineering, aerospace, and shipbuilding, and it can be challenging due to its combination of mathematical and physical concepts that students have previously studied. Typically, traditional teaching methods for statics focus on formula calculations and abstract concepts, which involve a significant number of mathematical equations. This

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Promoting Teamwork Skills Among Thai Pre-service Teachers Through Gamification on Cloud Technology

Given that gamification has been applied in the classroom to stimulate students’ participation for successful learning, this study investigates the extent to which cloud-based gamification promotes undergraduate students’ teamwork skills. Thirty-one first-year pre-service teachers majoring in physical education at Phranakhon Si Ayutthaya Rajabhat University in Thailand worked in groups of three or four to produce

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Digital Teaching and Children’s Engagement in Play During Emergency Remote Teaching in Indonesia Early Childhood Education Context

The implementation of an emergency remote teaching has been informed to be quite successful in some level of educations such as in primary and secondary (Rasmitadila et al., 2020), however, it seems to be a challenge for an early- stage education to conduct the learning which previously is done in a physical setting. This study

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Re-envisioning Web Learning and Communication Experience With WebXR

As the digital era progresses, various information and communication technologies are adopted to enhance the language learning process and to facilitate effective communication. Over the past decades, learners have been exposed to a whole new world of knowledge learning, diffusion, and communication with augmented reality (AR) and virtual reality (VR) technology. Web-extended reality (webXR) is

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Evaluation of Cocuricular Implementation in the Project of Strengthening the Profile of Pancasila Students at Private Vocational School Yplp Pgri 1 Makassar

Curriculum is guidelines in activity nature of learning dynamic based on relevance. Objective from study This For know results and descriptions from cocurricular program implementation theme work. On research This done evaluation curricular that is Project Strengthening Profile Pancasila Students at School Intermediate Vocational Private YPLP PGRI Makassar City. In phase This school carry out

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Learner Experiences in an Activity-Based Online Course From a TPACK Perspective

In this study, we applied the TPACK framework to design and develop an online course on ‘Digital Storytelling in Education’ using the activity-based learning approach. The course was designed with different learning activities developed around the TPACK knowledge domains, to develop the techno-pedagogical skills of educators. It was offered over 4 consecutive academic years (2020-2023)

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Universal Design for Learning in Game Design Document of a Video Game to Develop Money Management Skills

The Universal Design for Learning (UDL) is a model that has received a lot of attention in the last decade due to its commitment to inclusive education as it allows us to respond to diversity by addressing individual educational needs. From this perspective, it is proposed to elaborate a Game Design Document (GDD), which is

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The Promotion of Technology-Based Analytical Problem-Solving Skills (aPSS) Based on the Cognitive Apprenticeship Approach and Through Adaptive Tutorial Feedback

The need to promote the aPSS of trainees in the technical-commercial sector results from various reasons. On the one hand, the digitalisation and automation of industrial production processes has led to increased demands on future maintenance staff. On the other hand, at the end of the dual initial training of electronics technicians for automation technology,

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Promoting Student Interaction in Online Educational Environments With Engageli

Online educational scenarios are characterized by major challenges concerning the promotion of interaction, both between instructors and students and among students themselves. Traditional videoconferencing tools do not favor interaction as they have been designed for a more lecture-based format. Therefore, it is necessary to look for additional technologies that encourage active learning methodologies in online

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Developing a Digital Game Teaching Refugee Students English With Science Topic

A digital game-based learning platform has been developed to help refugee students to learn English using science topics. The aim of the project is to verify the potential of digital games as a valuable tool for refugee students and highlight the significance of game-based language education more broadly. The game-based learning platform prototype is introduced

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Grading of Project-Electronic Courses in the Pre-COVID, COVID, Hybrid, and After-COVID Semesters

Providing consistent and fair grading of the student’s work during a semester is never a simple task. Consistent and fair grading becomes even more complicated when the course organization is changed. This contribution explores the practical experience of teaching three electronic courses: “Electronic Instrumentation”, “Real-Time Digital Signal Processing” and “Image processing”. Before 2020 above courses

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Visual Representation-Based Creative Problem-Solving

Engineering students need to develop creative thinking skills to confront contemporary problems. While many creative problem-solving (CPS) strategies are developed, a convergence strategy to come to the single solution still remains a priority. This is partly due to the lack of creative educational tools that can be readily adapted to various educational settings. Visual literacy

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Modes of Learning and Performance Among Graduates During a Pandemic in a State University in Romblon, Philippines

Quality education is a key commitment of Romblon State University. By providing a performance assessment of students exposed to modes of learning during a pandemic, this study aimed to describe their performance in different learning modalities during COVID-19. This study focused on all 2021 graduates from the College of Education in determining their modes of

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Media and Information Literacy Skills for Undergraduate Students in Hong Kong: Self Perception vs Actual Skills

This study examines the media and information literacy of undergraduate students in Hong Kong with reference to frameworks developed by UNESCO, Singapore, and Hong Kong. A new instrument is developed to measure students’ self-perception and actual media and information literacy skills. Responses from 513 undergraduate students showed that most students reported adequate perceived media and

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Digital “Hack Your Future” Event as Approach to Support Entrepreneurial Capacity of Students Through the Design Thinking Process

The hackathons provide rapid, hands-on opportunities to explore the innovative creation of new business ventures, digital solutions, start-ups and students’ entrepreneurship capacity, which incorporate novel technology as a vital component of their business models and operations. A hackathon is an event in which participants involved in software development collaborate intensively over a short period of

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Realization of a Configuration Tool for a Learning- and Gaming-Analytics-Environment for an Applied Simulation in the Context of Psychology Studies

Based on the work in our previous paper, this one describes a novel configuration tool for a work task simulation, including a gaming and learning analytics environment. A central content focus of the study module “Work and Organizational Psychology” in psychology is job design, which deals with the effect of work on the working person.

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Streaming Technologies and Competence in Live Online Classes During the COVID-19 Pandemic – A Case in Japanese Higher Educational Institutions

The world was faced with a global viral pandemic forcing individuals and nation-states to change the way society interacts. In 2020, Covid 19 presented fundamental challenges in the way education was conducted in the form of lockdowns and stay home orders. The move from face-to-face classes to an online classroom environment confronted the need for

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Reframing the Perspective in Teaching Science Investigatory Project in the Philippines

Teaching research in the Philippines is compartmentalized based on strands such as capstone and science investigatory project. Despite the difference in nomenclature, the process of teaching and even the competencies are somewhat the same. The main discrepancy of teaching research is on asking for specific construct when students do not have the sufficient exposure. In

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Automated Proctoring Solutions: Modern Techniques to Evade & Lure Computerized Proctoring Systems

Automated proctoring solutions are popular tools across multiple types of instruction, including online, hybrid, and face-to-face. Choosing the correct application to proctor online assessments is a tedious process that involves discussions about securing the integrity of examinations and who should absorb the cost of the chosen proctoring solution. Modern automated proctoring solutions are customizable; in

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Analysis of the Chinese Calligraphy Using Kansei Engineering

Chinese calligraphy is closely related to the Chinese cultural circle, and it is also the most important part of Chinese art history. “Regular script” is regarded as the morphological standard of Chinese characters, while “cursive script” has a strong artistic quality. For the analysis of Chinese calligraphy, this study uses the cursive script “Autobiography” and

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Immersive Virtual Field Trips: Teaching Science Vocabulary To Grade-School Students With Developmental Language Disorder

Background: Developmental Language Disorder (DLD) limits a person’s academic and social function.1,2 and is the most common childhood language-learning disorder, with a prevalence of 7.4%.3 Approximately half of students with DLD have a deficit in vocabulary that persists through high school.4 There is preliminary evidence that a virtual reality (VR) experience such as an immersive

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A 3D Printed Chinese Character Learning Art Educational Tool for the Blind and Visually Impaired

As one of the world’s five most widely spoken languages, Chinese is also the most widely spoken language globally. The Chinese language consists of a writing system and a pronunciation system, with Chinese characters being the most critical language component. As Braille is a two-dimensional static image, it is difficult for the visually impaired, especially

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Analysis of Big Data and Education Research Using Data Mining

Background: The interest in big data in education related to the continuous industrial revolutions affecting education and several industries has led to increased publications about it. Objective: This study aims to identify prevalent big data in education research and describe the temporal trends of topics using data mining. Methodology: Social sciences-related abstracts were systematically mined

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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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Research on the Sustainable Development of Traditional Crafts Under the Perspective of Service Design

Nowadays, along with time and technological advancements, the development of intelligent industry and industrialization is gradually replacing traditional crafts, which leads to the gradual shrinkage or even disappearance of traditional crafts. However, traditional crafts’ unique cultural values and individual creativity are irreplaceable. As a result, it is critical to investigate the direction of traditional crafts’

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An Analysis of the Acceptance and Anxiety of a Historical Strategic Planning Game by Combining Real Person Non-player Character Mechanism

Under the influence of Covid-19, distance synchronous learning has gradually become popular. Online history courses are a major challenge for teachers, as the one-way lecture and assessment may make learners lack motivation and even cause learning anxiety. History educational games allow learners to take on the role of historical figures, have the opportunity to experience

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Design and Evaluation of a Contextual Distance Management Training Game With a Real-Person Non-player Character Mechanism

As the COVID-19 epidemic continues, teleconferencing has become an important mode of company operation, and many professional training courses are also taught online. However, in the absence of interactive mechanisms, learners may lack motivation and focus, which may reduce the effectiveness of learning. Game-based learning can enhance learners’ motivation and concentration, and the combination of

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A Remote Collaborative Decision-Making Training Game With a Real-Person Non-player Character

Decision making is a very important skill, under the COVID-19 pandemic environment, remote work is likely to become a future trend, and remote collaborative decision-making will become an important workplace competency in the future. Therefore, remote decision-making training activities that combine game mechanics and realistic situations should be a potential research topic. In this study,

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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