Category: Innovation & Technology

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Digital Strategies in Education Across Nordic Countries

Digitalization has already played an important role in education when COVID-19 forced the closing of school buildings and the digitalization of education to varying degrees around the world. COVID-19 started an unprecedented experiment in school systems and the ongoing digital transformation was suddenly accelerated. This situation initiated the creation of new challenges and opportunities for

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Design of Complex Problem-Solving Ability Training Games That Combine Simulation Spaces and Plots

The most important thing in complex problem-solving is to recognize the characteristics of the crux of the problem, which is a very important “ability” in the workplace, and the need to understand the problem comprehensively before analyzing it is an important step in making decisions on how to deal with the problem. This study uses

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Design and Evaluation of a Contextualized Mobile Educational Game for Learning Emergency Medical Care

The emergency medical service is a complex and variable situation and the critical thinking ability of the medical staff is challenged. Compared with traditional education, the contextual simulation of mobile learning can improve the learners’ critical thinking ability. This study《119 Dispatch Center》LINE@ and Google Form were combined to design a digital contextual role-playing mobile educational

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Early Diagnosis Prediction From COVID-19 Symptoms Using ANN-Based Machine Learning Method

Timely diagnosis of COVID-19 is crucial to mitigate the risk of virus transmission. Traditional diagnostic methods, such as medical laboratory and antigen tests, while effective, are not always easily accessible. This study proposes an innovative approach to detect COVID-19 promptly using Artificial Neural Networks (ANN), eliminating the need for laboratory tests. By analyzing an individual’s

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Integrating Technology-Supported Multi-representational Scaffolding Into Board Game for Learning Muscular System Physiology

In the teaching of muscular system of physiology, it is difficult for students to memorize a large amount of knowledge such as muscle names and movements generated by muscle contraction from the traditional classroom lecture, which in turn affects the motivation and learning outcome. A board game integrating technology-supported multi-representational scaffolding was designed to promote

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Community College Instrumental Faculty Using Technology to Engage Remote Learners During a Pandemic

Instrumental faculty include music instructors and directors focusing on teaching specific instrumentation, often in ensemble or orchestra settings. During the pandemic, community college instrumental faculty relied heavily on technology to engage remote learners. Research regarding their experiences currently exists, and a better understanding of what transpired will inform both pitfalls and best practices for using

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The Development and Application of the Wearable Device for the Deaf Performers

This research aimed to develop a vibrating bracelet to meet the needs of deaf actors, exploring the influence of communication methods and empathy while working with them. The study identified the limitations and expertise of the actors, reviewing the action instruction method and performance guidance. Through performance training, the study aimed to understand the abilities

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Scitocin: Development of Science Mobile Learning Application for Least Learned Competencies in Science 9

Among the science mobile learning applications that have been proposed, only a few have been developed and validated through least learned competencies. Three (3) least learned competencies in science 9 particularly in Living Things and Their Environment topics based on students’ performance and teachers’ perception were identified, namely: “Differentiate basic features and importance of photosynthesis

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Design an Online Escape Game on Gather Town to Foster Electrical Troubleshooting Skills

Online learning has become increasingly important and widespread in the post-epidemic era. However, in the absence of adequate interaction, learners may lose motivation, attention, and experience anxiety, thus reducing learning efficiency. Game-based learning can improve student motivation and attention, and the integration of real-world scenarios and tasks into games is believed to promote learner engagement

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Design and Evaluation of an Online Workplace Promotion Decision Analysis Training Game With Provided Simulation Context

Appropriate appraisal methods and promotion conditions are one of the most important issues that companies must face in their sustainable development. The promotion decision team also faces the problem of different audit experiences and decision-making. This study designed a highly realistic remote educational game to simulate the promotion of a company manager as the theme

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Design and Evaluation of an Online Interactive Story Game for Learning the Theory of Love Attachment Style

Love is one of the most important issues in life, and everyone may have different attachment styles of love, including their behaviors and attitudes in relationships. Learning to identify one’s attachment style of love can help us understand our needs and build good relationships with others. This study proposes a multi-path contextual interactive story game

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Improving Kindergarten Readiness by Upskilling Parents Through a Webinar Series Entitled “Ready, Steady, Zoom” During the New Normal

The pandemic has forced the Philippines’ education system to discontinue face-to-face sessions and adapt to new modes of instruction, but education must continue to advance, and teachers must adapt. Kindergarten preparation has always played a role in how well students do throughout their first week of face-to-face sessions. Other studies indicate that parental participation has

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Replacing Video Cameras With Mobile Phones Using the Multi-Phone Livestreaming (MultPLS) Method

Livestreaming has become the new normal for universities. It is common nowadays for academic events such as webinars and conferences to be streamed live to a global audience. A conventional livestreaming session typically utilises multicamera production (MCP) to achieve varied and dynamic video angles. This kind of footage is crucial for the audience to fully

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Development and Validation of Questionnaire on Self-Regulated Learning Strategies in Online Learning Environment

Covid-19 has resulted in a sudden shift in education settings, from face-to-face to online learning sessions. In view of this major change, it is necessary to study students’ self-regulation strategies in an online environment to enable the teachers to develop online materials that will guide students to become successful in their learning. This study aimed

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Teaching and Learning in a Hybrid Environment

This poster session will explore the management, organization, and teaching strategies associated with synchronous and asynchronous course delivery in higher education. Presenters will provide information on how to best utilize a Learning Management System (LMS) in conjunction with video conferencing to provide hybrid instruction. Strategies for building faculty/student rapport, encouraging engagement, and scaffolding self-efficacy via

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Implementation of Input Methods with Natural Language for Pictogramming

This paper proposes the extension of input method of “Pictogramming”. We have been developing content creation environment using human pictogram, called “Pictogramming.” It also leads to fit for educational use and it also has the advantage that an understanding of the concepts of programming such as sequential execution, parallel execution, variables, looping, conditional statements, etc.

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Massive Open Online Classes (MOOCs) are Not Dead: An Overview of Geographic and Degree Trends in MOOCs

In 2012, the New York Times proclaimed it was the year of the MOOC. By 2015, most academics in higher education in the United States and Europe were saying MOOCs are dead. During this presentation, I will present an overview of MOOCs from 2012 through 2019. I will walk through different product developments with a

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Technology Acceptance Model for Pre-Service Teachers of Region I

The study determined the profile of College of Teacher Education Faculty and Pre-service Teachers; Adequacy and extent of ICT – Based Instruction along hardware, software and peopleware; degree of Perceived Usefulness, Perceived Ease of Use, and attitudes towards the use of ICT in teaching; level of assessment of the respondents in terms of technological practices;

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The Use of Digital Videos, LMS, Peer and Self-feedback to Improve Presentation Skills

An issue with conducting presentations in class is the one-off nature of the activity. Students present their topic and have little idea of how their own performance was except for their feelings and the grade they eventually receive from the teacher. However, improved access to mobile technology for both educators and students, coupled with the

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Medical Undergraduates’ Core Performance Scores and Opinions Towards E-PBL

As a commonly used method in medical faculties, Problem Based Learning (PBL) is normally performed face-to-face. In this study, online sessions were conducted with multimedia supported (animation-based) problem scenarios. The aim of the study is to evaluate the effectiveness of online PBL (e-PBL) sessions and to compare the success of the both group (face-to-face and