Online-Journals.org (International Association of Online Engineering)
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On Some Advantages of the Predictor-Corrector Methods
Usually, all numerical methods are divided into two sets known as explicit and implicit methods. Explicit methods (EM) are used to find a solution to a problem directly, without requiring initial preparation. But when using the implicit method (IM), other methods can sometimes be employed. Implicit methods are known to be more accurate than explicit ones. Therefore, the question arises about finding the golden mean. To accomplish this, we utilize certain properties of the predictor and corrector methods. We take into account that in forecasting methods, we use EM. However, I will show here that in some cases, IMs can be used as correction methods. It is clear that the results obtained here are fully consistent with the theoretical ones. To address the aforementioned issues, we employ the initial value problem (IVP) for a first-order ordinary differential equation (ODE). Conventional methods compare various nanomaterials (NMs) using multi-step, extended, and hybrid approaches
Voice Analytics for the Identification of University Student Satisfaction, from WhatsApp Audio Messaging
In the context of virtual teaching during the COVID-19 pandemic, a gap emerged between students and teachers due to social distancing measures. This gap hindered the flow of information about the teaching-learning process, making it difficult for authorities to make informed decisions to improve student satisfaction and teaching performance. In this context, the widespread use of mobile applications, through which students express their opinions on the conditions of their learning sessions, is significant. In this sense, the objective of this paper is to apply voice analytics to identify the factors that contribute to the lowest level of student satisfaction in teacher performance using WhatsApp audio messaging. The study has a quantitative approach, an exploratory-descriptive level, and a non-experimental cross-sectional design. The study population consisted of 33 students. It was determined that the factor with the lowest level of satisfaction is the dimension “class session administration,” with a percentage of 57.58%, which is significantly lower than the satisfaction levels of the other factors analyzed, which are above 90%. Therefore, it is concluded that in addition to using rubrics to evaluate teacher performance in adhering to lesson plans and class sessions, the authorities should also implement regulations that support the use of voice analytics through mobile applications like WhatsApp. This will provide insights from students, who are direct participants in the teaching process, regarding their perception of teaching performance
Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review
Innovation has changed teaching-learning processes; among the strategies that have been implemented are gamification and game-based learning, which are related to the use of games to generate spaces for participation. On the other hand, cooperative learning promotes scenarios of discussion, group work, and socialization. A systematic review is presented, following the PRISMA methodology. SCOPUS, WoS, and ERIC databases were used, and 20 articles published in the period from 2012 to 2021 were chosen. The results show that the cooperative model, gamification, and game-based learning allow the strengthening of academic, personal, and social skills in playful spaces that foster emotions and creativity. In-person, virtual, and blended activities, role-playing, and assignment to improve motivation are some of the options for the implementation of the model. Some applied tools are Scratch, Kahoot, Pandemic, Night of the Living Debt, Spoc, Minecraft, Scape Room, Cerebriti Edu, GaCoCo, Crazy Racket, and Keep Dancing. We conclude that the development of new learning environments allows students and teachers to work in groups and achieve the proposed objectives, with more participation, interaction, motivation, and inclusion
E-Spot – A Social Media and Collaboration Framework for Students in Albania
We know the world is heading towards the virtual side, and we must adapt to it, especially in academic fields. In this paper we propose to develop a social media application for students in Albania as a modern and responsive solution that combines cutting-edge technologies to create a user-friendly interface for students to engage in real-time conversations with each other, store and manage large amounts of data, and collaborate on various academic-related topics. After extensive research and market study, we have identified the shortcomings of current e-learning applications to create the best suitable and enhanced application to solve the problems we are facing today. Our goal is to create a suitable and enhanced environment for e-learning, responding to the needs of academic community and providing a quality of teaching experience virtually. We have designed a user interface that is suitable and easy to use for users of all computer literacy levels. The interface will enable intuitive and easy navigation and use of the application, which will help to create a close collaborative environment and support among e-learning participants. Data security and privacy will be a special priority, by implementing strong security protocols to protect students’ and lecturers’ personal data and information. This will provide a secure and reliable environment for all users of our e-learning application
Enhancing Finance Students’ Learning Effectiveness and Motivation: Application of Financial Simulation Game
Financial issues have been the source of divorce, psychological diseases, and unhappiness in the past few years. A person with good financial literacy ability could therefore avoid and effectively solve financial problems. Simulation and games have been gradually emphasized by educators in the past years, stressing active learning and learner-centeredness and expecting to help learners understand complicated ideas and effectively promote learning effectiveness. The simulation game materials and multimedia interactive web materials for financial education are designed and compared to the effects on students’ financial learning effectiveness and motivation in this study. College students in southern Taiwan were selected as the research objects for the 16-week experimental teaching. The total number of valid samples is 168. “Nonequivalent group design in quasi-experimental design” is adopted in this study, where the teaching model, including “simulation game materials” and “multimedia interactive web materials”, is the independent variable and financial learning effectiveness and learning motivation are dependent variables. Research findings reveal that (1) financial simulation games are an effective teaching strategy, (2) students with financial simulation games present higher learning effectiveness, and (3) students using financial simulation games show higher learning motivation. Finally, suggestions are proposed in this study, expecting to apply such characteristics to design game software for learning finance and effectively improve the dilemmas of practicing financial teaching in class
Smart Teaching Systems: A Hybrid Framework of Reinforced Learning and Deep Learning
As vocational education is transforming constantly, there is an urgent demand in the field of education for smart teaching systems to be able to respond to students’ personal learning needs in a more dynamic way, but a review of currently available algorithms reveals that the common application of existing methods lacks a deep enough understanding of students’ individual differences. Out of these concerns, this study aims to propose a novel and hybrid framework for the design of smart teaching systems based on reinforced learning and deep learning, so as to overcome the shortcomings of existing research and more accurately predict students’ personal needs. Besides, an end-to-end model with a retrieval attention mechanism has been designed for generating responses with precise information about students’ learning needs. This study provides a smart teaching scheme for vocational education that is new, efficient, and humane, while also providing a solid theoretical foundation for the reform and innovation of the education system in the future
Online Sharing Mechanism of Teaching Resources from the Perspective of Knowledge Management
With the rapid development of network technology, online sharing of teaching resources has gained widespread attention in the educational field. This sharing not only provides educators and learners with rich learning resources but also opens up new channels for knowledge innovation and dissemination. However, it remains a major challenge to efficiently manage, allocate, and evaluate these resources. Existing research methods often rely too heavily on traditional knowledge management theories and overlook the characteristics of online environments. This research aimed to study and propose a new online sharing mechanism for teaching resources from the perspective of knowledge management. This study provided a new theoretical framework and practical strategy for online sharing of teaching resources by completing the knowledge management system based on the TransCat model, introducing the online sharing algorithm of Double Deep Q-Network (DDQN), and using the resource effectiveness evaluation considering knowledge potential differences
Utilization of Data Science Analytics on Mobile Commerce Applications Marketing Strategies: An Example of the Influence of Personalized Offers on the Usage Intentions of Saudi Consumers
The integration of data science plays a vital role in the progression of mobile applications, as it enhances their overall effectiveness and provides users with more benefits. Data science tools have the potential to assist organizations in enhancing their brand marketing endeavors and providing personalized offers, therefore contributing to the overall improvement of consumer acquisition. Consequently, the primary objective of this research was to investigate the influence of the personalized offers aspect on users of mobile commerce applications in Saudi Arabia, in addition to the core elements of the technology acceptance model (TAM). The result of this study indicates that perceived usefulness exhibits the greatest degree of impact in influencing customer attitudes toward usage, with personalized offers following closely. The research further reveals that personalized offers exert a substantial favorable influence on customers’ attitudes towards their use. Additionally, the research reveals that personalized offers significantly influence individuals’ behavioral intentions concerning the use of m-commerce applications. This research offers significant insights that might inform future academic research in the field. Moreover, it provides app developers and enterprises with novel knowledge and comprehension to devise tactics that enhance the ongoing advancement of mobile commerce applications
Modification of an IMU Based System for Analyzing Hand Kinematics During Activities of Daily Living
The hand of a human being is the most commonly utilized body part in daily activities. Assessing the functional capability is highly challenging and important in medical applications purposes. This research aims to design and implement a sensor-based system for function assessment and movements analysis of the hand by calculating the angular velocity, acceleration and magnetic field for the joints of the fingers during the daily activities. The proposed system was applied to two groups of volunteers: The first group consisted of seven males, whereas the second group consisted of seven females, and the results were taken by calculating the acceleration, angular velocity, magnetic field during activities of daily living (ADL). This study showed the system is important in hand movement and control function evaluation. The thumb and index fingers have similar pitch orientations while interacting, while the middle finger employs a distinct range. Yaw variables are less noticeable, but the variation in roll angles between fingers is
Big Data Analytics for Early Detection and Prevention of Age-Related Diseases in Elderly Healthcare
The exponential growth of the elderly population poses considerable obstacles to healthcare systems on a global scale, hence requiring the implementation of inventive strategies to identify and mitigate age-related illnesses at an early stage. The primary objective of this study is to explore the use of big data analytics to improve healthcare practices. Specifically, the emphasis is on identifying possible risk factors and developing proactive treatments for senior citizens. The research technique used in this study is based on the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) declaration of 2020. This approach is utilised to ensure a thorough and transparent review of the relevant literature. Moreover, the use of Rstudio software is prevalent in the field of data processing, statistical analysis, and visualisation. By conducting a comprehensive examination of academic databases and medical literature, this study undertakes an analysis of a collection of pertinent papers to explore the significance of big data analytics in the early diagnosis and prevention of diseases in senior populations. The studies that have been chosen include a wide range of healthcare fields, such as cardiology, neurology, cancer, and geriatrics. This selection aims to provide a thorough comprehension of existing practises and identify any possible areas that may need more attention. The results of this study emphasise the significant impact that big data analytics may have on healthcare for the elderly. Using extensive and varied datasets, sophisticated analytical methodologies such as machine learning algorithms and data mining allow the detection of nuanced patterns and correlations that might function as precursors for age-related ailments