Online-Journals.org (International Association of Online Engineering)
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7-Day Math: A Mobile Visual Novel Game for Mathematics Education
Mathematics has a lot of negative stigma in society caused by the delivery of less interactive learning materials that makes many people not interested in studying mathematics. Educational games can be an option to create an interactive learning media. This study aimed to develop a mobile visual novel game for mathematics subjects, especially definite integral in order to increase interest in learning mathematics. Visual novel is used as a media to emphasise interactivity by delivering a story inside a game. This research investigates the level of immersion and behavioural intention to use using Hedonic-Motivation System Adoption Model (HMSAM). Evaluation was conducted using questionnaires with 46 students as respondents. The results showed that the application was able to increase students’ interest in learning mathematics. This is indicated by the level of behavioural intention to use of 84.28% which states that students strongly agree that the game is able to increase the reusability of the application. In addition, the game obtained 82.09% for the immersion aspect, showing that students alsostrongly agree that the game is able to make the players get carried away
The Effects of Socrative-Based Online Homework on Learning Outcomes in Vietnam: A Case Study
In the educational digital transformation, the effective use of technological platform has been proved to support formative assessment and improve student learning outcomes. This research focuses on Socrative – a student response system (SRS) that has been appreciated by many recent studies. The quasi-experimental design is used to evaluate the impact of completing Socrative-based Physics online homework on students’ learning outcomes. Data were collected from 305 grade 10 students at two high schools in central Vietnam. The results showed that 152 students have participated in the homework on Socrative (experimental group), with an average score of 7.73/10 in the final exam; while the score of 153 students who did not participate in the activity (control group) was 5.31/10. The results of the survey indicated that students have positive attitudes toward the use of Socrative as an online homework platform. In addition, the students recommended that Socrative should be applied frequently in many subjects and exams in order to enhance their learning outcomes
Perception and Preference of the Students for Online Education during COVID-19 in Bangladesh: A Study Based on Binary Logistic Regression
The COVID-19 pandemic has had a significant impact on both public health, and the global educational system. In response to the concerns surrounding the spread of the disease, many educational institutions, including those in Bangladesh, have shifted to online learning. This study aimed to investigate the perceptions and preferences of university students in Bangladesh towards online classes during the COVID-19 pandemic. The research was based on Binary Logistic Regression (BLR) and was conducted on a sample of 1116 university students in Bangladesh. The results of the study showed that while students faced a range of challenges while participating in online classes, including technical issues and limited access to study materials, they still preferred to participate in online courses due to the ongoing pandemic and the support of their teachers. Furthermore, the study revealed that there were differences in students’ attitudes toward online learning based on gender, geographic location, and type of university. The findings of this study are of great significance to governments, policymakers, technology developers, and university administrators, as they provide valuable information for the development of effective policies for online education in the future. These findings should be taken into consideration as a crucial guide to making in-formed decisions in the area of online education
Effects of Immersive Virtual Reality Technology on Online Learning Outcomes
In the digital information era, such information technologies (ITs) as the Internet, big data, artificial intelligence (AI), and virtual reality (VR) are changing people’s production and lifestyle. Moreover, ITs have exerted significant influences on the thinking modes and learning styles of people. On the bases of such characteristics as sensory immersion, roaming, and manipulation, immersive VR (IVR) can support learners to pursue contextualized learning, promote their embodied cognition, improve their emotional experience, and solve problems of traditional classrooms, such as poor interaction, poor contextualization, and unreal immersion. This study used existing associated research as basis in analyzing the influences of IVR factors on degree of concentration, sense of traversing, emotional engagement, and sense of enjoyment on online learning outcome. Moreover, differences in learning outcomes under different contact periods IVR technology were analyzed. Research results are as follows. The overall Cronbach’s α, KMO value, and P value of the questionnaire are 0.905, 0.870, and 0.01, respectively. Degree of concentration, emotional engagement, and sense of enjoyment of IVR technology can promote online learning outcome significantly. Contact period with IVR technology has significant influences on learning outcome at the 0.01 level (F=3.895, p=0.009). Lastly, research conclusions provide important references in exploring the complicated relationship between sense of immersion and learning outcome in IVR environment, and in improving emotional experience and knowledge transfer based on IVR technology
Enhancing Motor Development of Premature Infants: A Mobile App to Support Hospital-Home Intervention Program
The integration of mobile devices into different sectors of society is an increasingly commonprocess; however, their integration as part of medical monitoring for treatments carriedout at home is still new, especially their application to the motor development of prematurechildren. This work determines the elements that a mobile application must have to supporta hospital-home intervention program aimed at improving motor development in prematureinfants. The application is designed to work in Android and iOS platforms for mobile devicesand to support the hospital-home strategy developed at the Universidad de La Sabana. In thisstudy, an evolutionary device was created, developed and validated along with its Unity3D tool. The result is an intuitive application that allows parents to strengthen the motor developmentof their children through a series of 10 exercises designed to stimulate the baby. Itconsists of a registry of babies, fundamentals, exercise modules and follow-up procedures.The conclusions indicate that although the application is intuitive, some parents have difficultyaccessing a mobile device, so it is necessary to create a web version of the application
Improving English Vocabulary Through Quizizz in Practice Tests for Gamification and Google Forms with AutoProctor in Assessment tests for the Preclusion of Malpractice
Research on Vocabulary is prominent, and it helps learners find many diverse ways to learn vocabulary to a greater extent. However, the research on vocabulary in recent years gradually diminishes as students age and get to higher education [1]. Many researchers recommend the effective use of digital tools to motivate students to participate actively in learning [9], and digital gamification makes quite an impact by creating student interest in word learning [1] [12]. At this juncture, our research serves the need for improving the vocabulary of Engineering students through digital gamification using 'Quizizz' in their Practice tests and Google Forms with 'AutoProctor' to preclude their malpractice during their assessment test-taking. This study was carried out based on quantitative research by collecting and analyzing numerical data of a couple of research groups, the control group (n1=45) and experimental group (n2=69), and also through a closed-ended questionnaire using a Likert Scale. The findings demonstrate how this research culminated in the results that brought a subtle difference in the two groups; the control and experimental groups that pursued the traditional and blended methods. The Pooled Standard Deviation (Spooled) (Weighted average of Standard Deviations from both the groups) statistically demonstrated that it had deviated from the control group's Standard Deviation (s1) by 0.286 and from the experimental group's Standard Deviation (s2) by 0.2. This weighted average vindicated the study that the experimental group could perform better than the control group in the post-test
Integrating Technology-Based Instruction and Mathematical Modelling for STEAM-Based Language Learning: A Sociocultural and Self-Determination Theory Perspective
This paper presents a conceptual framework that combines technology-based instruction and mathematical modeling in a STEAM-oriented approach to enhance the English language acquisition of Malaysian students. The proposed framework consists of a six-month English as a Foreign Language program that integrates technology and mathematical simulation in a STEAM-oriented methodology. The exercises are designed to enhance linguistic competence, with a focus on improving listening, speaking, reading, and writing skills. The framework aims to foster a positive learning environment that encourages self-determination and promotes sociocultural interaction. The integration of technology-enabled instruction and mathematical modeling offers a viable strategy for enhancing the language competency of non-native English speakers. However, further research and empirical analysis are necessary to evaluate the impact of this framework on academic performance. Despite this limitation, the proposed framework offers a promising approach to address the challenges faced by less proficient Malaysian students in acquiring English language skills. In conclusion, this paper presents a conceptual framework that integrates technology-based instruction and mathematical modeling in a STEAM-oriented approach to enhance the English language acquisition of less proficient Malaysian students. The framework is grounded in sociocultural and self-determination theoretical perspectives and aims to create a positive learning environment that promotes linguistic competence
The Effect of Using Electronic Assessment Based on Mobile-Installed Programs to Measure Students' Tolerance and Discipline Characteristics on Jordanian Teachers
The study aimed to explore the response of teachers in Jordan to the Electronic assessment based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers of students' personality (discipline and tolerance) in Three schools that were selected to apply the electronic assessment to them in the city of Amman for the first semester of the academic year 2022/2023. This study relied on quantitative data in addition to qualitative data. As for the research sample, it was taken intentionally and consisted of (110) students. Data was collected through a Tukey HSD questionnaire and test. Quantitative data were analyzed using one-way ANOVA, while qualitative data were processed using the Miles and Huberman technique. The The The results of the study reached through the research process of the study reached through the research process of the study showed that the response to the use of electronic assessment based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers among teachers was very good. And now the use of Electronic assessment based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers based on software installed on cellular devices, mobiles, laptops and computers developed the educational process
Development and Testing of Mobile Assisted Language Learning Application to Improve Oral Clinical Case Presentation of Student Nurses
Background: Nurses’ oral case presentation is a core clinical communication skill with distinctivelinguistic qualities that require specific language training. The present paper is auser feedback analysis of a start-up Mobile Assisted Language Learning application (MALLapp) developed and implemented to provide English language training to improve OralCase Presentation (OCP) of student nurses pursuing baccalaureate degrees from a nursingcollege in South India. Objective: The aim was to develop and test an Android based OCPMALLapplication for user acceptability and effectiveness in improving OCP performanceand decreasing the perceived language difficulty. Methodology: Sixty-two student nursesfrom a reputed nursing college in Chennai, South India, using Android mobile phonesparticipated in the study. All the participants were given access and instructions on theuse of OCP-MALL app. A comparison of pre and post-test of perceived level of languagedifficulty and OCP pre and post score along with users’ acceptance were collected. Results:The users’ acceptability showed that all participants rated the clarity in reading the textwith highest mean score of 8.29 and std of 1.276, simplicity in navigation – moving to nextpage with next highest mean score of 8.19 and std of 1.526, clarity in text application layoutwith a mean score of 8.14 and std of 1.497 and user friendliness of the application witha mean score of 8.13 and std of 1.393. Conclusion: This startup OCP-MALL app user satisfactionfeedback proves tha
Investigation of VGG-16, ResNet-50 and AlexNet Performance for Brain Tumor Detection
A brain tumor is a very common and devastating malignant tumor that leads to a shorter lifespan if not detected early enough. Brain tumor classification is a critical step after the tumor has been identified to create an effective treatment plan. This study aims to investigate the three deep learning tools, VGG-16 ResNet50 and AlexNet in order to detect brain tumor using MRI images. The results performance are then evaluated and compared using accuracy, precision and recall criteria. The dataset used contained 155 MRI images which are images with tumors, and 98 of them are non-tumors. The AlexNet model perform extremely well on the dataset with 96.10% accuracy, while VGG-16 achieved 94.16% and ResNet-50 achieved 91.56%. These accuracies positively impact the early detection of tumors before the tumor causes physical side effects such as paralysis and other disabilities