Online-Journals.org (International Association of Online Engineering)
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Improving the Quality of Education in the Development of Algorithmic and Critical Thinking of Students of “Applied Informatics” – Case Study
Improving the quality of education is not an easy task, and we believe that it is strongly linked to student motivation. Student motivation is at the centre of events because, without students’ internal motivation, it is not possible to effectively achieve educational goals and, ultimately, positive educational results. For this reason, it is necessary to modify the method of education with regard to the current needs of students, and as we demonstrate in the article, it is necessary to continuously control, evaluate and reflect on changes. The introduction of a complex heterogeneous system of education that takes into account the different learning styles of students as well as their individual characteristics proves to be an effective tool. Together with a comprehensive coverage of the issue based on the mediation of materials in various forms of processing, it appears to be a solution
Determining the Activity of Students Through the Elements of Gamification
This study aimed to assess the impact of gamified educational resources on students’ motivation to learn the Python programming language. The study utilized the CheckiO gaming platform to diagnose the needs and motivations of students in developing knowledge, skills, and abilities related to the use of gamified educational resources. A total of 83 students from a university in Kazakhstan participated in the study, with 45 students in the experimental group and 38 students in the control group. The results showed a significant difference between the initial and final levels of motivation for certain indicators in the experimental group, whereas no such difference was observed in the control group. Specifically, the number of students with a low level of motivation decreased, while the number of students with a high level of motivation increased in the experimental group. The evaluation of student performance in the learning process was based on the completion of tasks, where an incorrect execution resulted in the report value not being displayed and an inability to progress to the next stage. Our study suggests that the incorporation of gamified educational resources has a significant impact on students’ motivation to learn, which can lead to improved academic performance and higher levels of engagement in the learning process
An Assessment in Terms of Investment Efficiency in an Informal Economy. A Case Study with 30 Years Biased Data from Albanian Forex Market
While observing the charts of the foreign exchange market in Albania, it is evident that the market in Albania is less dynamic than the market in the region. The financial system in Albania needs more information to build strategies, for there is a lack of financial transparency. It is a controlled financial system to a certain extent. Most banks contribute to the market, as do financial companies, individual speculators, and import-export companies. By examining these charts, one can discern the fractal and repetitive patterns within the behavior of the financial market. Empirical evidence indicates a notable interdependence and correlation between price movements. This paper empirically explores the possibilities of investing with an efficient risk-return ratio using the data from the Bank of Albania. This analysis presents an approach to portfolio theory while working with biased data in an informal economy. It addresses the question of which asset investments are efficient for the informal economy in Albania over a span of 30 years. The analysis encompasses nine different assets are considered for the analysis: USDALL, GBPALL, CHFALL, EURALL, XAUALL, XAGALL, JPYALL, AUDALL, and CADALL
Learners' Perception Towards the Shift from Offline to Online Pedagogy and Factors Affecting it
The paper provides an introduction to e-learning and the impact of its shift from offline to online pedagogy. On one side, e-learning has made access to numerous learning opportunities flexible in time. On the other side, it also impacts the student's learning process. This paper aims to find out the status of e-learning adaptation among students by understanding the impact of COVID scenario on e-learning adaptation, the impact of user's time, course structure, and edginess among students. This paper also studies if the cost-effectiveness does prevail or not with the current course design and if it can be applied to the virtual courses as well or not. This study discovers the possible outcomes through virtual learning and is affects the present mindset of a learner or not
Design and Evaluation of Web-Based Information Systems for the Medical Laboratory
In the medical laboratory, equipment and material management is well real-ized as one of the high-priority tasks in handling of information about the periodic quality inspection and maintenance of test equipment and other in-strument monitoring in the laboratory. Lack of managing and neglecting the equipment can result into malfunction that ends up costing more time and resources. This paper proposed a designed web-based information system in order to address the issues of managing the expensive medical equipment (ME) and various consumable medical materials (CMM) in the laboratories. In regard to data administration improvement of medical laboratories' day-to-day operations, the objective of this study is to design to complete the func-tionality and evaluate the information system based on the user specifica-tion. More than 200 initiate materials list and 50 medical equipment records were collected and transferred into the system. Three independent laborato-ries utilized the developed ME/CMM information system to evaluate its per-formance compared to the traditional system. The t-test statistical analysis was used to assess feedback surveys. The finding shows that the system pro-vides users convenience and effectiveness in handling ME and CMM; thus, our system significantly reduces the workload of staffs and inefficient costs
Influence of an Immersive Virtual Environment on Learning Effect and Learning Experience
To explore the influence of the immersive virtual environment on the learning process of students, it is necessary to analyze the learning effect and learning experience. The immersive virtual environment provides a new idea for education, changes the traditional teaching mode, adds an immersive experience in the teaching process, and increases the participation and fun of students in the classroom. The learning effect and learning experience were analyzed, the positive effect of the immersive virtual environment on students was verified, and the influence of the immersive virtual environment on learning effect and learning experience was explored. Results indicate that the comprehensive score of teaching effect obtained by students with the research method is higher than that before the use of the research method, before using research methods, the average score of students is 84.7, and the average score of students in the experimental class after adopting the method in this study and one month of learning increases by 10 points. The immersive virtual environment has a positive effect on the learning effect and learning experience of students in each discipline
E-Assessment: Character of Students in Elementary School
This study aims to determine the teacher's response to the use of e-assessment of character in elementary school students; knowing the results of the assessment of the character of love for the homeland, tolerance, and discipline; comparing the results of character assessment in three schools, knowing the validity and feasibility of e-character assessment. This research is a research & development research using quantitative data and qualitative data. The research sample consisted of 55 students at SD Negeri 034/I Teratai, 58 students at SD Negeri 045I Sridadi, and 61 students at SD Negeri 064/I Muara Bulian obtained by purposive sampling technique. The data collection technique uses a love of the homeland, tolerance, and discipline questionnaire. Analysis of quantitative data using descriptive statistics and inferential statistics in the form of one way ANOVA test, post-hoc further test in the form of Tukey HSD test and qualitative data using the Miles and Huberman technique. The results showed that teachers have a very good response to the use of e-assessment. The developed e-assessment product is in the very good category so it is feasible to us
Automated Activity Scheduling Tools for Improving Learning and Evaluation of Cybersecurity Competencies in Computer Engineering Courses
In the last ten years, many different innovative learning methodologies have been proposed for engineering education. In those new approaches, students learning, and evaluation are usually supported by a catalogue of creative activities, practices, and presentations which may be very numerous if competencies to be acquired are heterogeneous and must cover a large knowledge area, such as in cybersecurity courses. In addition, when a high number of students are enrolled in the course, deadlines must be strict, to enable professors to evaluate all students and activities properly and on time. Due to this requiring schedule, students often cannot work all competencies with the expected depth, and their learning decreases. New instruments are needed to facilitate the learning of the students and the evaluation process are needed. Therefore, in this paper we proposed a new automated scheduling tool, based on graph theory, to fill this gap. The tool employs graph coloring algorithms to calculate all possible schedules for evaluation activities. Students may freely choose the schedule that best fits their personal situation, learning progress, background, etc. using a web portal where all solutions from the coloring algorithm are displayed. This tool was deployed in the Computer Engineering degree at Universidad Politécnica de Madrid, Spain. A pilot experience was conducted for three years (2020-2022) in the context of a cybersecurity course to analyze how this new tool improves the learning and the evaluation process of students. Results show both academic results and the students’ and professor’ satisfaction improve in a significant manner. 
Identification of Online Learning Challenges During the COVID-19 Pandemic in Developing Countries: A Case Study of a Metropolis Faculty of Sciences
The unexpected outbreak of the Corona virus (COVID-19) disrupted schools and universities around the world. Traditional classes were canceled, forcing schools and universities to switch to online learning. While developed countries have already adopted e-learning and online learning into their teaching practices, which made the transition relatively easy during the COVID-19 crisis, other developing countries continue to struggle with problems of electricity and information technology infrastructure. The purpose of this paper is to investigate the challenges of online learning faced by students and teachers at the Faculty of Sciences Ain Chock, Hassan II University of Casablanca, Morocco. Thus, two anonymous structured Google Forms questionnaires were sent to participants via email. 498 responses were returned from students and 105 from teachers. We use descriptive statistics to better understand the distribution of study participants. The study reveals that the faculty during the lockdown ensured educational continuity and offered a reliable online learning in terms of digital and educational materials. However, technical problems such as the slow speed of the Internet connection, lack of knowledge about the use of information and communication technologies to teach and learn, low motivation of students, were significant challenges to students’ and teachers’ use of the digital tools
A Gamification Approach for Making Online Education as Effective as In-Person Education in Learning Programming Concepts
Gamification is a contemporary concept. It is defined as using game elements such as points and badges in a nongaming environment. This paper takes a profound look at gamification methods in an academic study and comes out with a gamification approach in an attempt to make education more effective. To test the approach described in this research, an experiment was conducted by dividing 46 students in a C++ programming class at a high school into two groups; the first is In-person learning group, in which students learn through the traditional classroom method. The second group is Gamification-based group, for which the researcher designed and built a specific gamification platform by following the guidelines presented in this research study. The results analysis proved that the level of motivation and engagement in the lesson was sufficient. Furthermore, the result of the relationship analysis between variables points and the leaderboard has a strong correlation of r= -0.897 and p<0.01. Another relationship that was analyzed is Points and Concepts attempts. This relationship positively affected student motivation and quality of learning with a moderate correlation of r=0.450 and p<0.05. Regarding the questionnaire analysis results, students preferred the Leaderboard by 60.9 %, Points by 21.7 %, Levels by 13 %, and Badges by 4.3%. As for the interview conducted with teachers specialized in teaching C++, they encouraged the exploitation of the gamification approach in learning programming language concepts, and from their point of view that this approach helps to increase the motivation and engagement of students in the lesson. Further research is needed to improve this approach to learning by designing rules and guidelines to bridge the gap with other gamification approaches