Online-Journals.org (International Association of Online Engineering)
Not a member yet
9805 research outputs found
Sort by
An Application Study of the UTAUT Methodology for the Flipped Classroom Model Adoption by Applied Sciences and Technology Teachers
The teaching method of flipped classroom (FC), gives students the opportunity to participate actively during class, while the teacher’s role is supportive than intrusive. The application of FC improves teaching and learning process, especially in applied sciences and technology, as literature study reveals. The current study aims to investigate the application of Unified Theory of Acceptance and Use of Technology (UTAUT) methodology, by applied sciences and technology teachers, who combine FC to improve learning results and better meet their teaching goals. To this end, we apply quantitative research, exploit, and discuss our data findings. A total number of 65 high school teachers, around the area of Central Greece, in the region of Thessaly, took part in our research. Our data is analyzed via Structural Equation Models (SEMs)which belong to a family of multivariable statistical analysis that refer to linear correlations among quantitative mainly variables, with confirmatory role. The results of our study reveal that social influence is significant for the prediction of teachers’ intention (current of future) to apply flipped classroom model approach. Additionally, our study claims to support that flipped classroom model plays a crucial role in updating educational demands of the 21st century, especially in guaranteeing the use of technology tools in equally during teaching and learning process. Finally, this study may assist teachers to adjust and reinforce flipped classroom’s approach, by distinguishing the technology acceptance factors inside a contemporary classroom. 
Enhancement of Online Education in Engineering College Based on Mobile Wireless Communication Networks and IOT
The field of Engineering is that which needs a high level of analytical thinking, intuitive knowledge, and technical know-how. The area of communication engineering deals with different components including, wireless mobile services, radio, broadband, web and satellites. There is a rapid decline in the quality of students produced by engineering faculties as a result of sufficient and quality methods and frameworks of student assessment. The production of high-potential engineers is limited by the utilization of old and traditional education methodology and frameworks. The student presentation estimation system in engineering institution is a motionless manual. Usually, the assessment of student’s performance using the traditional system is limited to the use of students’ performance scores, while failing to evaluate their performance based on activities or practical applications. In addition, such systems do not take cognizance of individual knowledge of students that connects to different activities within the learning environment. Recently, engineering institutions have started paying attention to evaluation solutions that are based on wireless networks and Internet of Things (IoT). Therefore, in this study, an automated system has been proposed for the assessment of engineering students. The proposed system is designed based on IoT and wireless communication networks with the aim of improving the process of virtual education. The data used in this study has been collected through the use of different IoT sensors within the premises of the college, and pre-processed using normalization. After the data was pre-processed, it was stored in cloud. In order to enable the classification of student’s activity, an Adaptive Layered Bayesian Belief Network (AL-BBN) classifier is proposed in this work. The student’s scores have been calculated using fuzzy logic, while Multi-Gradient Boosting Decision Tree (MGBDT) was proposed for decision making. The use of python simulation tool is employed in the implementation of the proposed system, and the evaluation of the performance benchmarks was done as well. Based on the findings of the study, the proposed conceptual model outperformed the existing ones in terms of improving the process of online learning
Adventuring Physics: Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning
One of the difficulties in physics learning is the low motivation to learn because physics materials are considered complex, boring, and abstract for students. Therefore, this research developed an Augmented Reality (AR)-integrated game application "Adventuring Physics" based on android that can create more fun physics learning and provide concept visualization on abstract materials so that they become easier for students to understand. This study aims to develop a valid and practical application of Adventuring Physics games on physics learning. This research uses Research and Development (R&D) design to develop the application. This application has two main features: 'play games' and 'augmented reality'. Furthermore, the game's concept in this application is adapted to the physics materials. Meanwhile, the AR feature in this application can create visualizations in the form of 3D image projections of the material. The results of the validity assessment show that this application is declared valid, feasible, and reliable. In addition, the results of the practicality assessment show that this application is very practical. Thus, the app is worth applying in physics learning. This research has implications as an application of Adventuring Physics that can motivate students to learn physics, apply digital technology in education, and apply it to physics learning
Smart Device for Women's Safety Designed Using IoT and Virtual Instrumentation Browser
In the present technological developments, the internet of things (IoT) technology connects all interconnected networks. The attacks on women are increasing daily in Indian countries. If the woman is not carrying a mobile phone or device, she cannot contact the police station or other family members. This proposed method will help the women identify the exact location and inform the police station in such a scenario. The Emergencies, the women, can press the button once the location information is tracked. The purpose of this project is to help women in emergencies. Location tracking and short service messages are also sent to the family members and nearby police stations
Adaptive Hiding Algorithm Based on Mapping Database
Information hiding one of the important field of security which provide secure level for the information. Achieving multi levels of security system often researchers used cryptography side by side with steganography. Utilizing message digest algorithm to play the role of crypto which is extracted from secret created database. Message digest algorithm (MD5) used two times as one-way function to provide data integrity. The implemented system evaluated based on peak signal to noise ratio (PSNR) metric and the best value reaches 62.46. the proposed system works in adaptive behavior due to the different use of images as well as the selected point could be used to generate the hash code as well. The implemented system reaches up to sufficient level of security through using both steganography and cryptography
Intelligent Student Relationship Management Platform with Machine Learning for Student Empowerment
Students’ grades can affect their future studies at university. The COVID-19 situation has resulted in a greater amount of online teaching, in which teachers and learners rarely interact, causing additional problems with academic performance. This research aims to design and develop an intelligent student relationship management platform (an intelligent SRM platform) using machine learning prediction for student empowerment. This research begins with the synthesis of the factors, the machine learning prediction process, and the platform components. The results of the synthesis establish the design of the platform. Undergraduate students’ grades are then predicted using the decision tree algorithm. Students are divided into two groups, empowerment and non-empowerment groups, using this algorithm. The results show that the learning outcome prediction model has an accuracy of 100.00% and an F-measure of 100%. The most important factor for improving grades is the grade point average, with a weight of 0.637. Therefore, student empowerment to provide students with better grades is essential. This paper presents two approaches to student empowerment: using artificial intelligence technology from the intelligent SRM platform and empowering teachers
Motivational Impact and Promotion of Research Culture Through the Development of Deep Learning Models
The professional training model in Colombia is moving from a competency-based approach to learning outcomes. This path is enriched with contributions both at the level of national policies and each institution, as well as the teaching experiences and interests of the students. In this environment, this research presents the impact on the motivational level, and on the development of research skills, in undergraduate students of the electrical area generated by implementing a training scheme that involves developing research formulated and guided by the students themselves. The students come from a model based on labor competencies, and the current curricular reform proposes a new model based on learning outcomes that demands a closer follow-up of the training process of each individual. The experimental group consisted of students in a new academic space in artificial intelligence (AI), for which specific instructional material was designed so that students could build deep learning classification models for real problems while implementing a scientific development scheme that includes the generation of scientific publications. The control group maintained a traditional training scheme based on content tracking and periodic written evaluations. The results showed that although both groups achieved a high level of learning effectiveness, the experimental group demonstrated more remarkable development in their creative thinking and more significant appropriation of the academic space and the training process, with a solid self-critical position. The research concluded that the follow-up model, as well as the material developed, manages to increase the student’s commitment to their training process and to generate positions on how this process is developed
The Impact of Information System Design Quality on E-Learning Systems Performance
Advanced technology-based educational practices have emerged as a constructive growth trend in the sustainable educational market. As a result, using informational communication practices in a developed market has resulted in better communicative approaches during the global pandemic situation. Creating engaging content in the educational process empirically ensured the student engagement level. This research aims to identify the impact of information systems on quality emergence aspects in e-Learning system performance. Furthermore, understanding the scope of the education process using e-Learning systems, identifying the impact of information systems on quality design in the e-Learning platform, and evaluating the advantages and disadvantages of the e-Learning platform. The Technology Acceptance Model (TAM) has been used for quality assurance and sustainable growth development in educational practices. Advanced information system design with proper monitoring approaches has improved the situation. A model is proposed to illustrate the relationship between information systems design and e-learning performance. The higher the level of quality in information system design, the higher the level of performance of the e-learning system, and thus the higher the degree of learning quality output
Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness
Gamification is a strategy for involving students by incorporating game elements into the learning process to improve specific abilities, involving students, optimizing learning, supporting behavior change, and socializing. This study aims to develop gamification-based mathematics teaching materials specifically designed to improve students’ mathematical critical thinking and problem-solving abilities, as well as to test these products based on aspects of their validity, practicality, and effectiveness in the learning process in the classroom. The analysis, design, development, implementation, and evaluation (ADDIE) research and development model is used in this study. The sample used was 153 students from 3 junior high schools, namely Hayyatan Thoyyibah IT Middle School, Pelita YNH Middle School, and Tahfidz Qur’an Al-Fath Islamic Middle School, which were taken through the cluster random sampling technique. Data was collected through game validation sheets, FRISCO critical thinking ability test instruments, Krulik and Rudnick problem-solving ability test instruments, and student response sheets. Data were analyzed using a one-sample t-test, a two-sample paired t-test, and descriptive analysis. The results showed that gamification- based mathematics teaching materials met the valid, practical, and effective criteria for use in learning mathematics, significantly improving junior high school students’ problem-solving abilities and critical mathematical thinking with moderate improvement categories
Studying in Online Environment: Students' Attitude Towards Online Open Electives in Karnataka
With the increasing popularity of the online environment, universities and colleges have started offering open online elective courses to provide students with a wide range of options to choose from. However, the success of these courses largely depends on the students attitudes toward them. The current study aimed to investigate the attitudes of undergraduate and postgraduate students toward online open electives in Karnataka. The sample consisted of 393 students chosen through purposive sampling and employed MOCA (Measure of Online Communication Attitude), developed by Ledbetter in 2009. The study revealed that students reported higher levels of apprehension and self-disclosure when compared to other domains, with social connection, ease, and miscommunication following suit. Males were observed to have higher levels of self-disclosure and social connection when compared to females. Apprehension was found to be more prevalent among students under 20 years old, whereas miscommunication, social connection, and ease were more prevalent among those between 23 and 25 years of age. Students from rural areas tended to exhibit higher levels of self-disclosure, apprehension, and miscommunication compared to their urban counterparts. Government college students reported higher levels of apprehension, while self-disclosure, social connection, and ease were higher among students studying in unaided colleges. Miscommunication was found to be more common among humanities and social science students, while science students reported higher levels of social connection and ease. The results of the study will help understand the factors that influence students’ attitudes towards online open electives and provide insights into how universities and colleges can improve the design and delivery of these courses to enhance students’ learning experiences