Online-Journals.org (International Association of Online Engineering)
Not a member yet
    9805 research outputs found

    Effectiveness of Question-Based Instructional Video (QBIV) for an Automotive Engineering Study Program

    Get PDF
    The advancement of information and communication technology allows for online learning through a variety of media platforms all over the world, one of which is video, which is available online. Video has become an important aspect of education and can be used to convey learning content in class, through blended learning, or through online programs. The goal of this study is to develop a QBIV and evaluate its effectiveness in learning. The learning QBIV was field tested on prospective vocational teachers. The effectiveness of QBIV was evaluated utilizing a posttest-only control group design on automotive vocational teacher candidates. The experimental group included 39 students, while the control group included 42 potential automotive engineering teacher students. The t-test was used to examine the significance of differences in student learning achievement between the experimental and control classes. The analytical results demonstrate that there is a significant difference in learning outcomes between the experimental and control classes. The experimental class outperformed the control class in terms of learning outcomes. As a result, using QBIV for learning is effective

    Designing, Coding and Embroidering: A Workflow for Gender-Sensitive and Interdisciplinary Teaching

    Get PDF
    Research suggests that girls’ initial interest in computer science tends to decline during their teenage years, a trend that is not observed among boys. This paper addresses this gender gap and proposes integrating programming into handicraft lessons to provide a creative activity for all students. The project was conducted in three Austrian schools over one year (2019–2020), involving 229 middle school students. The evaluation included questionnaires and the assessment of programmed and stitched designs to structure gender-sensitive workshops. While boys consistently reported higher scores than girls in interest, sense of belonging, and enjoyment, girls’ scores remained more stable. However, girls were significantly more likely to express pride in their final designs than boys, and overall, more girls completed individual designs as final products. These findings can be applied to interdisciplinary handicraft lessons in line with the Maker-Education movement to foster interest in programming

    Cognitive Serious Games Dynamically Modulated as a Therapeutic Tool for Applied Behavior Analysis Therapy in Children with Autism Spectrum Disorder

    Get PDF
    This study introduces three dynamically modulated serious cognitive games as a therapeutic tool for Applied Behavior Analysis (ABA) in children with Autism Spectrum Disorder (ASD), employing the Socially Assistive Robot (SAR) MARIA T21 (Mobile Autonomous Robot for Interaction with Autistics and Trisomy 21). Developed in Unity 3D, the games are modulated based on performance and eye attention levels (measured a camera). The child-robot interaction protocol involved 18 children diagnosed with ASD, aged 5 to 9, conducted in a psychotherapy room. The results recorded by onboard sensors demonstrate the efficacy of the SAR MARIA T21 as an ABA therapeutic tool, with the dynamically adjusting difficulty levels to enhance engagement and sustained attention within the learning zone recommended by ABA literature

    The Effect of ChatGPT on Education in the UAE

    Get PDF
    This study examines the impact of ChatGPT on undergraduate students’ learning. The study utilizes a survey to gather authentic data from a sample of 316 bachelor students from 15 universities across the UAE. The survey comprises 22 dimensions categorized into four constructs related to ChatGPT usage, benefits, drawbacks, and the types of questions ChatGPT can address. A statistical analysis was conducted to explore three primary hypotheses. The analysis involved using Excel and R software to perform one-sample t-tests, two-sample t-tests, ANOVA, and correlation. The findings indicate that students’ use of ChatGPT for various assignments is still infrequent, despite their familiarity with it. This suggests that educators have not yet integrated ChatGPT into assignments and view it more as a threat than an opportunity. Students acknowledge both the advantages and disadvantages of ChatGPT. However, students in medical fields expressed more criticism towards ChatGPT compared to students in engineering, computer science, and business disciplines. Additionally, male and female students hold similar perceptions, except for two dimensions. The results also suggest that educators should pose questions that necessitate personal arguments, experiences, and critical thinking to deter academic dishonesty

    Optimal Method Combining Blockchain and Multi-Agent System to Ensure Data Integrity and Deduplication in the Cloud Environment

    Get PDF
    Cloud computing (CC) refers to the transmission, storage, and processing of any type of information at a location that is not owned or controlled by the information owner. This information can be stored and accessed anytime, from anywhere, and using any device. However, several challenges threaten the deployment of cloud computing technology within organizations, including user privacy, data integrity, and managing the retention of the vast amount of data that will be stored and analyzed in this environment. In recent years, various data integrity checking systems and data storage mechanisms have been proposed to address these diverse challenges. Nevertheless, some protocols do not guarantee data confidentiality against auditors during the auditing process, while others do not provide batch auditing. Additionally, the majority of these protocols do not support the deduplication technique. Therefore, in this research work, the security features of blockchain technology and those of multi-agent systems (MAS) have prompted us to propose models that enable both data deduplication, saving storage space, and data integrity auditing, efficiently verifying the accuracy of data outsourced to CC environments. Implementation findings indicate that the suggested system is highly feasible and applicable in real-world scenarios

    Mobile Applications in Otology: A Scoping Review

    Get PDF
    This scoping review aims to comprehensively synthesize current research on the use of mobile applications in otology, identify research gaps, and assess the feasibility of mobilebased applications in this field. The aim is to support and direct future research studies on harnessing the potential of mobile technology in otology. Following the PRISMA-ScR guidelines, a literature profiling approach was adopted using the Google Scholar search engine from September 2022 to January 2023. Only articles published in English between 2012 and 2023 were included, resulting in a final sample size of 32 papers. The results revealed an increasing focus on the remote delivery of healthcare, with the majority of the articles originating from the United States and authored by medical doctors. Two main categories were identified within the 32 selected journals: audiology and smartphone otoscopy. A total of 124 mobile applications were identified in these journals, with 48 applications for hearing tests and 27 applications for smartphone otoscopes being the most commonly utilized. Mobile applications have the potential to serve as valuable tools in the field of otology, especially in the context of smartphone hearing tests and smartphone-enabled otoscopes. However, further research is needed to assess their effectiveness, accuracy, and appropriate usage

    Analysis of the Recognition of Facial Movements of App Designed for Rehabilitation of People with Facial Paralysis

    Get PDF
    Peripheral facial paralysis (PFP) causes deficits in muscle and sensory functions of the face due to damage to the facial nerve. In this study, we evaluated the effectiveness of the “Fisiobem” app in rehabilitating patients with PFP through facial mimicry exercises. The app uses the device’s camera to identify the user and measure the range of motion during the exercises, applying the ARKit framework to quantify the intensity of the movements. We conducted a usability study with 34 participants unaffected by PFP, performing mimics with different amplitudes. Results show that glasses did not affect recognition accuracy in exercises such as raising eyebrows, frowning, and closing the eyes tightly. As for wrinkling the nose exercise, glasses impacted higher intensities. As for the beard or mustache, lower lip protrusion, compressing the lips, smiling, showing teeth and blowing out filling cheeks were not affected. However, when smiling with lips together, beard and mustache influenced intensities above 75%. It is important to highlight that this study has limitations, such as the sample size and lack of consideration for ethnic diversity among participants. Future research with larger and more diverse samples is needed to validate and generalize these findings and explore the nuances of interactions between facial features and facial recognition algorithms. Despite these limitations, the approach facilitated by the “Fisiobem” application offers significant benefits, especially for patients with PFP who face challenges in accessing specialized therapists. It allows patients to complement their treatment by performing guided facial mimicry exercises at home. The application helps individuals accurately perform the exercises and effectively track the progress of their rehabilitation

    Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review

    Get PDF
    Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification has emerged as a vital aspect of the educational setting, with gamified elements playing a crucial role in e-learning environments. The current study is motivated by the need to address a gap in the existing research on the utilization of gamification in education. This gap exists due to a lack of studies that monitor the developments and effects of gamification in the educational environment. It is important to conduct such studies to provide guidance for future research in the field of gamification. A bibliometric analysis and systematic literature review were conducted to understand and describe gamification and its potential for learning. The results of the bibliometric analysis revealed that the most frequently used keywords in the studies were gamification, game-based learning (GBL), motivation, and engagement. The majority of research published in this field was conducted in the United States, followed by Spain and Britain. The Journal of Computers in Human Behavior and the Journal of Computers and Education were the two journals that focused primarily on the field of GBL. The most famous authors in this field are Hamari, Juho, Patel, Mitesh S., Landers, and Richard N. The field is experiencing significant growth, with the number of studies increasing from 7 in 2012 to 917 in 2021. The systematic review has found that undergraduates are the most frequent participants in gambling activities. The game elements that are most utilized are points, leaderboards, and badges, while the learning outcomes most addressed are achievement, engagement, and motivation. The primary objective of this paper is to provide a comprehensive guide to scholars and research institutes, outlining the key areas of emphasis related to the subject of gamification. The systematic research also identified the key components of gamification that instructors and e-learning designers may rely on most frequently

    NDLP Phishing: A Fine-Tuned Application to Detect Phishing Attacks Based on Natural Language Processing and Deep Learning

    Get PDF
    Phishing is a cyberattack that aims to deceive and harm users socially or economically. The most elaborate method to carry out this type of attack is through phishing web pages. For an untrained eye, it is not easy to distinguish whether a page is phishing. Different solutions combat this type of attack, such as those using deep learning (DL). Still, they need to be more aligned with the body text of web pages, taking into account their linguistic characteristics, or they will only exist as a model without providing practical application. This study aims to develop a lightweight tool, an extension for installation in the Google Chrome web browser that enables the detection of phishing attacks using DL and natural language processing (NLP) techniques. This proposed tool is NDLP Phishing (NDLP is a combination of the acronyms NLP and DL). First, we selected and adjusted the hyperparameters of BiGRU layers, dropout, batch Size, epochs, BiGRU neurons, and GloVe dimension of a BiGRU detection model based on DL and NLP. Second, an extension was developed for Google Chrome based on the fine-tuned model. The results of our experiments show a set of optimal hyperparameters to train the model. Subsequently, we applied these hyperparameters and achieved a mean accuracy of 98.55%. The code for the algorithms that generated the prediction model and the code for the Google Chrome extension are shared on GitHub

    Enhancing Metacognitive and Creativity Skills through AI-Driven Meta-Learning Strategies

    Get PDF
    This study investigates the efficacy of a meta-learning approach in improving metacognitive and creative skills. This quantitative study focused on an experimental group using a onegroup pretest-posttest research design. All participants underwent a pretest to assess their initial metacognitive abilities and were subsequently exposed to a meta-learning framework throughout the course. A post-test was conducted to assess the impact of the intervention. The findings indicate a statistically significant improvement in metacognitive skills from the pretest to the post-test. This study confirms the effectiveness of meta-learning strategies and elucidates the relationship between meta-learning and metacognition. Meta-learning enables students to comprehend their own learning processes, thereby improving their capacity to strategize, oversee, and control their cognitive functions with the assistance of artificial intelligence (AI). This approach incorporates creative elements that can stimulate metacognitive thinking, encouraging students to adjust their learning strategies and think outside the box. This research suggests that meta-learning can improve metacognitive abilities, providing valuable insights into educational technology and course design in higher education settings

    9,345

    full texts

    9,805

    metadata records
    Updated in last 30 days.
    Online-Journals.org (International Association of Online Engineering)
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇