Online-Journals.org (International Association of Online Engineering)
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Design Guidelines for Enterprise Software Training in Higher Education Based on Technology-Mediated Learning
There is an increasing demand for a qualified future workforce in the enterprise software (ES) domain, for which students should be prepared. However, due to the complexity of ES, many lecturers lack the skills to practically integrate ES into their teaching activities. ES training must be investigated holistically to address this issue, integrating the perspectives of the involved actors. Therefore, the research field of technology-mediated learning (TML) offers valuable concepts. In this paper, we first identify and present five main concepts of TML performance based on related literature. Second, we present findings from a single-case study conducted within the global academic alliance program of the ES company SAP. The program’s objective is to demonstrate the practical application of ES to students through lecturers. Unlike previous research, we consider the students’ perspective and incorporate the viewpoints of lecturers and subject matter experts (SMEs) who train the lecturers to create a comprehensive overview. Based on the insights from TML literature and the case study, we present design guidelines for ES training that take into account TML concepts, actors’ perspectives, and training aspects. Our findings highlight the universal applicability of TML in the practical context of designing ES training in higher education
Boosting Adolescent English Proficiency: Psycholinguistic Benefits of Mobile Platforms
In the modern study circle, the topic of digitization in education and its impact on learning is one of the most important issues. The purpose of the study is to analyze the impact of the use of digital platforms on the study and development of English language skills in teenagers. This study also aims to fill a gap in the field of language education and psycholinguistics, particularly the aspect of word recall, using the application of a mobile digital platform for practice. Existing studies have generally emphasized the importance and effectiveness of traditional language learning methods, but the number of studies analyzing the use of digital platforms is still limited. The study used a pre-post survey method, which aimed to determine the baseline performance of all participants and the rate of change after practice using quizlet for Group 1 compared to the traditional methods used by Group 2 for English learning and memorization of new words. The sample consisted of 100 students from Russia studying English. Students were divided into two groups, where Group 1 used the Quizlet app and Group 2 used traditional word study methods. After two weeks of studying vocabulary, the participants demonstrated positive dynamics of word memorization. Findings showed that in Group 1, which used the program, 30% of participants successfully achieved a high level of vocabulary, while an additional 57% saw their vocabulary skills improve to an average level. Only 12% demonstrated a low level of vocabulary. In contrast, Group 2 showed minimal changes in their vocabulary. Only 14% of participants retained a high level of vocabulary, 70% were medium, and 15% were low. The obtained results can help develop new educational programs and mobile applications for language learning based on interactive methods and approaches. The obtained results can be useful for language education in terms of the possibility of integrating methods using the Quizlet program to improve the development of students’ vocabulary and lexical expressions of the English language. This study makes a significant contribution to the field of foreign language learning, providing results that emphasize the effectiveness of using digital mobile resources for learning English and have a positive effect on the psycholinguistic aspect of memorizing new words. By demonstrating significant improvements in vocabulary among participants, this study highlights the potential of mobile applications to support traditional teaching methods and offers a viable alternative for language teaching, especially in the digital age
The Effectiveness of an Online Inquiry-Based Learning Environment towards Secondary School Students’ Behavioral Engagement and Performance in Science
The purpose of the current study is to examine the effectiveness of an online inquiry-based learning (IBL) environment on secondary school students’ behavioral engagement and performance in science. In this quasi-experimental design, 90 second year secondary school students from two classes in the Shandong Province region of China were recruited as participants. To gather the data, an online behavioral engagement questionnaire investigation and pre- and post-performance tests were administered to the experimental group (EG) and control group (CG) students. This study result shows that online IBL has a significant impact on secondary school students’ behavioral engagement and performance in science subjects
Augmented Reality Solutions by Utilizing Mobile Technology for Enhanced Skill Development
This study aimed to identify the effectiveness of the peer tutorial project learning model assisted by augmented reality (AR) in improving students’ 21st-century skills. The focus of the study was to describe the improvement in students’ skills taught using the AR-assisted project and peer tutoring-based learning (PPTBL) model, with an emphasis on four main abilities: critical thinking, creativity, collaboration, and communication. This study involved a comparison between a control group and an experimental group to measure the effectiveness of the learning model. The study results showed that the average critical thinking skills reached 81%, creativity 77%, collaboration 73%, and communication 74%. Data analysis showed that the hypothesis stating that there was a significant difference in 4C skills between students who study with the AR-assisted PPTBL model and those who study with the conventional learning model was accepted at a significance level of 5% (0.05). These findings were expected to make a significant contribution to the development of innovative learning methods that can be widely applied in higher education institutions
Exploring Leadership in the Hybrid Workplace
The workplace and work life has changed due to advances in digital technology, which has increased distributed work. Many organizations no longer work in a physical office, but in a hybrid workplace where organizational members work both remotely, using digital technology, and in the physical office. This literature review explores and examines the existing research on leadership in hybrid workplaces. While there is a large body of research on e-leadership and numerous studies on the pandemic, there is a paucity of research on the leadership of hybrid workplaces, which is crucial in the present workplace. Hence, this paper is a systematic review of the literature that addresses leadership in the hybrid workplace across disciplines. A total of 48 papers from six databases were analyzed and interpreted. This review reveals the different but complementary disciplinary focus contributing to developing the knowledge of leadership in the hybrid workplace. It also presents a comprehensive overview of changes to the workplace and the critical challenges leaders face with the abrupt switch to the new structure of the workplace. This work has significant learning points for leadership practice in the contemporary workplace. It offers a conceptualization of hybrid leadership, along with propositions for future research
An Efficient Breast Cancer Detection Using Machine Learning Classification Models
Breast cancer is still a dangerous and common disease that affects women all over the world, which highlights how crucial early identification is to better patient outcomes. In recent years, utilizing machine learning (ML) algorithms has improved accuracy and efficiency dramatically in a variety of applications, showing promising outcomes. This article provides a novel machine-learning approach to increase the accuracy of breast cancer detection. To improve diagnostic efficiency and accuracy, our suggested methodology combines sophisticated feature selection strategies, reliable classification algorithms, and enhanced model training methodologies. We investigated several ML classifiers, and after thorough hyperparameter tuning, the models were. Random forest and gradient boosting have achieved the highest performance with an accuracy of 97.90% and an ROC score of 0.99. This research highlights the effectiveness of ML, particularly the random forest algorithm, in breast cancer diagnosis and prognosis. Future work may explore deep learning techniques for determining the disorder’s severity
Predictive Analysis of Vector-Borne Diseases through Tabular Classification of Epidemiological Data
Vector-borne diseases (VBDs) are major threats to human health. They are estimated to cause more than 700,000 deaths each year. This presents serious health problems for CBD. In recent years, the incidence of VBDs has increased globally, affecting one billion people approximately and accounting for 17% of all infectious diseases. Globally, disease rates have risen at an alarming rate, with more than 3.9 billion people at risk of infection. Therefore, it is essential to find approaches to detect these diseases; this is where machine learning (ML) models come into play. The purpose of this study was to predict VBDs using tabular epidemiological data. For this purpose, a set of ML models was used, such as support vector classifier (SVC), extreme gradient boosting (XGBoost), LightGBM, CatBoost, random forest (RF), and balanced random forest (BRF). A dataset consisting of 65 features and 1262 records was used during the training stage. The results highlighted the successful integration of the different models, such as SVC, XGBoost, LightGBM, CatBoost, BRF, and RF, with weights of 0.49959 ± 0.27112, 0.58496 ± 0.22619, 0.48482 ± 0.29971, 0.54992 ± 0.27982, 0.24924 ± 0.22654, and 0.45592 ± 0.25849. In addition, the BRF model stood out for having the lowest log loss, evaluated through the ensemble log-loss metric, with an average of 0.24924 and a standard deviation of 0.22654
Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition
The study focuses on the development and evaluation of a location-based game called CMU Journey, which is aimed at helping first-year students become acquainted with their new university setting during the phase of transition. The study’s three primary goals are to: (1) create a location-based game to improve knowledge acquisition related to university transition for freshmen; (2) evaluate the performance of the developed location-based game in supporting knowledge acquisition relevant to university transition; and (3) explore students’ experiences and perspectives with the location-based game designed for university transition. Using a mixed-methods approach, the study collects quantitative data through pre-post measures as well as qualitative data synthesis using an online open-ended questionnaire. Participants in the study are from Chiang Mai University’s Humanities and Social Sciences (N = 434), Technology and Science (N = 341), and Medical and Health (N = 256) programs. The findings show that students who finished the program learned considerable information about starting university, had a favorable attitude regarding studying due to the location-based game, and experienced motivation. An examination of both quantitative data from surveys and qualitative feedback from utilized data found a mix of both positive and negative comments from users. The results presented indicate the potential of location-based games as a beneficial tool for assisting with university transition, along with opportunities for future game design and implementation improvements
Review Analysis of Web Socket Security: Case Study
Web sockets (WS) have revolutionized real-time online communication by enabling twoway communication channels using a single transmission control protocol (TCP) connection, significantly enhancing the user experience in web applications. However, this advancement has also presented certain security challenges that need to be addressed in order to ensure secure and reliable communication. This review paper delves into the security aspects of WSs, analyzing and contrasting various tactics and methodologies proposed for securing WS connections. By conducting a thorough analysis of notable study contributions dating back to 2015, we have found common vulnerabilities and risks, such as cross-site scripting (XSS), cross-site web socket hijacking (CSWSH), and man-in-the-middle (MITM) attacks. This paper evaluates the effectiveness of several security measures, including confirmation, encryption, and different anomaly detection algorithms. Further, this study scrutinizes the deficiencies and constraints that have been shown in these study initiatives, placing emphasis on areas that require further examination. The main objective of our comprehensive examination is to build a robust foundation for future studies on WS security, promoting the development of more resilient and impervious live communication networks
Development and Impact of a Mobile Application that Allows Users to Track Their Location on an Educational Institution Campus
This research study aims to solve user location issues within the campus at an educational institution. As this campus comprises a large number of places and departments, users often get confused about how to reach a specific location. To address this problem, the “Ubícate” (“locate by yourself” in Spanish) application was developed following the CDIO methodology, which encompasses four creative process steps: conceive, design, implement, and operate. The “Ubícate” app provides users with information on places of interest such as schools, departments, halls, auditoriums, and sports venues, offering a visual reference of available locations through 360-degree images. The application also uses Google Maps to track user location within the campus, thus marking a reference route between university gates and the different locations available, in addition to providing information on university-sponsored events. In this paper, Section 2 describes the methodology and each of the stages that were addressed in the following sections. Section 3 presents the development itself and the data used for the purposes thereof. Next, Section 4 reveals the results from this study. Later, Section 5 assesses these results and the findings from the study. In Section 6, our conclusions are discussed. Finally, Section 7 lists topics for future research. The application did indeed contribute to improving the attendance of the academic community at events. Where the application was used, the first-hand perception of visitors and their own was very positive and enhanced the institutional image and sense of belonging. The contribution of this study consists of presenting a mobile application as a solution from three approaches: the technical aspects for application development, the business vision to satisfy the user’s needs, and the end user’s perception. All three approaches provide a technical reader, an entrepreneur, or an end user an overview of a scalable solution to different types of implementations in different types of businesses that require indoor location through the use of technologies in mobile applications. The mobile application performs the location indoors using the Google Maps platform, allowing a more agile development in implementing the APP