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    Research on China’s Environmental Law and Low-carbon Emission Economy Trade Surplus under the Background of Carbon Neutrality

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    The significant presence of high-carbon industries in China’s export trade and the substantial trade surplus in recent years are key factors contributing to the increase in China’s carbon emissions. China’s current export trade model does not align with the requirements of low-carbon economic development. Considering China’s future emission reduction goals and responsibilities, we should aim to achieve a low-carbon trade transformation, establish a trading method that is compatible with developing a low-carbon economy, and actively promote the development of a low-carbon economy. Based on this premise, the paper utilizes the input-output model and low-carbon trade competitiveness indicators to empirically analyze China’s foreign trade implied carbon emissions and low-carbon trade competitiveness. It also investigates China’s foreign trade surplus

    A Proposed CNN Model for Audio Recognition on Embedded Device

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    The audio detection system enables autonomous cars to recognize their surroundings based on the noise produced by moving vehicles. This paper proposes the utilization of a machine learning model based on convolutional neural networks (CNN) integrated into an embedded system supported by a microphone. The system includes a specialized microphone and a main processor. The microphone enables the transmission of an accurate analog signal to the main processor, which then analyzes the recorded signal and provides a prediction in return. While designing an adequate hardware system is a crucial task that directly impacts the predictive capability of the system, it is equally imperative to train a CNN model with high accuracy. To achieve this goal, a dataset containing over 3000 up-to-5-second WAV files for four classes was obtained from open-source research. The dataset is then divided into training, validation, and testing sets. The training data is converted into images using the spectrogram technique before training the CNN. Finally, the generated model is tested on the testing segment, resulting in a model accuracy of 77.54%

    The Effect of Using the Interaction Simulation Video to Enhance Digital Empathy Skills

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    This research aims to investigate the impact of using interactive simulation videos on enhancing digital empathy skills. The study involved 300 high school students from three schools in Bangkok, Thailand. The participants were chosen using the multistage sampling method. The research instruments included: (1) an interactive simulation video; (2) a digital empathy skills test; (3) a satisfaction assessment; and (4) an interview form. The data were analyzed using a dependent t-test, mean, standard deviation, percentage, and qualitative data analysis. The research found that (1) participants’ digital empathy skills scores improved significantly at the 0.05 level, (2) participants’ overall satisfaction was high (x = 4.48), and (3) all participants agreed that the interactive simulation video was appropriate, helped them improve their digital empathy skills, and was suitable for use as teaching material. An interactive simulative video contains various elements that enhance students’ digital empathy skills, including embedded questions, overlays, and hotspots

    Exploring Colonial Heritage (EXCOTAGE) Application as a Mobile Technology-Based History Learning Education

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    This research focused on the history learning concerns among 11th-grade Social Science students at MAN Kota Pasuruan, a senior high school. To support research activities, the instruments included a questionnaire to measure the effectiveness of the product. The questionnaire was distributed to validators and users, specifically the 11th-grade students of social science at MAN Kota Pasuruan. The participants in this study were selected using purposive sampling for validation and simple random sampling for testing. During the implementation, this research used the ADDIE research and development model. The product effectiveness analysis technique developed by Nunuk Suryani, Achmad Setiawan, and Aditin Putria was used for analysis of the collected data. Based on the comparison results, it is evident that the developed product is truly valuable, appealing, and aligned with the current advancements in learning technology. Meanwhile, in the effectiveness testing, it was concluded that the product has been highly effective based on expert or user assessments

    A Systematic Literature Review on the Relationships between Social Presence, Learning Satisfaction and Persistence in Online Learning

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    Online learning has gained prominence due to numerous success stories, becoming a vital component and instrument for reforming classrooms in higher vocational education. However, the physical detachment inherent in online self-directed learning has raised concerns about student disengagement and isolation during the learning process. Social presence theory provides a unique perspective, methods, and tools for researching online learning. This paper presents a comprehensive analysis of the existing literature, with a focus on social presence, learning satisfaction, and persistence. The results reveal the intricate impact of social presence on learning satisfaction and persistence in online learning environments. A systematic literature review (SLR) was conducted to uncover research findings from May 2013 to June 2023. The selected articles underwent a thorough assessment, and duplicates were removed. The updated criteria for conducting systematic reviews and meta-analyses were used for the literature review. The research team critically analysed, finalised, and deliberated on the significance of the SLR. Out of the 220 papers initially considered, 28 met the specific criteria for adjustment and inclusion/exclusion

    User Interface Design for Dyslexia Children Learning Application using Design Thinking Approach

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    The ability to read and count is essential to be mastered by every student to foster future academic and professional success. However, students with dyslexia have limited ability to read and count. Using learning apps can help children with dyslexia develop reading and counting skills. User interface design is an essential aspect of application development. The research aims to develop a user interface design for learning applications for dyslexic children. User interface design development methods use design thinking approaches that have levels of empathy, define, ideate, prototype, and test. The development of user interface design of learning applications also involves gamification and multi-sensory to help improve students’ understanding of dyslexia when using applications. Evaluation of user interface design using the System Usability Scale (SUS) method yields a total average value of 82. This shows that the user interface design of learning applications for students with dyslexia is acceptable and suitable for users

    The Effectiveness of Case-Based STEM Integrated with Mobile Simulation to Foster Students’ Creative Thinking Skills

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    This study aims to determine the effect of case-based science, technology, engineering, and mathematics (STEM) integrated with mobile simulation on fostering students’ creative thinking skills. This study utilized an experimental design, specifically a pretest-posttest control group design. The research subjects were 40 students from a university in Surabaya City. The research instrument used was a test measuring creative thinking ability. The data was analyzed using the Wilcoxon non-parametric test because it was not normally distributed. The results showed that: (1) there is a statistically significant difference between the initial test and the final test; (2) there is a significant increase in the creative thinking ability of students who participate in oscillation-based STEM Embedded learning with mobile simulation; (3) there is a positive relationship between the use of mobile simulation and students’ STEM Embedded creative thinking ability. The conclusion of this study is that case-based STEM embedded oscillation with mobile simulation is effective in improving students’ creative thinking skills

    Vietnamese University Students’ Perceptions of ChatGPT for Homework Assistance

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    Since its emergence, the novel ChatGPT has attracted lots of users. In education, the use of Chat GPT might provide both advantages and disadvantages for students. Likewise, the intention to use ChatGPT for learning is controversial in different contexts. In some contexts, students perceived ChatGPT as useful and easy to use, expressing their inclination to use this learning tool. Meanwhile, in other contexts, students were doubtful about ChatGPT’s benefits, leaning toward not using the tool for their learning. Therefore, it is worth gaining insight into students’ perceptions of ChatGPT in the current context. Drawing from the technology acceptance model (TAM), we explored how students perceived ChatGPT for their homework assignments. Data from mixed methods revealed that students have a moderately positive perception of using ChatGPT. Specifically, students have a positive attitude toward the use of ChatGPT and perceive it as useful and easy to use. More importantly, students have the intention of employing this tool for their future learning, despite several concerns. Data from structural equation modeling analyses demonstrated that perceived ease of use directly influences perceived usefulness. Perceived usefulness and perceived ease of use are predictors of students’ attitudes, which directly affect students’ intentions to use ChatGPT. The study provides empirical evidence to support the use of ChatGPT in education. Recommendations for using ChatGPT are discussed

    Enhancing Collaborative Learning in Mobile Environments through Interactive Virtual Reality Simulations

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    This study investigates the potential of enhancing collaborative learning in mobile environments through the integration of interactive virtual reality (VR) simulations. With the ubiquity of mobile devices and advancements in VR technology, there is a growing interest in using immersive experiences to promote collaborative learning among students. The study explores the design and implementation of interactive VR simulations customized for mobile platforms. The goal is to create engaging and immersive learning experiences that foster collaboration and knowledge sharing. By immersing students in virtual environments where they can interact with digital objects and manipulate scenarios, the study aims to facilitate active participation and teamwork, thereby enhancing learning outcomes. Furthermore, the study examines the impact of interactive VR simulations on student engagement, motivation, and knowledge retention in collaborative learning settings. Through empirical studies and user evaluations, the effectiveness of interactive VR simulations as a tool for collaborative learning in mobile environments is assessed. The findings provide valuable insights into the design and pedagogical integration of VR technologies in mobile learning contexts. They offer guidance for educators and instructional designers who aim to leverage the potential of immersive experiences to improve collaborative learning outcomes

    Elevating Physical Education Teacher Through Technology Integration

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    This paper explores how the integration of educational technology (EdTech) has been incorporated into the field of physical education (PE) and explores the difficulties encountered by Physical Education teachers (PETs) in successfully implementing technology. Through a systematic secondary literature review spanning the past decade, this paper identifies several key challenges, including unpreparedness, a trial-and-error approach, a shift in teaching priorities, and variations in teacher effectiveness. These challenges underscore the pressing need for readiness, adaptability, and preparation in the face of unforeseen disruptions, particularly in the context of online instruction. This study presents substantial recommendations to address these issues, emphasizing the pivotal role of technology-infused teacher education programs and advocating for Physical Education teachers’ education (PETE) faculty to embrace technology leadership. By implementing these recommendations, PETE programs can better equip preservice teachers and faculty members to harness technology for more effective learning experiences. Consequently, this endeavor aims to elevate the quality of PE in our increasingly digitalized era

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