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Showing papers in "International Journal of Emerging Technologies in Learning (ijet) in 2018"


Journal ArticleDOI
TL;DR: The results of the study prove that both the perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the behavioral intention, which in turn influence the actual usage of Google classrooms.
Abstract: Google classroom can work in unidirectional process as it can serve the teachers’ strategies and styles on one hand and students’ perception, understanding, and effective participation in different classroom skills on the other hand. The ac-ceptance of Google classroom is affected by different factors. Some of them are still not clearly specified and discussed in previous research; therefore, they need further investigation. Based on the previous assumption, this study is an attempt to examine the factors that affect the students’ acceptance of Google classroom at Al Buraimi University College (BUC) in Oman. The Technology Acceptance Model (TAM) was adopted to formulate the hypotheses of the current study. The data was collected through an online questionnaire with 337 respondents. The Partial Least Square-Structural Equation Model (PLS-SEM) approach was used to assess both the measurement and structural models. The results of the study prove that both the perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the behavioral intention, which in turn influence the actual usage of Google classrooms. This study helps the decision makers of the higher educational institutions to have a better understanding of the effectiveness of us-ing Google classroom by their students. It is assumed that it helps in measuring the level of students’ acceptance to the previously mentioned technology.

236 citations


Journal ArticleDOI
TL;DR: The results of this study indicate that the Kahoot application can be used effectively for gamification of lessons and has an impact on students that renders them more ambitious and motivated to study.
Abstract: A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.

209 citations


Journal ArticleDOI
TL;DR: A model reference is proposed which can be implemented with the technology in teaching and learning to improve student learning environment and outcomes and to enhance students’ development, performance and achievement in learning process in higher education.
Abstract: Digital devices like tablets, smart phones, and laptop have become increasingly raised and utilised in higher education. As a result, current trends on ICT (information and communication technology) used in education begin widely with focusing on teaching and learning. The new concept of big data in recent ICT domain extends the promising research direction on online learning and big data integration through promising content that can be tailored for each student based on the context and Internet behaviour of users in online learning. This paper aims to explore innovative design for innovative online learning in Higher education using Big Data approach. Critical review from referred journals and books was conducted using thematic analysis. This paper proposes model reference which can be implemented with the technology in teaching and learning to improve student learning environment and outcomes and to enhance students’ development, performance and achievement in learning process in higher education.

151 citations


Journal ArticleDOI
TL;DR: The research shows that the integration of blockchain technology is a promising trend in the development of online education and proposes a solution to the problems of online educa-tion based on blockchain technology.
Abstract: Blockchain is a data structure of data blocks arranged in chronological order. It is featured by decentralization, trustworthiness, data sharing, security, etc. It has been widely used in digital currency, smart contract, credit encryption and other fields. With the development of the Internet technology, online education, a novel education mode, has been greatly popularized. However, this education mode still faces many problems in course credibility, credit and certificate certification, stu-dent privacy, and course sharing. Through literature review and case analysis, this paper discusses the basic technical principles and application features of blockchain technology, and proposes a solution to the problems of online educa-tion based on blockchain technology. The blockchain technology can store learn-ing records in a trusted, distributed manner, provide credible digital certificates, realize learning resource sharing with smart contract, and protect intellectual property through data encryption. The research shows that the integration of blockchain technology is a promising trend in the development of online educa-tion.

81 citations


Journal ArticleDOI
TL;DR: This paper aims to explore innovative design for MLE with big data approach to see the chance in applying this model for the construction to the design of big data based learning environments to facilitate online learning towards information and knowledge in higher education setting.
Abstract: as an attempt to understand modern learning environment (MLE) to support learning in big data era, its exploration where the students are engaged to access online resources using their mobile devices, laptop and other digital devices needs to understand MLE as the term integrated between digital technology tools and learning skills. The convenient facilitation has a whole section designed to support learning styles which can exactly create the learning environment to be modern. This paper aims to explore innovative design for MLE with big data approach to see the chance in applying this model for the construction to the design of big data based learning environments to facilitate online learning towards information and knowledge in higher education setting. The finding reveals to propose model reference to be implemented to improve student learning outcomes in a technology-rich teaching and learning environment in higher education. As a result, this paper is expected to contribute in the support with an initiative in the learning performance.

80 citations


Journal ArticleDOI
TL;DR: This study deploys a quantitative approach in assessing the relationship between self-efficacy, internet literacy and smartphone’s habits for of university students and represents a model of internal and external factors that affects student self- efficacy to make mobile learning successful.
Abstract: The widespread of smartphones usage have increased the convenience of accessing information and knowledge sharing for higher learning students. University’s students are exposed with the multi channels of knowledge from various sources primarily from online learning’s resources. The study examines smartphone habit, internet literacy, and mobile learning in relation to self-efficacy. Self-efficacy refers to the internal forces of a student’s belief in the abilities in utilizing smartphone as educational aid in the context of mobile learning. This study deploys a quantitative approach in assessing the relationship between self-efficacy, internet literacy and smartphone’s habits for of university students. Understanding student self-efficacy is important factor to deliver an effective ways in supporting mobile learning activities. In addition to documenting the findings of self-efficacy and mobile learning, the research also represents a model of internal and external factors that affects student self-efficacy to make mobile learning successful.

77 citations


Journal ArticleDOI
TL;DR: This study provides a systematic literature review of the research done in mobile assisted second language learning (MASLL) published since 2010 and contributes with a set of identified research gaps and recommendations for future research.
Abstract: This study provides a systematic literature review of the research done in mobile assisted second language learning (MASLL) published since 2010. Starting from 1424 sources, 54 articles were selected using predefined selection criteria. The documents were analyzed and coded using the categories: educational form and level, study design, location, context, role of technology, pedagogical practice and learning impact. That information allowed an identification of major educational outcomes related to the integration of mobile devices into second language learning. In addition, the study contributes with a set of identified research gaps and recommendations for future research.

63 citations


Journal ArticleDOI
TL;DR: An innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented, and three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
Abstract: Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.

55 citations


Journal ArticleDOI
TL;DR: The study deduced that there are statistically significant differences in the Means on the educational achievement test attributed to the teaching strategy, in favor of the members of the experimental group, and that colleges of education should train prospective teachers on the use of teaching strategies stemming from modern educational theories and strategies such as the flipped classroom strategy during the period of preparing them to teach.
Abstract: This study aimed at investigating the effect of flipped classroom strategy on the academic achievement in the subject of science among fourth grade students in Jordan. The study population consists of all fourth grade students in the Directorate of Private Education in Amman area, totaling 2134 students during the second semester of the academic year 2015-2016. The study sample consists of 44 male and female students who were chosen purposely from the study population. The study sample was distributed into two groups: the experimental group that consisted of 22 students, who has studied according to flipped classroom strategy, and the control group that consisted of 22 students, who has studied in the ordinary method. To achieve the objectives of the study, an achievement test was prepared and its validity and reliability were checked. ANCOVA, Means, and Standard Deviations were used to analyze the collected research data. The study deduced the following results: 1) There are statistically significant differences in the Means on the educational achievement test attributed to the teaching strategy, in favor of the members of the experimental group, and 2) there are no statistically significant differences in the Means on the academic achievement test attributed to gender. In light of the findings, the study recommended encouraging science teachers to teach students using teaching strategies emanated from the use of modern technologies, particularly the flipped classroom strategy. In addition, the study suggested that colleges of education should train prospective teachers on the use of teaching strategies stemming from modern educational theories and strategies such as the flipped classroom strategy during the period of preparing them to teach. Furthermore, the study recommended re-applying this experience and identifying its effectiveness at other schools stages and other subjects in other content areas.

53 citations


Journal ArticleDOI
TL;DR: The findings revealed that after the students were taught in the flips classroom, their English scores were satisfactory and students’ autonomy perceptions were higher than those before they were taught through the flipped classroom approach.
Abstract: Innovative teaching in a form of the flipped classroom was adopted in an English course as a pilot project in a private university. The purpose of this study was to assess how a modified “flipped classroom” had an impact on students’ learning performance and perceptions. The target group involved in a non-randomized experiment was 40 students from one section enrolled in an advanced English course in the summer session of the academic year 2016. They were required to watch the prerecorded lectures before class and then attend class to discuss on the topics, share knowledge, and perform tasks. The instruments consisted of 1) 5 assignments which were administered to the students, 2) a questionnaire investigating the students’ perceptions on the flipped classroom and 3) a questionnaire used to find out their perceptions on autonomy. Data were analyzed by using percentage, mean, and standard deviation. The findings revealed that after the students were taught in the flipped classroom, their English scores were satisfactory. The results showed that most students were satisfied with lecture videos and Edmodo, the learning platform. They demonstrated good perceptions on flipping the classroom. What they claimed to gain the most from this class was becoming a responsible person. In addition, students’ autonomy perceptions were higher than those before they were taught through the flipped classroom approach.

50 citations


Journal ArticleDOI
TL;DR: Systematic searches of numerous online data-bases published between 2005 and 2017, which covered factors influencing self-efficacy in online learning context, resulted in the investigation of 25 studies, revealing that various factors improved self-efficiency and provided evidence of significant sources of self- efficacy in the context of online learning.
Abstract: This review examines 12 years of research by focusing on the following question: What are the factors that influence self-efficacy in an online learning environment? There has been a plethora of research concerning self-efficacy. However, few works have focused on the sources of self-efficacy in online-learning environments. Systematic searches of numerous online data-bases published between 2005 and 2017, which covered factors influencing self-efficacy in online learning context, resulted in the investigation of 25 studies. The data were extracted, organized and analyzed using a narrative synthesis. Results revealed that various factors improved self-efficacy and provided evidence of significant sources of self-efficacy in the context of online learning. Moreover, the investigation provides guidance for further research in designing online learning environments to enhance the self-efficacy of learners.

Journal ArticleDOI
TL;DR: Real pedagogical experience of teaching English to students using the platform Moodle is described, focusing on the capacity of different Moodle instruments for designing group work tasks.
Abstract: This paper concerns the cutting edge educational approaches incorporated into syllabuses of the most progressive Russian higher technical schools. The authors discuss one of the active methods in teaching foreign languages – collaborative learning implemented in e-courses. Theoretical and historical aspects of this approach are addressed, as are its suitability for engineering education and possible ways of introducing collaborative learning into e-courses. Collaborative learning technology offers wide prospects for teachers of foreign languages as it enables the use of various patterns of interaction, promotes discussion, opinion exchange, peer assessment and building an e-learning community, fosters the development of e-culture and netiquette, and prepares future specialists for work in their professional sphere under the new conditions imposed by society’s technological and cultural development. This paper describes real pedagogical experience of teaching English to students using the platform Moodle, focusing on the capacity of different Moodle instruments for designing group work tasks. Recommendations are given for their usage and the results of implementing a collaborative learning approach into certain e-courses offered at Tomsk Polytechnic University (TPU) are presented.

Journal ArticleDOI
TL;DR: This study proposes a novel multi-task learning system based on convolutional neural network, which can simultaneously solve the tasks of malware detection, VPN-capsulation recognition and Trojan classification, and finds a synergy among all these tasks and achieves the state-of-the-art output.
Abstract: Since the last decade of the 20th century, the Internet had become flourishing, which drew great interest in the detection of abnormal network traffic. Particular-ly, it’s impossible to manually detect the abnormal patterns from enormous traffic flow in real time. Therefore, multiple machine learning methods are adopted to solve this learning problem. Those methods differ in mathematical models, knowledge models, application scenarios and target flows. In recent years, as a consequence of the technological breakthrough of Web 3.0, the traditional types of traffic classifiers are getting outdated and people start to focus on deep learning methods. Deep learning provides the potential for end-to-end learning systems to automatically learn the abnormal patterns without massive feature engineering, saving plenty of detecting time. In this study, to further save both memory and times of learning systems, we propose a novel multi-task learning system based on convolutional neural network, which can simultaneously solve the tasks of malware detection, VPN-capsulation recognition and Trojan classification. To the best of our knowledge, it’s the first time to apply an end-to-end multi-task learn-ing system in traffic classification. In order to validate this method, we establish experiments on public malware dataset CTU-13 and VPN traffic dataset ISCX. Our system found a synergy among all these tasks and managed to achieve the state-of-the-art output for most of the experiments.

Journal ArticleDOI
TL;DR: Interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
Abstract: This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Nonequivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.

Journal ArticleDOI
TL;DR: Six types of cognitive tasks in education are analyzed as well as their relation to the visual literacy competence standards approved by the Association of College & Research Libraries.
Abstract: Contemporary culture is a visual culture. Visual images become the predominant form of communication. Students should be visually literate and be able to read and use visual language, to decode, interpret and evaluate visual messages successfully, and, last but not least, to encode and compose meaningful visual communication. The combination of modeling with other methods in scientific knowledge increases its potential as a cognitive method. Infographics can play a significant role in the process as tool or target according to the age and cognitive abilities of the students. Information images (infographics) are visual representations of information, data or knowledge. The use of infographics as a modeling method can develop different cognitive skills such as interpretation, analysis, assessment, conclusion, explanation, which are all part of the modeling process. In fact, they can be a tool for achieving the next stage of literacy - visual literacy. All this necessitates the exploration of infographics as an instrument in the development of a comprehensive system of cognitive tasks in education related to the formation of skills for modeling. In the paper, six types of cognitive tasks in education are analyzed as well as their relation to the visual literacy competence standards approved by the Association of College & Research Libraries. A comparison of freely available infographics tools is provided and the suitability of different infographics templates is discussed.

Journal ArticleDOI
TL;DR: It was revealed that online learning systems had a positive influence on students’ thinking and innovation skills, with the post-test score higher than pre- test score at a 0.01 level of significance.
Abstract: This study aimed to design and develop an online learning system to enhance thinking and innovation skills for higher education learners. The objectives were to (1) design a system diagram, system architecture and functional structure for online learning framed by the SECI process (Socialization, Externalization, Combination and Internalization) and Moodle, (2) develop an online learning management system (LMS) with a new plug-in using Moodle, and (3) evaluate system suitability for the development of students’ thinking and innovation skills. The research methodology was developed using a literature review to identify core components, focus group interviews to verify the process, software development by Moodle LMS, and assessments to measure learning outcome. Research instruments consisted of interview questions, Moodle LMS, and a self-assessment questionnaire. Assessment data was evaluated through pre-test and post-test analysis. Results revealed a statistically significant difference between pre- and post-test scores in both thinking and innovation skills, with the post-test score higher than pre-test score at a 0.01 level of significance. Findings revealed that online learning systems had a positive influence on students’ thinking and innovation skills.

Journal ArticleDOI
TL;DR: The results show that female students are interested in computer science stream and nullify the dominant perception of computer science as a masculine domain.
Abstract: The low and shrinking numbers of female students studying computer science is a well-known problem in most of the western countries. The dominant perception about computer science field considered it as a masculine domain. In contrast, this study was performed in the IT department where female students are dominant compared to male students. The purpose of this study is to explore the influence of different factors on female students in choosing a career in the IT field. A survey was deployed to collect responses of female students in the IT department. The results show that female students are interested in computer science stream and nullify the dominant perception of computer science as a masculine domain. They want to learn technology, become an active member of the digital native world, and interested in coding literacy.

Journal ArticleDOI
TL;DR: The implication derived from this study is that teachers need to be made aware of how to integrate social media as learning tools in the teaching of English as a Second Language (ESL), particularly, in the Teaching of ESL writing to upper secondary school students.
Abstract: The use of social media in teaching has also revolutionized the way learning takes place. At higher education levels, measures have already been taken in incorporating the use of social media for learning purposes especially in the teaching of language. However, at secondary school levels, educators are still having doubts about using social media due to multiple issues. Thus, this study was conducted to investigate the perceptions of secondary school students and a teacher in Malaysia on the use of Google+ towards the teaching of ESL writing skills. A case study method was adopted to carry out this research. 12 students from a class of form four secondary school students volunteered to participate in this study. Data were collected through focus group interview on the students and an individual interview with the class teacher and field notes. The overall findings of the study are that participants had positive perceptions on the usage of Google+ towards ESL writing. They gained a number of benefits, which include: having enjoyable and attentive lessons through the interactive features of Google+, as well as engaging themselves in an active and interesting lesson. The participants felt that they were having a sense of purpose, thus becoming more engaged in the writing tasks. As for interaction, the participants were interacting more confidently in Google+ writing classes compared to conventional writing lessons. The implication derived from this study is that teachers need to be made aware of how to integrate social media as learning tools in the teaching of English as a Second Language (ESL), particularly, in the teaching of ESL writing to upper secondary school students.

Journal ArticleDOI
TL;DR: It is concluded that the SPOC-based flipped classroom of college English can serve as an effective learning model in teaching and learning practice which has promoted English learning by providing rich resources, environment, flexible time and space.
Abstract: Effective college English learning has long been overwhelmed by the focus on effective teaching in the traditional classroom teaching model. This paper first discusses the essential elements in effective English learning environment, and then deconstructs and hence reconstructs college English classroom by integrating Small Private Course (abbreviated as SPOC hereafter), mobile learning and social communication into classroom teaching and learning. At the end of this paper, it is concluded that the SPOC-based flipped classroom of college English can serve as an effective learning model in teaching and learning practice which has promoted English learning by providing rich resources, environment, flexible time and space.

Journal ArticleDOI
TL;DR: The practice test in teaching shows that the online course broadcast teaching platform can improve the teaching effect among students, which is of great significance for the improvement of teaching quality.
Abstract: As a new teaching mode, online courses have become one of the most important teaching methods in higher education. At present, there are still some shortcomings in online course live broadcast teaching platform including insufficient hardware support, low flexibility and weak interactivity. Meanwhile, during the entire online course teaching process, teachers do not know the overall learning effect of students in real time to determine the next teaching plan. This study presented a real-time interactive technology to enhance the interactive of the entire online course broadcast teaching platform. At the same time, it combined a monitoring method for online course terminals, servers and learning process to demonstrate students’ learning effect in the whole online course learning process, and finally built the online course broadcast teaching platform. The practice test in teaching shows that the online course broadcast teaching platform can improve the teaching effect among students, which is of great significance for the improvement of teaching quality.

Journal ArticleDOI
TL;DR: This research will extend the existing theoretical model Technology Acceptance Model (TAM) and develop an extend-ed model of e learning for successful implementation and adoption of eLearning solutions at colleges and institutes sector of Royal Commission Jubail.
Abstract: The colleges and institutes sector Royal Commission Jubail (JCIS) represents four higher educational institutes namely, Jubail University College (JUC) for male and for female, Jubail Industrial College (JIC), and Jubail Technical Institute (JTI). All of the institutions are under one patronage General Manager of JCIS. Several courses are very similar in content and delivery offered at all institutes. ELearning is the ideal form of delivery for higher education students in JCIS. This study aims to explore the specific factors affecting successful implementa-tion of eLearning as major barriers at JCIS. This research will extend the existing theoretical model Technology Acceptance Model (TAM) and develop an extend-ed model of eLearning for successful implementation and adoption of eLearning solutions at colleges and institutes sector of Royal Commission Jubail. The study will attempt to investigate the various barriers those affect the successful imple-mentation of eLearning in the sector. It is also expected that this research study will provide strategies for academicians in the development and implementation of online courses. In this research study, quantitative research approach would be applied which may utilize instrument survey questionnaire (for students, teachers, and management) from all colleges and institutes of the sector.

Journal ArticleDOI
TL;DR: The objective of this paper is to review the critical factors that have a great influence on academic performance, specifically on a set of factors such as the use of technology, the interaction processes, the characteristics of the students and the class.
Abstract: This paper aims to identify the most important and significant factors in two different areas of learning: combined and traditional learning. Several critical issues have not yet been resolved to achieve the full potential of the learning outcomes in the two domains. The objective of this paper is to review the critical factors that have a great influence on academic performance. The document focuses specifically on a set of factors such as the use of technology, the interaction processes, the characteristics of the students and the class. These identified factors were classified and discussed. The document also determines the technical and pedagogical limitations of the two declared domains. The technical and pedagogical challenges were proposed and future works were recommended.

Journal ArticleDOI
TL;DR: It was determined that the learning result post AR obtained higher ratings when compared with the ratings prior to the use of augmented reality tool, indicating that the augmented reality can be used for publicizing.
Abstract: Biology is a science about living organisms. Organisms have complex systems consisting of complex organs. Focusing on the human body, if the organ or its structure is visually presented, the learners are more likely to understand it and its function. This research aims to explore the bilingual (Thai and English language), development of an augmented reality tool for use in teaching students about the human heart. The augmented reality application was evaluated by five experts, who analyzed its content consistency by using the Index of Item Objective Congruence (IOC), Diffusion of Innovation (DOI), and the content validity index (CVI), indicating that the augmented reality can be used for publicizing. A sample of 30 subjects were evaluated after AR training. It was determined that the learning result post AR obtained higher ratings when compared with the ratings prior to the use of augmented reality tool. The before and after augmented reality learning results were analyzed for statistical significance at p value < 0.001 with the use of a T-Test. Afterwards, the effectiveness of the tool was evaluated by users focusing on the acceptance of the augmented reality tool to teach the anatomy of the heart; the evaluation of which was based on the theory of Unified Theory Acceptance and Use of Technology (UTAUT) in which the results of the arithmetic mean and the standard deviation were 4.65 and 0.48, respectively. This demonstrated that the users generally accepted the augmented reality tool to teach about the heart at the highest level.

Journal ArticleDOI
TL;DR: The vast majority of teacher candidates have been satisfied with the activities through the approach of gamification supported flipped classroom as well as the increase in their motivation and in-class competition.
Abstract: The aim of this study is to determine the opinions of teacher candidate students about applications and effects of attitudes for coding by making Project Development course with gamification supported flipped classroom during coding period. Quantitative and qualitative methods were used together in this study which aims to determine the attitudes and opinions of students about coding in gamification supported flipped classrooms for 14 weeks. In the qualitative dimension of the study, pre-test and post-test were applied as attitude measure for students about the coding. Whereas in quantitative dimension, semi-structured interview forms and interviews were held in order to obtain information in more details. This study was held with 35 classroom students who take Project Development course in Computer and Instruction Technology Teaching Departments at the Near East University of whom 3 were female and 32 were males. Results show that; the vast majority of teacher candidates have been satisfied with the activities through the approach of gamification supported flipped classroom as well as the increase in their motivation and in-class competition. Keywords—gamification, flipped classroom, game, coding, attitudes

Journal ArticleDOI
TL;DR: The implementation of the evaluation tool, and an experimental validation that indicates that the majority of the students who have used the tool for the revision of assignments have generated grades closer to the revisions generated by the professors in the study.
Abstract: The rapid evolution of MOOCs in recent years has produced a change in the education of students and in the development of professional skills. There is an increasing pressure on universities to establish procedures for the recognition and certification of student participation in MOOCs. In order to guarantee that the evaluation procedures are in line with the quality of the procedures traditionally established in the university, a proposal for an enhanced peer assessment is required to allow a more precise review of the students' tasks and the assessments provided by his colleagues, considering procedures of verification of originality and a complete rubric for the peer review that takes into account reviewer’s history for a correct grade calibration. This paper describes the implementation of the evaluation tool, and an experimental validation that indicates that the majority of the students who have used the tool for the revision of assignments have generated grades closer to the revisions generated by the professors in the study.

Journal ArticleDOI
TL;DR: An objective test grading system via Android mobile phone was developed to save cost and time in grading and can work effectively and accurately more than 95%.
Abstract: Grading devices are expensive causing budget waste, in addition some are difficult to use. Therefore, an objective test grading system via Android mobile phone was developed to save cost and time in grading. The system uses image processing technique developed by Java. A camera on a mobile phone was used to capture the edge of answers and an equation of geometric simulation of digital camera sensor was applied to identify answers selected from calculation of pixel intensity in real time. The objective test grading system via Android mobile phone can work effectively and accurately more than 95%.

Journal Article
TL;DR: The result shows that the teachers had a very good perception on the TEYL program, in which the training was considered to help them increase their knowledge and skills in preparing lesson plans and conducting teaching and the students had a better learning achievement.
Abstract: Teaching English for young learners (TEYL) has been entering curriculum of EFL in many countries. Theories conceptualize that the earlier the learners are familiarized with the language, the better their acquisition will be. The main goal of TEYL is to give foundation of simple oral communication skills as the basis for further written communication skills. This research was a descriptive study which aimed to explain: (1) teachers’ perception of the effectiveness of the program, and (2) the students’ motivation and learning achievement after being taught with ICT-based interactive game. There were 30 primary school English teachers participated in this study and given a one day in-service teacher training program on the implementation of ICT-based interactive game, which was further followed with three mentoring sessions to six representative schools determined by random sampling of two clusters. The result shows that the teachers had a very good perception on the program, in which the training was considered to help them increase their knowledge and skills in preparing lesson plans and conducting teaching. Furthermore, the students had a very good motivation in learning English by the facilitation of ICT-based interactive games and consequently they had a better learning achievement.

Journal ArticleDOI
TL;DR: The results revealed that infographics effect the development of some learning outcomes, and demonstrated that static infographic type has more effects on developing skills of designing and producing visual learning materials and recognizing its elements and principles compared to the animated type.
Abstract: This In the scope of improving learning outcomes in the age of technology, this study comes as an attempt to investigate the extent to which infographics are effective in developing learning outcomes for students. It has also attempted to study the effect of infographics types, static versus animated , on developing the skills of designing and producing visual learning materials, and the recognition of design elements and principles. The study was conducted on a sample of students of the College of Education at Imam Abdu Rahman bin Faisal University (IAU) in the Kingdom of Saudi Arabia. The sample students number is 36, and they are from students enrolled to study design and production of instructional media course (EDU195N) in the second semester of 2016/2017. The students involved are divided into two experimental groups, group (1) with 19 students who have studied the learning content through static infographics via WhatsApp platform, group (2) with 17 students who have studied the learning content through animated infographics via WhatsApp platform. In the overall, the results revealed that infographics effect the development of some learning outcomes. Besides, the results also demonstrated that static infographic type has more effects on developing skills of designing and producing visual learning materials and recognizing its elements and principles compared to the animated type. And this suggests deep consideration of integrating infographics in teaching e-courses, as well as considering the characteristics and appropriateness of each of the designing types, static versus animated when implemented in instructional processes for better outcomes for learners.

Journal ArticleDOI
TL;DR: The function of perception as a primary structure of the human brain to contact the world is investigated and the certain cognitive processes of perception that affect text comprehension are examined.
Abstract: This study is a comprehensive attempt to assess the impact of the cognitive skill of perception in the ability to comprehend a text. More specifically, it investigates the function of perception as a primary structure of the human brain to contact the world and examines the certain cognitive processes of perception that affect text comprehension. It is also presented the relation between cognitive perception and the linguistic approach of pragmatics in order the subject to comprehend the text. Perception is the organization, identification and interpretation of sensory information in order to represent and understand the environment. Pragmatics is the linguistic field that studies how people comprehend and produce speech or a text as a communicative act. Furthermore, it features the current scientific achievements on the ICTs processes and tools, which exploit the assessment of perception in text comprehension.

Journal ArticleDOI
TL;DR: An interactive teaching system based on mobile augmented reality to improve the learning efficiency of Mechanical Drawing course and demonstrates that the class for which the ordinary dull teaching approach was adopted is significantly superior.
Abstract: The teaching aim of Mechanical Drawing is to cultivate the students' graphics interpreting ability, plotting ability, inter-space imagination and innovation ability. For engineering students in China Universities, Mechanical Drawing course with the characteristics of 3D and 2D inter-space transformation, is often difficult to master. The ordinary dull teaching method is not enough for stimulating students’ spatial imagination capability, interest in learning, and cannot meet teachers’ teaching needs to explain complicated graphs relationships. In this paper, we design an interactive teaching system based on mobile augmented reality to improve the learning efficiency of Mechanical Drawing course. To check the effect of the proposed system, we carried out a case study of course teaching of Mechanical Drawing. The results demonstrate that the class for which interactive teaching system based on mobile augmented reality technology was adopted is significantly superior to the class for which the ordinary dull teaching approach was adopted with regard to the degree of proficiency of course key and difficult points contenti¼Œspatial imagination capability, students’ interest in learning and study after class, especially in respect of students’ learning interest and spatial imagination capability.