Effectiveness of Distance Learning Computer Numerical Control Based on Virtual Laboratory Using a Metaverse Platform to Improve Students’ Cognitive Ability and Practice Skills DOI
Febri Prasetya, Aprilla Fortuna, Agariadne Dwinggo Samala

et al.

SSRN Electronic Journal, Journal Year: 2024, Volume and Issue: unknown

Published: Jan. 1, 2024

This study analyzes the effectiveness of virtual laboratory-based distance learning as a means improving outcomes students' cognitive abilities and practical skills in Computer Numerical Control course. utilized pre-experimental design with onegroup pretest-posttest structure. The research subjects were 31 second-year vocational students from Department Mechanical Engineering at Universitas Negeri Padang who had recently participated four sessions. instruments included pre-test, post-test, student perception survey to assess laboratory treatment. findings this demonstrate that presence enhances terms abilities. pre-test value for was 52.04, which increased 82.36 post-test. Similarly, 56.98, improved 83.44 These improvements significantly contribute enhancement outcomes, indicated by an average N-gain 0.642 medium/effective category. We conclude use media through Metaverse platform is effective learning. method reduces initial requirement 24 hours face-to-face just five more self-study.

Language: Английский

MOOCs 2012-2022: An overview DOI Creative Commons
Stamatios Papadakis

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(1), P. 682 - 693

Published: March 13, 2023

Online learning has proven its effectiveness recently, especially during the coronavirus outbreak [COVID-19] that forced closure of educational institutions in most countries. Many see MOOCs as an alternative to traditional education system due flexibility time and absence economic geographical constraints. People can access content for free through platforms deliver online content. However, have long-standing challenges need be addressed. These include high dropout rates reduced user participation activities such forums comments. Furthermore, international research identified a more relevant knowledge, despite importance experts ascribe delivering To this end, chapter examines establishment terms their pedagogical technological dimensions, starting with definition brief history MOOCs. characteristics will reviewed. The practical issues emerged from than ten years experience implementing at level also considered.

Language: Английский

Citations

44

ICT tools for remote teaching and learning mathematics: A proposal for autonomy and engagements DOI Creative Commons
Niroj Dahal, Netra Kumar Manandhar, Laxman Luitel

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2022, Volume and Issue: 2(1), P. 289 - 296

Published: Jan. 1, 2022

This paper explores the paradigm shift in using ICT tools while teaching mathematics remotely within TPACK framework. Remote is not only one of primary modes and learning present context throughout world but transition from to digital world, where teachers struggle visualize content concisely clearly. focuses on promoting pedagogy learner empowerment by emphasizing autonomy engagement rather than technology. The ethos this all about encouraging promote students for quality remotely. However, leading require some techniques methodologies, thereby teachers' skill, experience, expertise. Those skills, experiences, expertise will be developed excelling tools. shall guiding principles (but limited to) dealing with and/or any other mode.

Language: Английский

Citations

51

Digital activism in students of a university in central Mexico in the COVID-19 era DOI Creative Commons
José Marcos Bustos Aguayo, Jorge Hernández Valdés, Cruz Garcí­a Lí­rios

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2022, Volume and Issue: 2(1), P. 297 - 307

Published: Jan. 1, 2022

The exploration of the dimensions digital activism was aim this work. first and second non-experimental studies were carried out with a non-probabilistic selection 100 students, considering their affiliation student organizations. A four-dimensional structure set up; technological habitus, computational self-efficacy, diffusion innovations, Internet mobilization explained 48% total variance, although design limited results to research scenario, suggesting extension study inclusion variables such as; training, socialization intention use devices networks.

Language: Английский

Citations

37

Teachers' opinions on (urgent) distance education activities during the pandemic period DOI Creative Commons
Yafes Can, Salih Bardakçı

Advances in Mobile Learning Educational Research, Journal Year: 2022, Volume and Issue: 2(2), P. 351 - 374

Published: Jan. 1, 2022

The purpose of this study is to understand teachers' experiences in-depth on distance education activities held urgently during the pandemic and holistically reveal them. For purpose, interlocking single event pattern from case designs was used have depth meanings views. In study, a semi-structured questionnaire created as data collection tool applied sixty-six teachers with snowball sampling. Teachers participating in generally work at primary, secondary high schools. At end it revealed that interaction between students, student-teacher, teacher-parent urgent processes insufficient; there no socialization. addition, both students experienced various positive negative emotions, teaching content insufficient, lack technological equipment knowledge. However, an alternative, had some aspects for teachers. As result recommended design better, provide better communication channel teacher-student-parent, eliminate infrastructure problems, technical psychological support practices.

Language: Английский

Citations

35

Development of Android Based Educational Games to Enhance Elementary School Student Interests in Learning Mathematics DOI Open Access

Iva Sarifah,

Ai Rohmaniar,

Arita Marini

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2022, Volume and Issue: 16(18), P. 149 - 161

Published: Oct. 3, 2022

This research is an android-based educational game development to increase interest in learning mathematics for elementary school students. study aims make the of games able be a solution increasing students' Mathematics at initial level, namely level. The method used this Research and Development model ADDIE (Analyse, Design, Development, Implement, Evaluation). In study, it was limited implementation stage which tested through experimental research. included type design simple experiment form Posttest Only Control Group Design. conclusion that can drawn from Android-based are proven

Language: Английский

Citations

33

Is Learning Analytics the Future of Online Education? DOI Open Access
Jolly Sahni

International Journal of Emerging Technologies in Learning (iJET), Journal Year: 2023, Volume and Issue: 18(02), P. 33 - 49

Published: Jan. 24, 2023

Educational structures have been evolving, that even so rapidly with the revolution of information technology and internet. Recent pandemic its after effects are still looming over globe, posing as challenge an opportunity for educators. Online education was one such innovation, which has changed dynamics around world. The purpose paper is three-fold, first, to assess levels student engagement in online learning environment, second, examine how related their academic performance using analytic tools third, propose integrated analytics framework. study used, exploratory research method data collected from multiple sources; LMS Logs, self-administered questionnaires students, interviews instructor. conducted at a course level private university. finding suggests positive relationship between advocate application plug-in on supported instructors identifying students risk providing them real-time feedback aiming improve performance. provides insights into field offers evidence-based recommendations utilization Learning Analytics understanding learn would contribute development theories designing appropriate digital environment supports improves learning.

Language: Английский

Citations

18

Effectiveness of Distance Learning Computer Numerical Control Based on Virtual Laboratory Using a Metaverse Platform to Improve Students’ Cognitive Ability and Practice Skills DOI Open Access
Febri Prasetya, Aprilla Fortuna, Agariadne Dwinggo Samala

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(24), P. 4 - 21

Published: Dec. 22, 2023

This study analyzes the effectiveness of virtual laboratory-based distance learning as a means improving outcomes students’ cognitive abilities and practical skills in Computer Numerical Control course. utilized pre-experimental design with onegroup pretest-posttest structure. The research subjects were 31 second-year vocational students from Department Mechanical Engineering at Universitas Negeri Padang who had recently participated four sessions. instruments included pre-test, post-test, student perception survey to assess laboratory treatment. findings this demonstrate that presence enhances terms abilities. pre-test value for was 52.04, which increased 82.36 post-test. Similarly, 56.98, improved 83.44 These improvements significantly contribute enhancement outcomes, indicated by an average N-gain 0.642 medium/effective category. We conclude use media through Metaverse platform is effective learning. method reduces initial requirement 24 hours face-to-face just five more self-study.

Language: Английский

Citations

15

Usability Evaluation of Mobile App for the Sustainable Professional Development of Teachers DOI Open Access
Nisar Ahmed Dahri, Muhammad Saleem Vighio, Waleed Mugahed Al-Rahmi

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2022, Volume and Issue: 16(16), P. 4 - 30

Published: Aug. 31, 2022

Teachers' professional development plays a significant role in the sustainability of quality education. However, providing sustainable programs is difficult because various challenges, such as insufficient government policies, scarcity qualified personnel and training opportunities, lack access resources, etc. The COVID-19 epidemic has further intensified problem adversely harmed schoolteachers’ interest, motivation, involvement. In situations, technology can play positive carrying out educational activities. little focus been paid to use for teachers, particularly under developing countries. Due its unique qualities, mobile learning receiving much attention an essential component impart education teaching professionals. It represents paradigm shift ongoing development, teachers who are constrained by time, travel requirements. Mobile alternate complementary technique enhance teachers' allowing them work, learn, attain their full potential. To meet goal teachers’ education, [1] we have provided framework continuous (CPD). Based on that, also developed App provide support This study evaluates usability our teachers. Usability characteristics usefulness, efficiency, satisfaction measured using testing approach. 107 elementary school instructors took part study. Participants performed eight tasks same room researcher's internet bandwidth. participants' time completion rate were recorded. A post-test questionnaire followed tasks. After activities, participants completed System Scale assess overall with app gain broad picture program. application achieved 100% all tasks, indicating extremely effective, efficient, system. Moreover, percentage was found be 84.1 percent, which considered highly satisfactory.

Language: Английский

Citations

18

Use of gamification to enhance e-learning experience DOI
Neerja Kashive,

Sayali Mohite

Interactive Technology and Smart Education, Journal Year: 2022, Volume and Issue: 20(4), P. 554 - 575

Published: Aug. 18, 2022

Purpose This study aims to look at the integration of gamification in an e-learning model based on technology acceptance model. The data was collected from respondents residing India and elements (achievement, immersion social) personal characteristics learners (self-efficacy, computer anxiety enjoyment) their impact perceived ease use (PEOU) usefulness (PU) were tested. Design/methodology/approach students professionals who have ever played games during learning while using module. Structural equation modeling smart partial least square used create a Findings findings showed that enjoyment affected both PEOU PU attitude toward e-learning. Achievement social impacted element moderated relation between PU. These finally satisfaction, leading higher intention platforms. Research limitations/implications Because this is very specific Indian context, broad generalization requires further exploration other cultural contexts. absence one limitations study. Originality/value tested GAMEFULQUEST suggested by Högberg et al. (2019) self-determination theory its overall experience. moderation has come out be significant achievement attitude.

Language: Английский

Citations

17

The effectiveness of android-based budiran game assisted by smart apps creator 3 to improve science learning outcomes of fourth graders in theme 1 DOI Creative Commons

Dwi Margo Sutrisni,

Sri Utaminingsih,

Murtono Murtono

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2022, Volume and Issue: 2(2), P. 483 - 492

Published: Jan. 1, 2022

Educational games are learning educational tools, where these tools can encourage students to think creatively and perform actions with fellow by playing in a activity. This research aims analyze the effectiveness of an android-based budiran game assisted SAC3 improve science outcomes fourth-graders theme 1. Budiran stands for bunyi dan indra pendengaran. is educative form made SAC3. It was developed Borg & Gall's R&D model, adapted from Sugiyono seven stages. The game's fourth graders' outcome done pretest posttest control group design. researchers took experimental Public Primary School Bendanpete 2 Ngetuk 3. Then, researcher 1 3 as group. obtained data test. analysis included n-gain test t-test significant level 0.05. results showed improvement score group, higher than group's score. N-gain 64%, categorized moderate. on t-count = 8.803, 0.000 < ɑ Thus, effectively improved

Language: Английский

Citations

16