5 research outputs found

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    Appendix 1. The papers included in the scoping review: Exploring the Applications of QR Codes in STEM Subjects

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    This is a list of the papers included in the scoping review: Exploring the Applications of QR Codes in STEM Subjects

    Grade Point Level, Reading Fluency, and Perceived Digital Reading Ability of Video Game Players and Nonplayers

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    This study compared grade point level, silent contextual reading fluency, and perceived digital reading ability of 1,206 South Korean video game players and nonplayers in grades 9 through 12. The findings strengthen results reported in the literature while also contributing new information. Nonplayers had better grades, a finding that supports previous research showing that gameplay can negatively influence academic performance. Nonplayers were better readers, a finding in disagreement with studies showing that Internet use, to include video game play, can help with reading performance. While players held higher views of themselves regarding their digital reading ability, these perceptions were not aligned with their grades and reading test scores as well as their online activities when compared to their nonplayer counterpart

    Ubiquitous computing: a learning system solution in the era of industry 4.0

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    Ubiquitous computing, which was initially advocated by Mark Weiser has become one of the keywords to express a vision of the near future of computing systems. The "ubiquitous world" is a ubiquitous computing environment with integrated networks; computer integrated manufacturing system (CIMS) and invisible computers which equipped sensor microchips and radio frequency identification systems. Anyone can access the ubiquitous computing systems anytime and anywhere broader, without individual awareness or skills. Ubiquitous computing is becoming crucial elements to organize the activities of groups of people by use of groupware under workforce mobility. The computer-supported cooperative work is transforming from telework to ubiquitous work with new information and communication technologies that support people working cooperatively. Ubiquitous learning is a demand for the knowledge workforce for more multi-skilled professionals. It is a new and emerging education and training system that integrating e-learning of cyberspace and mobile learning of physical space with a global repository that has the potential to be accessed by anyone at any place and anytime under ubiquitous integrated computing environment. In this paper, we discuss the study of emerging trends through the implementation of work and learning that influenced ubiquitous computing technology prospects. Furthermore, the perspective of ubiquitous work and learning system, gaining quality, and hence credibility with emerging information and communication technologies in education and training systems in the area of the education system are discussed. The experimental results showed that CIMS could improve the students learned more efficiently and achieved better learning performance

    Using Educational Applications on tablets to Support Science Learning Among First-Grade Saudi Primary School Children

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    Multi-touch tablets and educational apps provide young learners with opportunities to support science learning, rarely offered by traditional science teaching methods such as the chalk and talk method, which is heavily employed in Saudi schools. In many developed countries such as United States and Canada the use of tablets in classrooms has increased when compared with other mobile devices due to the educational advantages of tablets’ unique affordances (Fritschi & Wolf, 2012). To date, research conducted on using tablets as educational tools and the potential of educational apps, especially with reference to science learning among children, is insufficient. The aim of this research therefore, was to explore the role of educational apps on tablets’ potential to support science learning and engagement among first-grade Saudi children, as well as to investigate the challenges encountered in implementing mobile learning to support science education. To fulfil this aim, I designed and carried out an interpretative study in a first-grade class in a private school in Riyadh, the capital city of the Kingdom of Saudi Arabia. I employed a qualitative approach to obtain deep and extensive understanding of mobile learning. I adopted social-constructivist theory to underpin my study. To collect data, I utilized semi-structured interviews, focus groups, and participant observation. The current study involved 17 female students between 6 and 7 years old. The data was examined by inductive thematic analysis. The findings indicated that these young learners’ experiences of learning using educational and gamified apps was both personally enjoyable and meaningful. It highly engaged them emotionally and cognitively. Furthermore, social interactions between peers regarding apps’ contents and activities scaffolded their science learning and constructed their personal understanding. Also, these findings suggest that animations and multimodal apps provided children with unique learning experiences regarding abstract scientific concepts and assisted them in gaining new knowledge. Mobile apps afforded the children scaffolds and challenges in proper balance, which maintained their motivation, helped them solve problems, and promoted persistence and risk-taking. The findings of this thesis will provide science teachers, policymakers, researchers, and app developers with an understanding of the potential impact of tablets’ affordances and apps’ educational advantages in supporting and facilitating science learning and their roles in encouraging engagement and scaffolding. Which might encourage science teachers to change the traditional methods that they use in teaching science and employ mobile learning and other modern methods
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