12 research outputs found

    Potential of EPUB3 for Digital Textbooks in Higher Education

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    The e-book market is currently in a strong upswing. This research study deals with the question which practical uses the e-book format EPUB3 offers for (higher) education. By means of a didactic content analysis, a range of interactive exercise types were developed as a result of conversations with teachers. For this purpose, a didactic and technical concept has been developed. Different kinds of exercises were prototypically implemented in an e-book. Finally, a brief overview reflects the present state of the current e-book readers. A subsequent discussion illuminates the strengths and weaknesses of the format. In summary, it can be remarked that EPUB3 is suitable for a variety of different exercises and that it is able to serve as a basic format for forthcoming digital textbooks. Furthermore the openness of EPUB3 will assist Open Learning and Teaching in a meaningful way.Comment: Conference, 13 page

    E-Book Berbasis Elaborasi Gambar Sebagai Penguatan Kognitif Siswa

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    The development resulted in an e-book based on image elaboration as a learning medium for cognitive strengthening. Luther-Sutopo's version of the MDLC (Multimedia Development Life Cycle) includes: concept, design, material collecting, assembly, testing, and distribution is a method for development. Data analysis used quantitative and qualitative. The e-book has been declared valid and suitable for use in learning based on the results of the validation of media experts 95.83 percent and material experts 100 percent. Students have stated that ebooks are effective 86.5 percent. E-books provide cognitive reinforcement to students' analytical skills based on increasing pretest and posttest scores.AbstrakPengembangan menghasilkan E-book berbasis elaborasi gambar sebagai media pembelajaran untuk penguatan kognitif. MDLC (Multimedia Development Life Cycle) versi Luther-Sutopo meliputi: Konsep, Desain, Pengumpulan materi, Pembuatan, Pengujian, dan Distribusi merupakan metode untuk pengembangan. Analisis data menggunakan kuantitatif dan kualitatif. E-book telah dinyatakan valid dan layak digunakan dalam pembelajaran berdasarkan hasil validasi ahli media 95.83 persen dan ahli materi 100 persen. Siswa telah menyatakan bahwa ebook efektif 86.5 persen. E-book memberikan penguatan kognitif pada kemampuan analisis siswa berdasarkan peningkatan nilai pretest dan posttest

    The use of ebooks as a strategy to improve learning

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    The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how the use of ebooks can improve learning, motivation, dynamism and interactivity in Distance Education. This study was supported by a bibliographic review and a survey method through an online questionnaire used as data collection instruments. The sample consisted of students who attended distance courses taught by the Open University ISCED – UnISCED in Mozambique. The scientific literature studied, and the results from the field research, show the practicality of using ebook as a learning resource and they facility the interactivity.info:eu-repo/semantics/publishedVersio

    Pengembangan Bahan Ajar E-Book Interaktif Materi Jurnal Khusus Akuntansi Perusahaan Dagang Berbasis Scientific Approach Sebagai Sumber Belajar Alternatif Kelas XI SMK Negeri 2 Buduran Sidoarjo

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    Tujuan penelitian ini adalah untuk mengetahui proses pengembangan, kelayakan, dan respon siswa terhadap bahan ajar yang dikembangkan. Penelitian ini merupakan jenis penelitian pengembangan dengan menggunakan model pengembangan 4-D dari Thiagarajan. Namun penelitian ini hanya sampai pada pengembangan (develop). Uji coba dilakukan dengan 20 peserta didik kelas XI Akuntansi SMK Negeri 2 Buduran Sidoarjo. Teknik pengumpulan data menggunakan lembar telaah, lembar validasi, dan angket respon siswa. Data yang diperoleh dianalisis secara deskriptif dengan teknik persentase. Hasil penelitian menunjukkan kelayakan isi sebesar 86,15% dengan kriteria sangat layak, penyajian sebesar 84,5% dengan kriteria sangat layak, bahasa sebesar 91,42% dengan kriteria sangat layak, dan kegrafikan sebesar 94,88% dengan kriteria sangat layak. Rata-rata keempat komponen tersebut adalah sebesar 89,23% dengan kriteria sangat layak. Rata-rata persentase dari respon siswa adalah sebesar 94,08% dengan kriteria sangat baik. Kata Kunci: bahan ajar, e-book interaktif, pendekatan saintifik, akuntansi perusahaan dagang

    Usability and Usage of Interactive Features in an Online Ebook for CS Teachers

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    There are too few secondary school computing teachers to meet international needs for growing secondary school computing education. Our group has created an ebook to help prepare secondary teachers to teach the programming and big data concepts in the new AP Computer Science Principles course. The ebook was designed using principles from educational psychology, specifically worked examples and cognitive load. The ebook interleaves worked examples and interactive practice activities, which we believe will lead to more efficient and effective learning than more typical approaches to learning programming. This paper reports the results from initial studies of our ebook. First, we conducted a usability study comparing three different ebook platforms. Next, we conducted a study of teacher use of the ebook. Ten teachers worked through the first eight chapters of the ebook at their own pace. Five of the ten teachers completed the first eight chapters which is a 50% completion rate. Significantly, teachers who used more of the interactive features in the ebook did better on the post-tests and reported higher confidence in their ability to teach the material than teachers who used few of the interactive features

    Instructional elements in an online information literacy Open Educational Resource (OER) and their influence on learner achievement, satisfaction, and self-efficacy

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    This study tested the influence of instructional elements within an online Open Educational Resource (OER) focused on information literacy (IL) on outcome measures of IL achievement, learner satisfaction and IL self-efficacy among undergraduate students. An online OER was designed to address the domains of access, evaluation and communication of IL guided by the notion of instructional scaffolding and self-regulated learning. Participants were randomly placed into one of six different OER conditions: (a) full version with all instructional elements, (b) lean version, (c) version without tooltip text, (d) version without embedded practice questions, (e) version without learning objectives and (f) version without summaries. There were no significant differences found across the six conditions on the dependent measures. Participants averaged 58% for IL achievement, performing slightly better in the domain of access versus evaluate and communicate. Limitations include a controlled laboratory setting where participants were not necessarily motivated to complete the study tasks at a high level of achievement. Future research can explore more ecologically valid environments where learners might be more motivated, along with more rigorous intervention and assessment construction. This paper includes implications for educators and researchers to explore the established and innovative instructional elements that are natural affordances of an online OER in IL. This paper presents innovative IL instruction that does not require instructor or learner training and evaluates its effectiveness using a sound, replicable methodological approach to isolate the effects of the individual instructional elements

    Designing an Effective Interactive E-book for Computer Science Education

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    There’s a need to develop more computer science teachers around the world. As massive open online courses have been failing, an interactive e-book used for distance learning might fulfill this need. This research seeks to determine what makes for good usability in a computer science e-book and measuring if teachers learn using them. The study investigates participants’ preferences for interactive computer science e-book designs and usability, in an attempt to review and develop guidelines for educational e-book creation. Comparisons and preferences were made between three interactive educational computer science e-books and specific multimedia widgets within them. Based on the reported findings, some general guidelines were suggested for increasing usability within interactive e-books and ways to enhance their educational value. The results of the study suggest that interactive educational e-books are an effective alternative to current distance learning methods for teaching computer science.Undergraduat

    فاعلية برنامج تعليمي مقترح لتنمية مهارات تصميم الكتب الإلكترونية التفاعلية وإنتاجها لدى طالبات دبلوم التعلم الإلكتروني بجامعة الأميرة نورة بنت عبد الرحمن. Effectiveness of a Proposed Educational Program in Developing the Skills of designing and developing Interactive E-Books among E-Learning Diploma Students at Princess NourahBint Abdulrahman University

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    هدف البحث الحالي إلى الكشف عن فاعلية برنامج تعليمي مقترح لتنمية مهارات تصميم الكتب الإلكترونية التفاعلية وإنتاجها لدى طالبات دبلوم التعلم الإلكتروني بجامعة الأميرة نورة بنت عبد الرحمن، واتبعت الباحثة المنهج شبه التجريبي للتحقق من فروض البحث، وتكونت عينةُ البحث من مجموعة واحدة من الطالبات بلغ عددهن (22) طالبة، وتكونت أدوات القياس من اختبار تحصيلي لقياس الجانب المعرفي لمهارات تصميم الكتب الإلكترونية التفاعلية وإنتاجها، وبطاقة ملاحظة الأداء لقياس الجانب الأدائي لتلك المهارات، وأشارت نتائج الدراسة إلى فاعلية البرنامج التعليمي المقترح في تنمية مهارات تصميم الكتب الإلكترونية التفاعلية وإنتاجها لدى الطالبات، وأوصت الباحثة بضرورة إفادة برامج التعليم العالي من مميزات الكتب الإلكترونية التفاعلية وتوظيفها في التعليم خطوة نحو تفعيل التعليم الإلكتروني. The present study aimed to investigate the effectiveness of a proposed educational program on developing the skill of designing and developing interactive e-books among the female students of E-learning diploma. It utilized the experimental approach to verify the study hypotheses. The sample consisted of (22) students. It also applied an achievement test to measure the cognitive aspect and an observation card to measure the performative aspect of designing and developing interactive e-books skills. The results showed that the effectiveness of the proposed educational program in developing the skills of designing and developing interactive E-Books among students at Princess Nourah Bint Abdulrahman University. The study recommended the need to benefit from interactive e-books that should be utilized in university education for developing e-learning

    The development of design guidelines for educational programming environments

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    Introductory programming courses at university are currently experiencing a significant dropout and failure rate. Whilst several reasons have been attributed to these numbers by researchers, such as cognitive factors and aptitude, it is still unclear why programming is a natural skill for some students and a cause of struggle for others. Most of the research in the computer science literature suggests that methods of teaching programming and students’ learning styles as reasons behind this trend. In addition to the choice of the first programming language taught. With the popularity of virtual learning environments and online courses, several instructors are incorporating these e-learning tools in their lectures in an attempt to increase engagement and achievement. However, many of these strategies fail as they do not use effective teaching practices or recognise the learning preferences exhibited by a diverse student population. Therefore this research proposes that combining multiple teaching methods to accommodate different learners' preferences will significantly improve performance in programming. To test the hypothesis, an interactive web based learning tool to teach Python programming language (PILeT) was developed. The tool’s novel contribution is that it offers a combination of pedagogical methods to support student’s learning style based on the Felder-Silverman model. First, PILeT was evaluated by both expert and representative users to detect any usability or interface design issues that might interfere with students’ learning. Once the problems were detected and fixed, PILeT was evaluated again to measure the learning outcomes that resulted from its use. The experimental results show that PILeT has a positive impact on students learning programming

    Developing a highly interactive ebook for CS instruction

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