42 research outputs found

    Exploring The Factors Influencing Student's Intention To Use Mobile Learning in Indonesia Higher Education

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    This study proposes to explore the key factors influencing the university students’ intention to use mobile learning system in Indonesia. For this purpose, four direct factors incorporated into the Unified Theory of Acceptance and Use Technology (UTAUT): performance expectancy, effort expectancy, external influence, quality of services and another additional factor — individual innovativeness were examined. The study is based on an online survey being conducted among 284 respondents. Exploratory factor analysis is performed at the beginning of the analysis to extract six factors (5 independents, one dependent) using IBM SPSS then tested confirmative factor analysis employed structural equation modeling. All five investigated factors (independent) are significantly influencing the intention of the student to use mobile learning (dependent). The result is also indicated that the UTAUT obtained two extra factors that are personal innovativeness and prior mobile social media experiences as a catalyst

    A review of virtual reality applications in an educational domain

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    The use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although it helps students learn and enhances their performance. Moreover, some factors that lead to the limited use of virtual reality are lack of communication, delay in technology development, weak acquisition of knowledge, etc. This paper provides a comprehensive overview of virtual reality applications in educational institutions. The reviewed articles are taken from databases such as Science Direct, Ebscohost, and Scopus. Furthermore, the reviewed eighteen articles are published between 2016 and 2021. The study analyzed the reviewed articles based on different factors such as fields, purpose, targets, methods, citations, factors, and limitations. The findings revealed that virtual reality applications could play an essential role in the education domain. The reviewed articles highlighted the significant contribution of virtual reality applications in the education domain and their impact on the students’ performance. Moreover, the study revealed the critical factors used in VR environments, such as ease of use, efficiency, interactive environments, effectiveness, and learning environments

    Learning from the pandemic: the impacts of moving student-staff partnerships online

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    While numerous studies on the impacts of COVID-19 on university learning and teaching are now emerging, there has been less critical attention focused on the impact of the shift to online engagement on student-staff partnership (SSP) practices. This article analyses the experiences and perceptions of students and staff from an Australian university as they shifted their partnership practices online during the pandemic. It provides valuable insights into the specific positive and negative impacts of online SSP for students and staff, foregrounding both groups’ perceptions of the accessibility and communication aspects of online SSP. The study’s findings lead to the recommendation of a blended approach and will be of use as SSP programs recalibrate for a post-COVID context

    DAEN: Deep Autoencoder Networks for Hyperspectral Unmixing

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    Integration of educational technology during the Covid-19 pandemic: An analysis of teacher and student receptions

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    This study analyzes the integration of an educational technology platform and relates the difficulties faced amidst the Covid-19 pandemic. Initially, we sought to identify the chief barriers educators face when considering the adoption of Information and Communication Technology (ICT). Factors influencing primary and secondary education teachers’ (n = 15) and students’ (n = 335) perspectives on ICT integration for mathematics instruction were identified and analyzed from the perspective of different contexts (school vs home) and circumstances (in-person vs remote learning). Although we acknowledge the need for immediate decisions by educational stakeholders to facilitate online learning, our findings indicate the necessity of (a) careful examination of the features of potential platforms or tools and (b) a trial of such features prior to integration within an educational system. From an instructional design perspective, educational technologists should pay special attention to the degree of gamification, especially beyond the primary school level, as it may negatively impact incentives for student interaction and engagement. Where possible, the integration of technology should be driven by pedagogical goals and not technological pressures.</p

    Pacific Weekly, Feburary 11, 1955

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    https://scholarlycommons.pacific.edu/pacifican/1798/thumbnail.jp

    Daily Eastern News: January 25, 2005

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    https://thekeep.eiu.edu/den_2005_jan/1010/thumbnail.jp

    Daily Eastern News: January 25, 2005

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    https://thekeep.eiu.edu/den_2005_jan/1010/thumbnail.jp

    Daily Eastern News: January 25, 2005

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    https://thekeep.eiu.edu/den_2005_jan/1010/thumbnail.jp
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