1,009 research outputs found

    STUDI LITERATUR MEDIA PEMBELAJARAN BERBASIS SIMULASI TATA CAHAYA DALAM TEKNIK FOTOGRAFI UNTUK SMK

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    Dalam mata pelajaran produktif SMK, salah satunya Desain Grafis dan Percetakan, terdapat materi pembahasan mengenai teknik penggunaan kamera dalam fotografi. Permasalahan yang sering terjadi adalah siswa yang masih gagap terhadap beberapa fungsi dasar yang perlu dikenal terlebih dahulu sebelum melakukan praktikum. Studi literatur ini menggunakan Systematic Literature Review atau SLR, yakni menyeleksi tiap jurnal atau penelitian terdahulu dan mendapatkan hasil berupa rujukan dari model / ide yang akan dikembangkan ke depannya. Untuk pemilihan jurnal dapat dilakukan secara kolektif, dengan mempertimbangkan aspek perencanaan, pelaksanaan, dan pelaporan. Hasil yang didapatkan dari studi literatur ini adalah penerapan media simulasi yang mencapai angka kisaran 90% untuk uji kevalidan dan hasil pembelajaran siswa, juga sekitar 75% siswa merasa dapat menggunakan media simulator pada saat pembelajaran penting, baik di bidang IT, maupun bidang non IT. Selain itu, beberapa siswa juga tertarik untuk mempelajari dan ikut mengembangkan penerapan media simulasi untuk pembelajaran-pembelajaran selanjutnya

    An active tangible user interface framework for teaching and learning artificial intelligence

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    Interactive and tangible computing platforms have garnered increased interest in the pursuit of embedding active learning pedagogies within curricula through educational technologies. Whilst Tangible User Interface (TUI) systems have successfully been developed to edutain children in various research, TUI architectures have seen limited deployment in more complex and abstract domains. In light of these limitations, this paper proposes an active TUI framework that addresses the challenges experienced in teaching and learning artificial intelligence (AI) within higher educational institutions. The proposal extends an aptly designed tabletop TUI architecture with the novel interactive paradigm of active tangible manipulatives to provide a more engaging and effective user interaction. The paper describes the deployment of the proposed TUI framework within an undergraduate laboratory session to aid in the teaching and learning of artificial neural networks. The experiment is assessed against currently adopted educational computer software and the obtained results highlight the potential of the proposed TUI framework to augment students’ gain in knowledge and understanding of abstracted threshold concepts in higher education

    Exploring just-in-time teaching 3D development as a tool for enhancing knowledge and understanding.

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    The integumentary system (skin) is the first line of defence in the body and part of the innate immune system. Within first-year modules on Pharmaceutical Biology and Integrative Physiology in the Masters of Pharmacy degree at Robert Gordon University (RGU), several software tools were used to support both lecture and coursework material for the immune and integumentary systems. However, students had difficulty visualizing the various layers of the skin and how they become affected by different skin lesions. As a response to these identified learning difficulties, a just-in-time teaching three-dimensional e-learning object was developed using free-to-use 3D CAD packages, alongside common elearning software. The outcome was a virtualised human arm equipped to illustrate and label primary or secondary skin lesions whilst allowing spatial manipulation of the arm. This allowed students to manipulate and identify the specific skin layers involved. Evaluation of student engagement and learning was favourable, with students reflecting that they had a better understanding of the topic. Initial findings from this study highlight the benefits of quick, low-cost 3D production processes as just-in-time teaching elearning tools that have a positive impact on students' performance

    Component-Based Tools for Educational Simulations

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    e-Learning is an effective medium for delivering knowledge and skills. In spite of improvements in electronic delivery technologies, e-Learning is still a long way away from offering anything close to efficient and effective learning environments. To improve e-Learning experiences, much literature supports simulation based e-Learning. This thesis begins identifying various types of simulation models and their features that induce experiential learning. We focus on designing and constructing an easy-to-use Discrete Event Simulation (DES) tool for building engaging and informative interactive DES models that allow learners to control the models’ parameters and visualizations through runtime interactions. DES has long been used to support analysis and design of complex systems but its potential to enhance learning has not yet been fully utilized. We first present an application framework and its resulting classes for better structuring DES models. However, importing relevant classes, establishing relationships between their objects and representing lifecycles of various types of active objects in a language that does not support concurrency demand a significant cognitive workload. To improve this situation, we utilize two design patterns to ease model structuring and logic representation (both in time and space) through a drag and drop component approach. The patterns are the Delegation Event Model, used for linking between components and delegating tasks of executing and updating active objects’ lifecycles, and the MVC (Model-View-Controller) pattern, used for connecting the components to their graphical instrumentations and GUIs. Components implementing both design patterns support the process-oriented approach, can easily be tailored to store model states and visualizations, and can be extended to design higher level models through hierarchical simulation development. Evaluating this approach with both teachers and learners using ActionScript as an implementation language in the Flash environment shows that the resulting components not only help model designers with few programming skills to construct DES models, but they also allow learners to conduct various experiments through interactive GUIs and observe the impact of changes to model behaviour through a range of engaging visualizations. Such interactions can motivate learners and make their learning an enjoyable experience

    Augmented Reality Technology in Teaching about Physics: A systematic review of opportunities and challenges

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    The use of augmented reality (AR) allows for the integration of digital information onto our perception of the physical world. In this article, we present a comprehensive review of previously published literature on the implementation of augmented reality in physics education, at the school and the university level. Our review includes an analysis of 96 papers from the Scopus and Eric databases, all of which were published between January 1st, 2012 and January 1st, 2023. We evaluated how AR has been used for facilitating learning about physics. Potential AR-based learning activities for different physics topics have been summarized and opportunities, as well as challenges associated with AR-based learning of physics have been reported. It has been shown that AR technologies may facilitate physics learning by: providing complementary visualizations, optimizing cognitive load, allowing for haptic learning, reducing task completion time and promoting collaborative inquiry. The potential disadvantages of using AR in physics teaching are mainly related to the shortcomings of software and hardware technologies (e.g., camera freeze, visualization delay) and extraneous cognitive load (e.g., paying more attention to secondary details than to constructing target knowledge)

    Industry attitudes and behaviour towards web accessibility in general and age-related change in particular and the validation of a virtual third-age simulator for web accessibility training for students and professionals

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    While the need for web accessibility for people with disabilities is widely accepted, the same visibility does not apply to the accessibility needs of older adults. This research initially explored developer behaviour in terms of how they presented accessibility on their websites as well as their own accessibility practices in terms of presentation of accessibility statements, the mention of accessibility as a selling point to potential clients and homepage accessibility of company websites. Following from this starting point the research focused in on web accessibility for ageing in particular. A questionnaire was developed to explore the differences between developer views of general accessibility and accessibility for older people. The questionnaire findings indicated that ageing is not seen as an accessibility issue by a majority of developers. Awareness of ageing accessibility documentation was also very low, highlighting the need for raising awareness of accessibility practices for ageing. Current age-related documentation developed by the Web Accessibility Initiative was then examined and critiqued. The findings show a tension between the machine-centric Web Content Accessibility Guidelines 2.0 (WCAG 2.0) and the needs of older people. Examination of guidelines when compared to research-derived findings reveal that the Assistive Technology (AT) centric structure of the documentation does not appropriately highlight accessibility practices in a context that matches the observed behaviour of older people. The documentation also fails to appropriately address the psycho-social ramifications of how older people choose to interact with technology as well as how they identify themselves in relation to any conditions they have which may be considered disabling. The need for a novel, engaging and awareness-raising tool resulted in the development of what is essentially a "Virtual third-age simulator". This ageing simulator is the first to combine multiple impairments in an active simulation and uses eye-tracking technology to increase the fidelity of conditions resulting in partial sightedness. It also allows for developers to view their own web content in addition to the lessons provided using the simulations presented in the software. The simulator was then validated in terms of its ability to raise awareness as well as its ability to affect web industry professionals' intentions towards accessible practices that benefit older people

    The four-component instructional design model (4C/ID): A meta-analysis on use and effect

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    The four-component instructional design model (4C/ID) has been increasingly used in face-to-face and online learning environments. We present a meta-analysis on the use and effect of educational programs developed with the 4C/ID model on performance, after more than 20 years of its application and research in different academic areas and technical training. We performed the meta-analysis through the combination of the effect sizes of the studies using Cohen’s d. The combination of the studies suggests that the use of educational programs developed with 4C/ID has a high impact on performance (d = 0.79), regardless of the academic area, the design of the study and the outcome (knowledge and complex skills). The grade under study was a significant moderator on the effect, showing that the higher-education level is more suitable for application of the 4C/ID model. Our results suggest that the use of the 4C/ID model should be prioritized as instructional model in college and university learning environments.info:eu-repo/semantics/acceptedVersio

    Design of a Novel Low Cost Point of Care Tampon (POCkeT) Colposcope for Use in Resource Limited Settings

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    Introduction: Current guidelines by WHO for cervical cancer screening in low- and middle-income countries involves visual inspection with acetic acid (VIA) of the cervix, followed by treatment during the same visit or a subsequent visit with cryotherapy if a suspicious lesion is found. Implementation of these guidelines is hampered by a lack of: trained health workers, reliable technology, and access to screening facilities. A low cost ultra-portable Point of Care Tampon based digital colposcope (POCkeT Colposcope) for use at the community level setting, which has the unique form factor of a tampon, can be inserted into the vagina to capture images of the cervix, which are on par with that of a state of the art colposcope, at a fraction of the cost. A repository of images to be compiled that can be used to empower front line workers to become more effective through virtual dynamic training. By task shifting to the community setting, this technology could potentially provide significantly greater cervical screening access to where the most vulnerable women live. The POCkeT Colposcope’s concentric LED ring provides comparable white and green field illumination at a fraction of the electrical power required in commercial colposcopes. Evaluation with standard optical imaging targets to assess the POCkeT Colposcope against the state of the art digital colposcope and other VIAM technologies. Results: Our POCkeT Colposcope has comparable resolving power, color reproduction accuracy, minimal lens distortion, and illumination when compared to commercially available colposcopes. In vitro and pilot in vivo imaging results are promising with our POCkeT Colposcope capturing comparable quality images to commercial systems. Methods: Rapid 3D printing, consumer grade light sources, and cameras were used to construct the TVDC. The TVDC’s concentric LED ring provides comparable white and green field illumination at a fraction of the electrical power required in commercial colposcopes, and crossed polarizers provide a reduction in glare. Evaluation was performed using standard optical imaging targets to assess the TVDC against the state of the art digital colposcope and other VIA technologies. Results: Our TVDC has comparable resolving power, color reproduction accuracy, minimal lens distortion, and illumination when compared to commercially available colposcopes. In vitro and pilot in vivo imaging results are promising with our TVDC capturing images of comparable quality to commercial systems. Conclusion: The TVDC is capable of capturing images suitable for cervical lesion analysis. Our portable low cost system will be useful for increasing access to cervical cancer screening and diagnostics in resource-limited settings by providing a more readily portable and easy to use device for medical personnel.The image data and support information that is published in the article "Design of a Novel Low Cost Trans-Vaginal Digital Colposcope for use in Resource Limited Settings" are available at: http://dukespace.lib.duke.edu/dspace/handle/10161/8357.National Institutes of Health (US) 5R21CA162747-0

    A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments

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    This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State University that addressed gender issues in VR-based training. This cross-case analysis synthesized the results of these two studies to draw conclusions and implications for CTE educators that may assist in developing or implementing successful virtual learning environments for occupational training. The cross-study findings suggested that males and females may be differently affected by VR and that females may be less comfortable, confident, and capable in virtual learning environments, particularly when the environments are highly technical and visually complex. The findings indicate caution in the use of VR in mixed-gender CTE programs, particularly in programs that are heavily female-gendered
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