5 research outputs found

    The Effectiveness of Multimedia and Virtual Environments in Light of the Conflict Strategy to Reduce Misconceptions in Mathematics among First-Year University Students

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    The roots of misconceptions in mathematics among first-year students at Hashemite University can be traced back to a flaw in the foundation of their previous mathematics knowledge acquired over the course of their academic years. This flaw presents a significant challenge for them during their studies. This study aimed to determine the effectiveness of multimedia and virtual environments in reducing misconceptions in mathematics among first-year students at Hashemite University, based on the conflict strategy. The study sample consisted of a random cluster sample of 109 male and female students from Hashemite University. The researcher observed the students and recorded their test scores. The researcher conducted face-to-face interviews to collect data for the study and performed statistical analysis using the t-test. The results showed that the percentage of misconceptions in mathematics among firstyear students at the Hashemite University for types 1, 2, 3, 4, and 5, respectively, amounted to 23%, 8%, 13.8%, 14.7%, and 0%. And 13.8%. The study examined the effectiveness of multimedia and virtual environments in reducing misconceptions in mathematics among first-year students at Hashemite University, based on the conflict strategy

    The Effect of Using Mobile Applications in Treating Learning Difficulties Among Students in Jordan

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    In today’s digital era, interactive learning media is the right solution to improve the quality of effective and efficient learning. An active engagement between students and learning media using iSpring Suite can enhance student understanding and enthusiasm and motivate students in teaching and learning. This research aims to create Android-based interactive media using iSpring Suite for electric lighting installation learning materials. This research uses the Research and Development (R&D) method with a 4-D development model. This research consists of several stages: defining, designing, developing, and disseminating, and was conducted using validation sheet instruments. The results of this study indicated that the learning media experts confirmed that it was 93.8% valid. At the same time, the materials experts confirmed that it was 90.8% valid. Based on the validity percentage, Android-based interactive learning media using iSpring Suite is highly recommended for electric lighting installations subject. It has been well-tested and effectively applied as an Android-based interactive learning medium

    Teacher\u27s Implementation of Engaging Activities in Online High School Courses

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    Student engagement is critical to student success, graduation rates, and retention in both face-to-face and online learning environments. In an online environment, the teacher is responsible for implementing engaging instructional activities. The problem examined in this qualitative case study was the inconsistent teacher implementation of engaging instructional strategies in online courses at a school serving U.S. military-connected students. The purpose of the study was to investigate the motivation of teachers to support student engagement opportunities. Self-determination theory (SDT), which has autonomy, competence, and relatedness as main constructs, was used as the conceptual framework and the basis for the research questions. The research questions focused on influence of teacher\u27s motivation on implementation of engaging instructional activities. Seven online high school teachers were selected as participants. Data sources consisted of interviews with participants and assessments of the courses. Data was analyzed using open and axial coding based on SDT. Findings showed that motivation to implement the activities was positively influenced by autonomy, competence of content knowledge, and relationships. Motivation was negatively influenced by a lack of competence in technical skills in the online environment. As a result of the findings, a professional development workshop was developed to increase teacher\u27s understanding of student engagement and provide the instructors with an opportunity to collaborate with colleagues to create a resource toolbox for future use. The findings promote positive social change by adding to the body of knowledge on online learning in secondary schools and providing online high school teachers with insight about online course development and student engagement strategies they can use to positively affect student learning

    Ubiquitous hub for digital natives

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    This study was conducted to construct a model on ubiquitous hub for digital natives. Respondents were 250 digital native generation students, from a higher learning institution in Malaysia. The result of the regression, structural equation model and path analysis revealed that multitask as well as gratification and reward nurture digital natives to learn in ubiquitous computing environment. Digital natives characteristics of reliant on graphic for communication, and attitude toward technology are rejected from the model based on the statistical evidence. Test of the relationship between multitask toward gratification and reward via structural equation model shows that both influence each other. Conclusion on the set-up of ubiquitous hub for digital natives based on the model derived are discussed

    Ubiquitous Hub for Digital Natives

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