4,450 research outputs found

    App creation in schools for different curricula subjects - lesson learned

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    The next generation of jobs will be characterized by an increased demand for people with computational and problem solving skills. In Austria, computer science topics are underrepresented in school curricula hence teaching time for these topics is limited. From primary through secondary school, only a few opportunities exist for young students to explore programming. Furthermore, today's teachers are rarely trained in computer science, which impairs their potential to motivate students in these courses. Within the "No One Left Behind" (NOLB) project, teachers were supported to guide and assist their students in their learning processes by constructing ideas through game making. Thus, students created games that referred to different subject areas by using the programming tool Pocket Code, an app developed at Graz University of Technology (TU-Graz). This tool helps students to take control of their own education, becoming more engaged, interested, and empowered as a result. To ensure an optimal integration of the app in diverse subjects the different backgrounds (technical and non-technical) of teachers must be considered as well. First, teachers were supported to use Pocket Code in the different subjects in school within the feasibility study of the project. Observed challenges and difficulties using the app have been gathered. Second, we conducted interviews with teachers and students to underpin our onsite observations. As a result, it was possible to validate Pocket Codes' potential to be used in a diverse range of subjects. Third, we focused especially on those teachers who were not technically trained to provide them with a framework for Pocket Code units, e.g., with the help of structured lesson plans and predefined templates.Comment: 10 pages, 5 tables EduLearn 201

    The Implementation of Canva as a Media for Learning English at SMK Negeri 2 Singaraja

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    This study intends to determine teachers’ challenges in teaching English using technological media, namely the Canva application. in this study, researchers used qualitative descriptive methods. An SMK N 2 Singaraja teacher participated in this study because he implemented the Canva application as a learning medium to meet the current educational system. According to (Titiyanti et al., 2022), With the help of Canva, teachers may provide a one-of-a-kind opportunity for students to engage their abilities and motivation in learned material. To get the data, the researcher used the semi-structured interview method as a data instrument for data collecting. The results of this study state that Canva media is very suitable for learning English because it can improve students’ ability to write, creativity, critical thinking, and motivation to learn. However, the teacher cannot trace this application, so the teacher cannot see the students’ work process in making brochures

    InfoInternet for Education in the Global South: A Study of Applications Enabled by Free Information-only Internet Access in Technologically Disadvantaged Areas (authors' version)

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    This paper summarises our work on studying educational applications enabled by the introduction of a new information layer called InfoInternet. This is an initiative to facilitate affordable access to internet based information in communities with network scarcity or economic problems from the Global South. InfoInternet develops both networking solutions as well as business and social models, together with actors like mobile operators and government organisations. In this paper we identify and describe characteristics of educational applications, their specific users, and learning environment. We are interested in applications that make the adoption of Internet faster, cheaper, and wider in such communities. When developing new applications (or adopting existing ones) for such constrained environments, this work acts as initial guidelines prior to field studies.Comment: 16 pages, 1 figure, under review for a journal since March 201

    SMARTPHONES AS ESSENTIAL EDUCATIONAL TOOLS IN THE EFL CLASSROOM

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    The world around us has changed and smartphones are present in every aspect of our daily lives. This advanced technology can benefit both students and teachers. However, teachers in North Macedonia still resist the changes that are essential for achieving a 21st century classroom.One simple and affordable way of improving the educational process is by using the smartphone as a teaching and a learning tool in the classroom. The successful implementation of smartphones in the regular curriculum will benefit both teachers and students.In this paper I will discuss the most common obstacles that students and teachers face, the appropriate solutions for those obstacles and the general advantages of the smartphone as an educational tool in the classroom. I will also offer practical examples for using the smartphones in the EFL classroom.Key words: smartphones, secondary schools, EFL

    Students’ Perception of Vodcast and Podcast as Instructional Material

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    The study was conducted to examine students’ perception of vodcast and podcast as instructional material. The study employed a survey research design. The total sample size for the study was two hundred and twenty-five (225) respondents. Data was analyzed and presented using mean statistic and standard deviation. Hypothesis for the study was analyzed using t-test with a p≤0.05 level of significance. Students in the study to a low extent (=1.97) agreed that vodcast and podcast increase productivity, promote creativity and facilitate academic learning. Respondents are of the view that the University of Nigeria, Nsukka postgraduate program is not yet advanced enough to use vodcast and podcast technologies for teaching students (=2.88). Unavailability of technologies had a significant influence on barriers that hinder students from using vodcast and podcast. Based on the findings and conclusion, it is recommended among others, that the University of Nigeria, Nsukka organize a capacity building workshop hinged on the use of top-notch technology for 21st century education; that departments in the university should motivate lecturers to employ technological tools in teaching through incentives as these will encourage every lecturer to key into the move

    Design of a Mobile Application for Providing Information to Advanced Level Students in Uganda

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    Education is the key to success in the existing world. Providing necessary information to students at the right stage of education that determines their future is useful to students, simplifies work, and reduces responsibilities for educators. Unfortunately, the existing ways of providing information to A'Level students in Uganda are unmodernized, and thus, important information is inadequately accessible to the students. Because of this, most students make uninformed decisions and study without focus. A prototype mobile application was designed to enable A'Level students to access necessary information about qualifications requirements, study materials, subjects, schools, etc. A rule-based method was also used to help students choose subjects that match their desired career options. The user interface design process followed a User-Centered Design approach to meet the students' requirements. SPSS software was used for analyzing the data, and results were obtained. The evaluation of the design showed that 95.76% of Advanced Level students who were participants agreed with the designed application prototype. This result indicated that A'Level students are interested in using mobile application technology to access information. This prototype design will ease students' getting information and ease educators' work, thereby saving the time wasted in attending to students physically to deliver all the necessary information.https://dorl.net/dor/20.1001.1.20088302.2022.20.2.2.7   

    Una aplicación móvil para estudiantes con dificultades de aprendizaje: diseño y validación

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    En los últimos años, el uso de tecnologías y dispositivos portátiles se ha generalizado en muchos campos y también en la educación. Hay además muchas investigaciones que demuestran la enorme difusión del uso y la popularidad de los dispositivos móviles entre los jóvenes. La tecnología móvil ofrece la capacidad de apoyar el aprendizaje y también ofrece tanto a los estudiantes como a los profesores oportunidades de aprendizaje personalizadas. Los principales factores para la adopción e implementación del M-Learning en las escuelas son la disposición y disposición de los maestros. Hay muchos estudios que demuestran las actitudes y percepciones positivas de los profesores de secundaria sobre el uso de dispositivos móviles en la escuela. Es más, un gran número de encuestas indican que el uso de tecnologías móviles, afecta positivamente la educación de los niños con necesidades educativas especiales como el autismo, dislexia, etc. Esta tesis doctoral tiene como objetivo el diseño y la evaluación de una aplicación educativa para Android que se espera ayude a los estudiantes de escuela secundaria griega con dificultades de aprendizaje a adquirir habilidades adicionales en matemáticas. En primer lugar, se han analizado las actitudes y percepciones de los profesores griegos de educación especial sobre el uso de las TIC en clase para asegurarse, por una parte, de que el conocimiento de los profesores en este campo es adecuado, teniendo en cuenta el hecho de que el conocimiento de las TIC no es una habilidad previa para convertirse en profesor. Esta etapa se realiza a través de cuestionarios estructurados y el análisis de los datos de las respuestas se ha realizado con el software IBM SPSS Statistics. En segundo lugar, en el marco de la elaboración de la tesis se ha creado una nueva aplicación tecnológica Android, destinada a ayudar a los estudiantes con dificultades de aprendizaje en el campo de las matemáticas. La herramienta de desarrollo de aplicaciones que se ha utilizado es Android Studio, el IDE oficial (Entorno de Desarrollo Integrado) para la plataforma Android. El lenguaje de programación que se ha utilizado es Java. Antes de su implementación la aplicación fue evaluada por 7 docentes especializados tanto en el área de informática como en matemáticas a través de un cuestionario estructurado. Se implementó su uso durante dos meses en escuelas de secundaria educación . Después de su implementación se evaluaron los resultados a través de entrevistas a profesores de educación especial y cuestionarios dirigidos a estudiantes con dificultades de aprendizaje con el fin de estimar, por un lado, las opiniones e impresiones de los estudiantes y profesores y, por otro lado, las habilidades potenciales que los estudiantes podían haber adquirido. El análisis estadístico de los cuestionarios de evaluación docente reveló que los profesores de matemáticas e informática tienen una actitud positiva hacia la aplicación “Love2LearnMaths”. El mismo punto de vista positivo hacia la aplicación se puede observar en las respuestas de los profesores entrevistados, que son los docentes de matemáticas para estudiantes con NEE. Los estudiantes de los departamentos de integración, por otro lado, parecen estar positivamente entusiasmados con el uso de la aplicación “Love2LearnMaths” como lo revela el análisis de los cuestionarios de los estudiantes para la evaluación de la aplicación.In recent years the use of portable technologies and devices has become widespread in many fields, such as in the economy, tourism, entertainment, but also in education. There are many surveys that prove the huge spread of use and popularity of mobile devices (mobile phones, tablets and laptops) among young people. On the other hand, mobile phones are mostly preferred compared to other mobile devices by secondary school students. Mobile technology offers the ability to support learning and also offers to both students and teachers personalized learning opportunities. The main factors for the adoption and implementation of M-Learning in schools are the willingness and readiness of teachers. There are many studies that prove the positive attitudes and perceptions of secondary school teachers on the use of mobile devices in school. However, specifically for Greece much fewer studies have been carried out. What is more, a great number of surveys indicate that the use of mobile technologies, affects positively the education of children with special educational needs such as autism, ADHD, dyslexia etc. Therefore, this PhD dissertation aims at the design and evaluation of an educational Android application that is expected to help Greek gymnasium’s students with learning difficulties to acquire extra skills in mathematics. Firstly, the attitudes and perceptions of Greek special education teachers about the use of ICTs in class have been analyzed to make sure on the one hand that teachers’ knowledge on this field is adequate, considering the fact that ICTs’ knowledge is not a prerequisite skill for becoming teacher. Additionally, teachers’ attitudes towards the use of ICTs in class have been clarified. This stage is carried out via structured questionnaires and the data analysis of the answers has been made with IBM SPSS Statistics software. Secondly, in the framework of the thesis’ elaboration, a new technological Android application has been created, aiming at assisting students with learning difficulties in the field of mathematics. The application development tool that has been used is Android Studio, the official IDE (Integrated Development Environment) for the Android platform. The programming language that has been used is Java, while XML’s knowledge was required in order to customize the formatting and the appearance of the application. The application was to be implemented in integration departments of two secondary Greek schools within a period of six months (finally the period was reduced to two due to covid-19 restrictions). Before its implementation the application was evaluated by 7 teachers specialized in both the area of informatics and mathematics via a structured questionnaire. After its implementation the results were evaluated via interviews with special education teachers and questionnaires addressed to students with learning difficulties in order to estimate on the one hand the opinions and impressions of the students and teachers because of its use and, on the other hand the potential skills that the students may have acquired. The statistical analysis of teachers' evaluation questionnaires revealed that mathematicians and informatics’ teachers have a positive attitude towards the application “Love2LearnMaths”. Similar attitudes towards mobile devices and apps in general had been announced by the Special Education teachers of the first phase of our research. The same positive point of view towards the application “Love2LearnMaths” can be observed in the answers of the interviewees, who are the special education mathematicians. Students of integration departments on the other hand, appear positively enthusiastic about the use of the application “Love2LearnMaths” as revealed by the analysis of Students’ questionnaires for the evaluation of the app.

    Use of m-Health Technology for Preventive Interventions to Tackle Cardiometabolic Conditions and Other Non-Communicable Diseases in Latin America- Challenges and Opportunities

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    In Latin America, cardiovascular disease (CVD) mortality rates will increase by an estimated 145% from 1990 to 2020. Several challenges related to social strains, inadequate public health infrastructure, and underfinanced healthcare systems make cardiometabolic conditions and non-communicable diseases (NCDs) difficult to prevent and control. On the other hand, the region has high mobile phone coverage, making mobile health (mHealth) particularly attractive to complement and improve strategies toward prevention and control of these conditions in low- and middle-income countries. In this article, we describe the experiences of three Centers of Excellence for prevention and control of NCDs sponsored by the National Heart, Lung, and Blood Institute with mHealth interventions to address cardiometabolic conditions and other NCDs in Argentina, Guatemala, and Peru. The nine studies described involved the design and implementation of complex interventions targeting providers, patients and the public. The rationale, design of the interventions, and evaluation of processes and outcomes of each of these studies are described, together with barriers and enabling factors associated with their implementation.Fil: Beratarrechea, Andrea Gabriela. Instituto de Efectividad Clínica y Sanitaria; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Diez Canseco, Francisco. Universidad Peruana Cayetano Heredia; PerúFil: Irazola, Vilma. Instituto de Efectividad Clínica y Sanitaria; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Miranda, Jaime. Universidad Peruana Cayetano Heredia; PerúFil: Ramirez Zea, Manuel. Institute of Nutrition of Central America and Panama; GuatemalaFil: Rubinstein, Adolfo Luis. Instituto de Efectividad Clínica y Sanitaria; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentin

    Digital-based instruction: Chances and challenges in English language teaching context

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    The use of Digital Based Instruction (DBI) nowadays seems to have many obstacles and difficulties. It is due to lack of digital literacy both lecturers and students. Meanwhile, many advantages also emerge through the use of DBI. It becomes the reason for the lecturers to keep on trying to develop their digital literacy to occupy the need of DBI to their English Language Teaching (ELT) class. This study aimed at revealing the chances and challenges of the implementation of DBI. Descriptive qualitative was employed in this study which involved the use of observation and interview as the instruments. The participants of this study were five English lecturers and 200 students. The findings showed that the chances of applying DBI cover activating students, elevating digital literacy, provoking students’ creativity, and creating new application. While some challenges are also emerged. It is due to limited devices and access, and limited digital literacy. The implementation of DBI could provoke the elevation of digital literacy and creativity if we could handle the challenges

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life
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