161 research outputs found
Stacking-based uncertainty modelling of statistical and machine learning methods for residential property valuation
Estimating real estate prices helps to adapt informed policies to regulate the real estate market and assist sellers and buyers to have a fair business. This study aims to estimate the price of residential properties in District 5 of Tehran, Capital of Iran, and model its associated uncertainty. The study implements the Stacking technique to model uncertainties by integrating the outputs of basic models. Basic models must have a good performance for their combinations to have acceptable results. This study employs four statistical and machine learning models as basic models: Random Forest (RF), Ordinary Least Squares (OLS), Weighted K-Nearest Neighbour (WKNN), and Support Vector Regression (SVR) to estimate the price of residential properties. The results show that the integrated output is more accurate for the quadruple combination mode than for any of the binary and triple combinations of the basic models. Comparing the Stacking technique with the Voting technique, it is shown that the Mean Absolute Percentage Error (MAPE) reduces from 10.18% to 9.81%. Hence we conclude that our method performs better than the Voting technique.</p
The Mineral Biochar Alters the Biochemical and Microbial Properties of the Soil and the Grain Yield of Hordeum vulgare L. under Drought Stress
Biochar improves soil physical, biochemical, and microbial properties, leading to the amelioration of soil fertility, which, in turn, results in better growth and yield in crop plants. The current study aimed to evaluate whether using different levels of biochar can enhance soil characteristics and plant attributes. Accordingly, an experimental study was conducted in 2022 using a randomized complete block design with four replications (n = 4) in the experimental glasshouse of the University of Zanjan, in which two regimes of irrigation (D0, full irrigation as the control; D1, water scarcity was applied immediately after the flowering stage for two weeks) and four levels of natural mineral biochar (0% as the control treatment, 0.25, 0.5, and 1% of soil weight) were applied. The results indicated that drought substantially decreased the organic carbon content of the soil and the grain yield while increasing the available phosphorous, soil carbohydrate content, and microbial biomass of the soil. Biochar could considerably alter the means of the studied soil quality parameters and the barley grain yield. Adding biochar could be considered a valid strategy to increase the resistance of plants to drought
The impact of computer game-making on the creativity of elementary students
Background and Objectives: Today Computer games are one of the most effective media among various educational media. However, playing games can be used as a training method in education process. But in the opinion of many researchers, the making the game by the students can have deeper effects and it is an instructive and enjoyable experience for people, especially students. Computer game-making will stimulate thinking and creativity because in this action individual engaged in the multi-dimension activities. Due to the computer game-making by students is the new phenomenon and lack of enough research on the impact of this activity on creativity, there is a need for more research in this area. In this regard, the main purpose of this study was to investigate the effect of computer game-making on the creativity of elementary male students and sub-objectives were include: 1-Investigating the effect of computer game-making on the fluid dimension of creativity. 2- Investigating the effect of computer game making on the originality dimension of creativity. 3-Investigating the effect of computer game making on the flexibility dimension of creativity. 4- Investigating the effect of computer game making on the expansion dimension of creativity. Materials and Methods: The research method in this study was a quasi-experimental pre-test and post-test design with a control group. The statistical population was all boys' primary schools in the city of Islamshahr. One of these schools was selected. The sample of this study was 40 students from fourth to sixth grade who were selected using simple random sampling method and were randomly assigned to the control and experimental groups. The data collection tool was the Torrance Form B Creativity Test, which includes four subscales: fluidity, flexibility, originality, and expansion. The method of data collection was survey and the method of data analysis was differential t-test. Findings: Data analysis showed that computer game-making had a positive effect on creativity and its dimensions. Regarding the sub-hypotheses, the results showed that the mean score of the fluidity dimension of creativity in the experimental group was 9.21 with a standard deviation of 4.52 and the mean score of the control group was 2.25 with a standard deviation of 1.43. Analysis of the data showed that the experimental group experienced more changes in the creative fluid dimension than the control group and their fluidity increased compare to before playing, (sig 0.001). Therefore, the research hypothesis was confirmed at the level of P Conclusion: game-making involves the user in a real multidimensional problem, and it can provide the context for fostering creativity. Game-making required the presentation of new ideas in the process of designing and producing games, and students saw the result of their work objectively, they had an inner motivation to keep working and continued to complete their ideas as well as come up with new ideas, and this is the point that has been emphasized in theories of creativity.  ===================================================================================== COPYRIGHTS ©2020 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers. ====================================================================================
Validating Printed and Electronic Version of Digital Natives Assessment Scale (DNAS)
Background and Objective: The educational system, each decade, faces special audience as learners. These students have special educational characteristics, needs, interests, and preferences that significantly improve the policies, quantity, and quality of the educational system services. The emergence of a generational phenomenon in academic discourses are addressed with themes such as "students of this period of time" and issues such as the differences between the students of the current period of time and the past with respect to motivation, scientific perseverance, academic interests, and academic ethics. The subject of the differences between the learners of one period and another is referred to as the generation gap. Generational issues are one of the most important themes in the field of education, especially higher education. In the early years of the 21st century, some theories about the new generation entering universities were proposed stating that these learners have certain characteristics due to their birth and growth in the age of technology. Labels such as Digital Natives, Millennial, Network Generation, and Digital Learner have been set. The present study aims to validate the Digital Native Characteristics Scale (DNAS). Methods: Regarding to the issue of validity consideration in electronic versions of the instruments; therefore, electronic and printed versions of this scale validated by descriptive-survey method. The population included 7320 undergraduate students of Birjand University who were studying in the academic year 2017-2018. The number of samples in the present study was 374 students who selected from 10 faculties of Birjand University based on the table of sample size of Krejcie and Morgan and using cluster sampling method. The sampling method was such that one class was randomly selected in each faculty, and about 50% of the class population randomly completed the Digital Natives Measurement Scale electronically and the other 50% in print. Findings: The results of exploratory factor analysis showed that both electronic and printed versions had satisfactory validity and reliability. The scale revealed 4 features for digital natives, including: (1) grow up with technology; (2) reliance on the graphic in communication; (3) multitasking; and (4) instant feedback. The electronic version and printed version explained 65.71% and 62.43% of the variance respectively. The total reliability was obtained by Cronbach alpha for the electronic and printed version were α = 0.89 and α = 0.91 respectively. All four identified components in both print and electronic versions had optimum reliability. Conclusion: Comparing the psychometric characteristics of the two electronic and printed formats in the present study did not show a significant difference between these versions. According to the research findings that have confirmed the construct validity and reliability of this scale, this instrument can be used in future research for the purpose of measuring the characteristics of digital natives in Iranian culture and at the academic community. However, pre-university courses it require more research. Also, this instrument can be used for educational design and teaching purposes by educational designers and can be used to adapt the training to the characteristics of this generation. Despite the optimal validity and reliability of the scale in this research, it is recommended that new instruments be designed and validated in future research considering the findings of the present study and using generational theories in Iran.  ===================================================================================== COPYRIGHTS ©2020 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers. ====================================================================================
Construction and validation of the questionnaire of technology learning competencies of student-teachers
Background and Objectives:Given the impact that new technologies have had on individual and social activities, it is the task of education to respond to the growing needs of the society. To emphasize this task, UNESCO, in 2008, in collaboration with major companies such as Microsoft, Intel, Cisco, the International Association of Education Technology, the Polytechnic Institute and the University of Virginia, designed a document for teacher information and communication technology knowledge. Due to the importance of the issue and the welcome of member countries, this document was further revised. In the introduction to this document, students and teachers must be able to use technology effectively to live, learn and function successfully in highly complex, knowledge-based and information-rich environments. Education should strive to design students with specific characteristics that meet the needs of today's societies by designing an appropriate environment. Some of these characteristics are: capable of using information technology, searcher, analyst and information evaluator, decision maker and problem solver, capable of effective and creative use of productivity tools, informed, responsible and participatory citizens. By increasing the daily and effective use of technology in the educational process, student-teachers gain the opportunity to learn through technology. The growth and development of various information and communication technologies has made it possible to build a variety of software, hardware and Internet networks that can help the educational system of any country in a variety of formal, informal and free learning. Accordingly, given the important role that the teacher has in organizing learning experiences, it is necessary for them to be trained in a way that finds the necessary attitude, knowledge and skills. Accordingly, in-service and pre-service professional programs for teachers should include objective experiences of information and communication technology in the professional dimension. The present paper aims to construct, validate and estimate the reliability of the questionnaire of technology competencies of student-teachers at Shahid Rajaee Teacher Training University (SRTTU) in Tehran. Methods: To do so a questionnaire was developed after a systematic review of literature on theories of technology competencies. Through a random cluster sampling a sample of 60 student teachers of SRTTU was selected and the questionnaire was administered among them. The instrument included 49 items. Item analysis such as item discrimination and loop, construct validation (factor analysis) and reliability analysis (Cronbach Alpha) were utilized. Findings: In factor analysis, three factors were identified as: technology knowledge, knowledge consolidation and knowledge production. The reliability of the questionnaire turned out to be .98. The results indicate that the instrument is both reliable and valid and can be readily used to assess student-teachers’ technology competencies. Conclusion: The results indicate that the instrument is both reliable and valid and can be readily used to assess student-teachers’ technology competencies
Impact use of education model based on mobile learning environments on Social peresence and teaching peresence for intellectual schools students in mathematical lesson
Background and Objective:Mobile learning is a subset of e-learning and focuses on the use of portable learning tools. This method of learning allows learning regardless of time and place. In learning, students are able to learn from a variety of sources around the world. This enrichment leads to effective and meaningful learning. In addition, learners in this environment can change their learning environment and use a variety of learning experiences. The role of social (communication) and managerial processes (teaching and classroom skills) is also important in this regard. The purpose of this research is Impact use of education model based on mobile learning environments on Social peresence and teaching peresence for Smart schools students in mathematical lesson. Methods: in this research goal, a mixed methods research was used. In this research we used quasi-experimental with pre-test and post-test design with control group. Research statistical population included all girl students studying in Tehran Smart schools. In order to select the sample size using multi-stage cluster sampling method from among smart schools in Tehran, one school was selected and finally 15 people were in the experimental group and 15 people in the control group. Multivariate analysis of covariance was used to test the first and second hypotheses of the study. Findings: The results showed that the application of this model was effective on all dimensions of social presence and teaching presence in the experimental group compared to the control group (in the post-test). Conclusion:. The present study was conducted to investigate the effect of the application of mobile learning model based on social presence and attendance of smart school learners in mathematics. The results of the analysis of research data indicate that the application of mobile learning model has a positive effect on social presence and the presence of smart school students teaching in mathematics. Students in the mobile learning management system scored higher than the other group trained in the traditional environment. This indicates the effectiveness of the environment designed for mobile learning in terms of social presence and teaching.  ===================================================================================== COPYRIGHTS ©2019 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers. ====================================================================================
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