65 research outputs found

    The Roles of Electronic Books in the Transformation of Learning and Instruction

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    In order to better meet the needs of classes with Ebooks being involved in, Ebooks must be designed with a lot of special functions, which is called eTextbooks by the authors. The functions of eTextbooks, the class preparations and responsive teaching by incorporating formative assessment would help to transforming learning and instruction. Note-taking, bookmarking, annotating, and highlighting, working on assignments are the key functions of eTextbooks to follow students' study habits and to meet the requirement of instruction. The relevant management is the key issues to keep eTextbook running smoothly in class. Such as assignment distribution, note management, assignment management, searching, dictionary, synchronizing functions, copy contents or notes, print contents or notes, Internet connection, communicating with parents via Internet, eTextbook control by teachers, and contents transmission between teachers and students. If the teachers had more experiences with instructional design, they would be able to conduct better class preparation. Through integrating materials, devices and software compositely, learning outcomes would optimally meet the instructional objectives. Responsive teaching through Ebooks/eTextbooks, which meet the individual needs and strengths of diverse learners, takes the stance that curriculum developers in general and Ebook designers in particular must play a larger role in rendering the burden of customization manageable for teachers

    To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments

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    Technology acceptance is essential for technology success. However, individual users are known to differ in their tendency to adopt and interact with new technologies. Among the individual differences, personality has been shown to be a predictor of users' beliefs about technology acceptance. Gamification, on the other hand, has been shown to be a good solution to improve students' motivation and engagement while learning. Despite the growing interest in gamification, less research attention has been paid to the effect of personality, specifically based on the Five Factor model (FFM), on gamification acceptance in learning environments. Therefore, this study develops a model to elucidate how personality traits affect students' acceptance of gamified learning environments and their continuance intention to use these environments. In particular, the Technology Acceptance Model (TAM) was used to examine the factors affecting students' intentions to use a gamified learning environment. To test the research hypotheses, eighty-three students participated in this study, where structural equation modeling via Partial Least Squares (PLS) was performed. The obtained results showed that the research model, based on TAM and FFM, provides a comprehensive understanding of the behaviors related to the acceptance and intention to use gamified learning environments, as follows: (1) usefulness is the most influential factor toward intention to use the gamified learning environment; (2) unexpectedly, perceived ease of use has no significant effect on perceived usefulness and behavioral attitudes toward the gamified learning environment; (3) extraversion affects students' perceived ease of use of the gamified learning environment; (4) neuroticism affects students' perceived usefulness of the gamified learning environment; and, (5) Openness affects students' behavioral attitudes toward using the gamified learning environment. This study can contribute to the Human-Computer Interaction field by providing researchers and practitioners with insights into how to motivate different students' personality characteristics to continue using gamified learning environments for each personality trait

    Open educational resources and practices in China: a systematic literature review

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    The concepts of Open Educational Resources (OER) and Open Educational Practices (OEP), regarded as two pillars of the broader open education movement, have been evolving since the concept of OER was first coined in the 2012 Paris Declaration. Several research studies have been conducted to investigate the impacts of OER and OEP adoption and implementation in universities. However, most of those studies have focused on western and developed countries, and little information is known about developing countries, especially Asian ones. Particularly, China was one of the first Asian countries to adopt open education and its related strategies following the MIT OpenCourseWare conference in Beijing in 2003. This study conducts a systematic literature review to investigate the current state of the art of OER and OEP in China. The findings show that several governmental, organizational, and institutional initiatives have been launched to facilitate OER adoption in China. They also show that while several OEPs have been implemented, there is still a continuous need to work on these practices and further investigate their impacts on learning outcomes and behaviors, as no current reviewed study has done so. Finally, a generic framework of OER and OEP challenges is presented along with recommendations to further enhance the adoption of OER and OEP in Chin

    Characteristics of distance learners: Research on relationships of learning motivation, learning strategy, selfefficacy, attribution and learning results

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    .com This research uses adapted self-assessment questionnaires to examine the relationships between the learning motivation, learning strategies, self-efficacy, attribution and learning results of 135 distance learners. The aim is to model the relationship between psychological characteristics and learning results of distance learners. The outcomes of this study show that a relationship exists between psychological characteristics and learning scores of distance learners. First, there is a relationship between self-efficacy, learning strategies and learning results; second, there is a relationship between self-efficacy, internal attribution, learning motivation and learning results. Learning motivation and learning strategies are clearly associated with positive and predictable effects on learning results. The effect values are 0.76 and 0.63, respectively. Self-efficacy and internal attribution have indirectly positive predictable effects on learning results. The effect values are 0.48 and 0.21, respectively

    A Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching

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    Learning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational games. Therefore, this study applied LA approaches to design a smart collaborative educational game, to enhance primary school children learning English vocabularies. Specifically, the game provided dashboards to the teachers about their students in a real-time manner. A pilot experiment was conducted in a public primary school where the students’ data from experimental and control groups, namely learning and motivation test scores, interview and observation, were collected and analyzed. The obtained results showed that the experimental group (who used the smart game with LA) had significantly higher motivation and performance for learning English vocabularies than the control group (who used the smart game without LA). The findings of this study can help researchers and practitioners incorporate LA in their educational games to help students enhance language acquisition

    Experimental realization of a highly secure chaos communication under strong channel noise

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    A one-way coupled spatiotemporally chaotic map lattice is used to contruct cryptosystem. With the combinatorial applications of both chaotic computations and conventional algebraic operations, our system has optimal cryptographic properties much better than the separative applications of known chaotic and conventional methods. We have realized experiments to pratice duplex voice secure communications in realistic Wired Public Switched Telephone Network by applying our chaotic system and the system of Advanced Encryption Standard (AES), respectively, for cryptography. Our system can work stably against strong channel noise when AES fails to work.Comment: 15 pages, 5 figure

    Are open educational resources (OER) and practices (OEP) effective in improving learning achievement? A meta-analysis and research synthesis

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    While several studies have investigated the various effects of open educational resources (OER) and open educational practices (OEP), few have focused on its connection to learning achievement. The related scientific literature is divided about the effects of OER and OEP with regards to their contribution to learning achievement. To address this tension, a meta-analysis and research synthesis of 25 studies (N = 119,840 participants) was conducted to quantitatively investigate the effects of OER and OEP on students’ learning achievement. The analysis included course subject, level of education, intervention duration, sample size, geographical distribution, and research design as moderating variables of the obtained effects. The findings revealed that OER and OEP have a significant yet negligible (g = 0.07, p < 0.001) effect. Additionally, the analysis found that the obtained effect can be moderated by several variables, including course subject, level of education and geographical distribution. The study findings can help various stakeholders (e.g., educators, instructional designers or policy makers) in understanding what might hinder OER and OEP effect on learning achievement, hence accommodating better learning outcomes and more effective interventions

    A Comprehensive Framework for Comparing Textbooks: Insights from the Literature and Experts

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    Textbooks are essential components in the learning process. They assist in achieving educational learning outcomes and developing social and cultural values. However, limited studies provide comprehensive frameworks for comparing textbooks. Most have focused on a specific textbook perspective within a particular discipline. Therefore, this study used a triangulation method to develop a comprehensive framework for textbook comparison. Through a systematic literature review and a two-round Fuzzy Delphi method with 155 textbook experts, a textbook comparison framework with four indicators (structure, content, expectations, and language) was developed. Additionally, some of the developed framework indicators and sub-indicators could be relevant for comparing textbooks in a particular discipline. For example, the page count sub-indicator was proven to be useful for comparing humanities and social science textbooks but not natural science textbooks. The findings of this study could facilitate the process of comparing textbooks, hence promoting the understanding of knowledge design and acquisition in different contexts, such as when comparing textbooks from different countries

    Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

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    The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the best of our knowledge focused on systematically summarizing the finding related to the Metaverse in education. To cover this gap, this study conducts a systematic literature review of the Metaverse in education. It then applies both content and bibliometric analysis to reveal the research trends, focus, and limitations of this research topic. The obtained findings reveal the research gap in lifelogging applications in educational Metaverse. The findings also show that the design of Metaverse in education has evolved over generations, where generation Z is more targeted with artificial intelligence technologies compared to generation X or Y. In terms of learning scenarios, there have been very few studies focusing on mobile learning, hybrid learning, and micro learning. Additionally, no study focused on using the Metaverse in education for students with disabilities. The findings of this study provide a roadmap of future research directions to be taken into consideration and investigated to enhance the adoption of the Metaverse in education worldwide, as well as to enhance the learning and teaching experiences in the Metaverse

    Interest-driven creator theory: towards a theory of learning design for Asia in the twenty-first century

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    Asian education is known for its examination-driven orientation, with the downsides of distorting the processes of learning and teaching, diminishing students’ interest in learning, and failing to nurture twenty-first century competencies among students. As a group of Asian researchers, we have been developing Interest-Driven Creator (IDC) Theory, a design theory based on three anchored concepts, namely interest, creation, and habit. Each of these anchored concepts is represented by a loop composed of three components. In the interest loop, the three components are triggering, immersing, and extending. The components of the creation loop are imitating, combining, and staging. The habit loop consists of cuing environment, routine, and harmony. These three loops are interconnected in various ways, with their characteristics revealed by the design process. We hypothesize that technology-supported learning activities that are designed with reference to IDC Theory will enable students to develop interest in learning, be immersed in the creation process, and, by repeating this process in their daily routines, strengthen habits of creation. Furthermore, students will excel in learning performance, develop twenty-first century competencies, and become lifelong interest-driven creators. To sharpen our understanding and further the development of the theory, we need more discussion and collaborative efforts in the community. Hypotheses arising from this theory can be tested, revised, or refined by setting up and investigating IDC Theory-based experimental sites. By disseminating the framework, foundations, and practices to the various countries and regions of Asia, we hope that it will bring about compelling examples and hence a form of quality education for the twenty-first century, which is an alternative to the examination-driven education system. In this paper, we present an overall introduction to IDC Theory and its history, and discuss some of the steps for advancing it in the future
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