9 research outputs found

    Investigating the use of sensor-based IoET to facilitate learning for children in rural Thailand

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    A novel sensor-based Internet of Educational Things (IoET) platform named OBSY was iteratively designed, developed and evaluated to support education in rural regions in Thailand. To assess the effectiveness of this platform, a study was carried out at four primary schools located near the Thai northern border with 244 students and 8 teachers. Participants were asked to carry out three science-based learning activities and were measured for improvements in learning outcome and learning engagement. Overall, the results showed that students in the IoET group who had used OBSY to learn showed significantly higher learning outcome and had better learning engagement than those in the control condition. In addition, for those in the IoET group, there was no significant effect regarding gender, home location (Urban or Rural), age, prior experience with technology and ethnicity on learning outcome. For learning engagement, only age was found to influence interest/enjoyment. The study demonstrated the potential of IoET technologies in underprivileged area, through a co-design approach with teachers and students, taking into account the local contexts

    New Tools in Education: Development and Learning Effectiveness of a Computer Application for Use in a University Biology Curriculum

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    In recent years student exposure to computer applications has increased at an unprecedented rate. Yet the use of these promising technologies in education remains in its infancy. The growing practice of ‘gamification’ offers today’s educators the means of conveying their lessons in a more engaging way, by utilising computer game mechanics. However, many of these learning tools have not been empirically evaluated. This research investigated the development of a desktop computer application, to replace an existing learning resource, a video, currently used by over 700 life sciences students a year in one of the top 100 universities of the world. The interactive game presents the same essential information as the video, on key anatomical features of mammalian skulls, and provides student self-testing. Results from a two-treatment, pre- and post-intervention experimental design suggest the new product is better for providing both knowledge acquisition and a positive learning experience. Nevertheless, the results are unlikely to be statistically significant. Insights from the findings are discussed and directions for future research are given

    Performance and acceptance when using tablets as a multiple document learning tool: do application and guidance matter?

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    International audienceAbstract This study addressed whether an application adapted to working with multiple documents implemented in an iPad Pro tablet would promote students’ multiple document comprehension and acceptance of tablets as a multiple document learning tool relative to controls who used a traditional application adapted to sequential reading of single documents. Results indicated that students using the multiple document reading application outperformed the control students in terms of comprehension and also worked more efficiently on the assigned multiple document task, but only if given explicit guidance in selecting, organizing, and integrating information by utilizing the functions of the application. Still, after task completion, the more effective and efficient students guided in using the functions of the multiple document reading application displayed much less acceptance of tablets as a multiple document learning tool than did the control students. We discuss possible explanations for this intriguing performance-acceptance paradox and suggest some avenues for future research in this area
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