Nuwan Lakmal Hettiarachchi, Tamil Selvan Raman Subramaniam, S. T. Palpanadan, Anas Al-Fattal
{"title":"Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era","authors":"Nuwan Lakmal Hettiarachchi, Tamil Selvan Raman Subramaniam, S. T. Palpanadan, Anas Al-Fattal","doi":"10.18178/ijiet.2023.13.4.1851","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.4.1851","url":null,"abstract":"This study investigates financial accounting students’ attitudes about several aspects related to modern pedagogies focusing on communication skills development. The paper focuses on areas of students’ need to develop communication skills irrespective of cultural diversity and gender inequality, quiz-based learning, requirements, and assessment. The study employed an online survey of students at one of the largest business colleges in the Sultanate of Oman. The study surveyed 96 currently registered students to cover the research objectives and questions. The findings showed that the students enjoyed a high level of awareness of the importance and relevance of communication skills in relation to future employability. Students believed developing communication importance was not limited to careers in financial accounting as it was also extended to other careers requiring a post-secondary degree. Quiz-based learning strategies were found to be relevant in improving communication skills. The results also highlighted adaptability as a main assessment criterion of communication skills. The study provided bases for higher education institutions in the Sultanate of Oman or other countries to empower the generalizability of the findings. Another possible research could replicate the investigation in other fields of study. This paper brings several implications for instructional practice and pedagogies, as well as for policies of instructional training and development. The study is original in its particular context and specific time during the COVID-19 pandemic as attitudes toward online technologies have been shifting paradigms.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67493543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Horban, Nataliya Gaisynuik, Tetiana Dolbenko, O. Karakoz, Nataliia Kobyzhcha, Yuliia Kulish
{"title":"The Media Space of a Modern Library in the Context of Its Organizing by Virtual and Augmented Reality Technologies","authors":"Y. Horban, Nataliya Gaisynuik, Tetiana Dolbenko, O. Karakoz, Nataliia Kobyzhcha, Yuliia Kulish","doi":"10.18178/ijiet.2023.13.4.1858","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.4.1858","url":null,"abstract":"Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library’s media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries’ labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using “virtual reality headsets” for viewing and workstations with “authoring software and loanable 360 cameras” for creating. The library lab is a space to support students’ digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"25 3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67493584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Richardo, A. Wijaya, Tri Rochmadi, A. A. Abdullah, Nurkhamid, Astri Widi Astuti, Khasanah Nur Hidayah
{"title":"Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry","authors":"R. Richardo, A. Wijaya, Tri Rochmadi, A. A. Abdullah, Nurkhamid, Astri Widi Astuti, Khasanah Nur Hidayah","doi":"10.18178/ijiet.2023.13.4.1860","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.4.1860","url":null,"abstract":"Based on previous research, an Android-based AR learning media with an ethnomathematical context has been developed. The media was specially developed for vocational students and prospective mathematics teachers in teaching and learning geometry. However, there has been no research on the development of android-based AR learning media using the ethnomathematical context of Yogyakarta, Indonesia, especially for junior high school students. This research is expected to make a new contribution in the field of AR-based learning technology with ethnomathematics for junior high school students. This is development research carried out using the ADDIE model which consists of five categories: analysis, design, development, implementation, and evaluation. The research was conducted in one of the Islamic junior high schools in Yogyakarta. There were 4 expert validators, 4 mathematics teachers, and 18 students involved in this study. The results of the validity test showed that the multimedia developed was regarded as very valid with a material expert score of 0.83 and a media expert score of 0.80. The results of the practicality test revealed that the multimedia was in the practical category with a practicality percentage of 89% based on teacher assessment and 84% based on student assessment. The data analysis which was carried out using one sample t-test obtained a value of t = 9.92 which was higher than the value of t-table = 1.74. Thus, it can be concluded that the multimedia developed in this current research is effective in improving students’ creative thinking skills.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67493686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Krismadinata, Efan, C. Boudia, J. Jama, Arie Yandi Saputra
{"title":"Effect of Collaborative Programming on Students Achievement Learning Object-Oriented Programming Course","authors":"Krismadinata, Efan, C. Boudia, J. Jama, Arie Yandi Saputra","doi":"10.18178/ijiet.2023.13.5.1869","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1869","url":null,"abstract":"Employers need qualified human resources with high competitiveness and employability skills to compete in the age of technological disruption especially collaborative work. IT Students could fill the profile. Nevertheless, teachers still face challenges in teaching object-oriented programming (OOP) to students who struggle with complexity that involves a level of abstraction necessary to understand the concepts. The objective of this paper is to discern and study the overall effects non-real-time collaborative programming using Media Wiki in OOP courses. According to the quasi-experimental method conducted among 56 students majoring in Informatics, and utilizing Media Wiki, a collaborative programming learning model has been applied. The study was divided into an experimental class of 30 students and a control class of 26 students. The survey results show that students get better programming achievement. There is a decrease in the level of OOP abstraction by students. Students’ collaborative experience increases and indirectly improves their collaboration skills. After the experiment, students were asked to complete an online questionnaire mainly occurred to assess the effectiveness of the teaching and learning method using of Media Wiki for collaborative programming. As results, the students report that they are able to assimilate complex concepts and code more easily in collaborative learning using Media Wiki.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gayane Sedrakyan, Stéphanie M. van den Berg, B. Veldkamp, J. Hillegersberg
{"title":"Analysis of the Feedback Digitization Needs in Higher Education: Experiences from Lockdown Education in the Netherlands and Germany","authors":"Gayane Sedrakyan, Stéphanie M. van den Berg, B. Veldkamp, J. Hillegersberg","doi":"10.18178/ijiet.2023.13.5.1867","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1867","url":null,"abstract":"After some time of lockdown experiences, limited attention for feedback and the absence of feedback digitalization frameworks suggests rethinking traditional feedback practices toward post-pandemics digital/hybrid education. This research surveyed feedback digitalization needs in the context of online education in high education institutions in the Netherlands and Germany during the COVID-19 pandemic. The dimensions surveyed included preferences for feedback such as typology of feedback (e.g., cognitive, behavioral, etc.), formats (e.g., written, audio, video), online instruments, and features for communicating feedback. The results suggest that online instruments supporting features for effortless interactivity are among the highly preferred digital options for giving/receiving feedback. When given online, inclusive formats of feedback that inform learners not only about their own but also peer performance were also found to be among highly rated options. The increased need for inclusive feedback with peers, however, may also negatively affect students’ mastery orientations. Thus, balancing online with offline approaches should also be recommended when considering feedback digitalization approaches.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494306","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Developing an Integrated Teaching Module for the Topic of Smart Industry in the Museum","authors":"J. Lin, Fang-Yi Su, Chieh-Ya Lin, K. Hsiao","doi":"10.18178/ijiet.2023.13.5.1871","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1871","url":null,"abstract":"The teaching of innovative technology in primary education in Taiwan is not enough at present. The National Science and Technology Museum cooperated with the university and the vocational high school to deliver the smart industry knowledge to senior high school students. Here, this research presented a 5-step design procedure to systematically develop an integrated teaching module for various issues. It is a demonstration example that the research generated an integrated teaching module for the smart industry’s issues by the design procedure. The knowledge database of module content was built and applied multiple teaching ways to enhance students’ attention. The module developed an e-book, one augmented reality (AR) game, one board game, and one package of teaching aids for maker education to introduce the historical developments of industrial revolutions, the internet of things, the smart vehicles, and the industrial robots. Furthermore, the learning outcome and the generic learning outcomes (GLOs) are the evaluation index and the evaluation method, respectively. By the framework of the GLOs, the questionnaire with a 5-level Likert scaling was designed for evaluating the module. By the experiment of demonstration teaching, the statistical analysis revealed that either students from the engineering or non-engineering departments have positive learning outcomes. A slight difference is in the category of “Activity, Behavior, and Progression”. The research inferred that the culture of the tested school and the students’ background could affect the learning outcomes. The result indicated that the integrated module is useful to science popularization learning of technological issues.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494400","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills","authors":"Rini Setyowati, S. Rochmat, Aman","doi":"10.18178/ijiet.2023.13.5.1873","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1873","url":null,"abstract":"Comics provide a visual, inventive, and sequential reading experience for students learning on their own. Both comics and history present narratives in chronological order. Students pay less attention to reading historical literature, requiring them to put more emphasis on their thinking skills. The author intends to determine how historical comic learning affects students’ critical thinking skills. This quasi-experimental mixed-method design included pre- and post-tests and interview group. A total of 184 students were divided evenly between two groups, each consisting of N=92 members: a control group and an experimental group. While members of the control group were taught to read textbooks through online instruction, members of the experimental group read historical comics learning media. The N-Gain test showed the treatment group’s critical thinking skills was 61.8% (Moderate) and the control group’s was 38.2% (Low). The ANOVA findings demonstrated a statistically significant relationship between historical comics learning media and critical thinking skills (F = 49.749; p = 0.000). The results indicate that using historical comics makes reading material more enjoyable, adds intrigue to stories, and improves students’ attention. In order to maximize critical thinking students’ skills, it is important to pay greater attention to the provision of engaging, interactive, and appropriate learning media.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494480","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Countermeasures for Improving Online Teaching Effect in Chinese Colleges and Universities during the Epidemic Period","authors":"Changyu Liu, James L. Patnao, Jr.","doi":"10.18178/ijiet.2023.13.5.1876","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1876","url":null,"abstract":"During the epidemic period, colleges and universities in China have launched online teaching practices. Online teaching can break through geographical restrictions, with flexible class times and locations, and students can watch it repeatedly after class, which is an important advantage compared with traditional classroom teaching. However, in teaching practice, the teaching effect of online teaching is not very good. Through literature research and interviews with teachers and students, it is found that the inconsistent and imperfect functions of online teaching platforms, the poor autonomy and self-discipline of students’ online learning, and the low online teaching ability of teachers are important factors that affect the effect of online teaching. Based on this, corresponding countermeasures from the perspectives of colleges, students and teachers are proposed to help the development of online teaching in the future and improve the effect of online teaching: First, to strengthen the support of colleges and universities for teaching platforms and course resources, and accelerate the construction of a stable and efficient unified online teaching platform. The second is to strengthen the guidance of students to enhance their autonomy and self-discipline in online learning. The third is to improve teachers’ online teaching level and information technology literacy to ensure the quality of online teaching.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Suroto, Sunyono, Een Yayah Haenilah, H. Hariri, Pargito, Nanang Trenggono
{"title":"Evaluation of Presentation Skills in the Context of Online Learning: A Literature Review","authors":"Suroto, Sunyono, Een Yayah Haenilah, H. Hariri, Pargito, Nanang Trenggono","doi":"10.18178/ijiet.2023.13.5.1879","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.5.1879","url":null,"abstract":"Presentation skills are considered as important skills in the workplace, in which the ability to give impressive presentations is needed. Therefore, it is necessary to evaluate how the presentations are performed in order to develop and improve presentation skills. This article aims to determine what evaluations can be used to evaluate student presentations in the online context learning. This research was conducted using a Systematic Literature Review (SLR) and a mapping approach, a process of identifying, categorizing, analyzing, evaluating, and interpreting articles that have been indexed in a well-known databases within a timeframe of 2012-2022. The literature review in this study was reviewed based on the Scopus databases as the primary source. The results indicate that teacher evaluation, peer evaluation, self assessment, team assessment, and formative tests can be used effectively for evaluating online presentations using video, live online meetings, online platforms, social media, and game-based applications. The findings are expected to be useful in developing students’ oral presentation skills and transferable skills. In light of these findings, this article also offers a number of implications and recommendations for further research.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67494921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Samonte, G. E. Acuna, L. A. Alvarez, Jeffrey Miraflores
{"title":"A Personality-Based Virtual Tutor for Adaptive Online Learning System","authors":"M. Samonte, G. E. Acuna, L. A. Alvarez, Jeffrey Miraflores","doi":"10.18178/ijiet.2023.13.6.1885","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.6.1885","url":null,"abstract":"E-learning has become one of the most extensively used electronic systems in the field of education. Despite its benefits, there are some capabilities and concerns that may have a negative impact on students’ performance. As a result, personalized e-learning systems are being developed, which adapt e-learning systems to the users’ personality, knowledge, behavior, interests, or preferences. This will improve the overall learning experience and performance of the students. This study created and tested an e-learning system, called “Cybele” to help students learn cybersecurity in an online mode of learning. “Cybele” is a personality-based virtual instructor for cybersecurity online learning that includes a chatbot built using Rasa Open Source. The paper used Myers-Briggs Type Indicator (MBTI) personality model for initial learner assessment to address various student learning styles for a better online learning experience. Testing was done for the system functionality and the traditional learning approach was compared to the personalized e-learning system. Results show that students who participated in the developed adaptive e-learning environment performed better than those who pursue the traditional learning method.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"67495065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}