Muteeb Alahmari, M. Jdaitawi, Mohammad Alzahrani, M. Kholif, R. Ghanem, Nahed Nasr
{"title":"Promoting Self-efficacy for Students with Special Needs through Augmented Reality","authors":"Muteeb Alahmari, M. Jdaitawi, Mohammad Alzahrani, M. Kholif, R. Ghanem, Nahed Nasr","doi":"10.18178/ijiet.2023.13.7.1901","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.7.1901","url":null,"abstract":"Augmented reality technology has a significant influence on the teaching approach provided to students with special needs. This type of technology particularly affects students’ level of self-efficacy, and was the premise for conducting the research. In this four-week quasi-experimental study, a pre- and post-test control group design was adopted. 24 students with special needs were randomly assigned to the augmented reality (AR) application group and the control group. Self-efficacy was measured depending on previous studies in a new technological environment. The results showed significant main effects for the AR on students’ self-efficacy, as AR group indicated to have higher total score than control group. The paired sample t-test overall mean scores indicated a significant increase in the self-efficacy of the students. For the experimental group, results showed an increase in the mean score of self-efficacy from pre to post-tests. The paired sample t-test overall mean scores indicated a significant, with the differences in the mean scores being −1.694, indicating a considerable increase. This study concluded that AR has significant effects on students with special needs, and that it can undoubtedly contribute to the teaching-learning process.","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":"67495089","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":"Evaluation of Physical and Health Education Online Learning in Elementary Schools: PLS-SEM Approach","authors":"T. Rihatno, S. Nuraini","doi":"10.18178/ijiet.2023.13.7.1917","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.7.1917","url":null,"abstract":"During the COVID-19 pandemic, online learning in physical and health education encountered multiple barriers and resistance. Barriers faced in online learning include inadequate facilities and infrastructure, mastery of technology by teachers, and limited internet networks. So, to measure the achievement of PESH learning objectives, an evaluation process is needed. The Physical Education, Sport, and Health (PESH) quantitative survey research aims to evaluate the success of PESH online learning in elementary schools. It used random sampling technique and obtained a sample of 188 respondents in Yogyakarta. In addition, students, teachers, principals, and vice-principals in five elementary schools participated in the research respondents. The second-order partial least squares structural equation modeling (PLS-SEM) technique was used to test the structural model because of the complexity of the constructs and indicators, which consisting of 5 measurements, 13 aspects, 43 constructs, and 21 hypotheses. The evaluation of the measurement and structural models has met the cut-off values in this literature. Overall, each indicator can explain the variance of the success of online learning evaluation with an average of 88.821%. Each variable has a significant influence on the average success of learning outcomes. The overall recapitulation of the online learning evaluation results obtained >80% with the input variable obtaining an average of 90.359%. Student characteristics and facilities and infrastructure learning are the most dominant in the acquisition of learning evaluation achievements. The recommendation that researchers put forward is that schools should increase the provision of facilities and infrastructure and internet networks so that the implementation of technology and mastery of the material by teachers can be carried out better.","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":"67495293","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}
Mohd Khairulnizam Ramlie, A. Ali, Mohd Nasiruddin Abd Aziz, Nur Hisham Ibrahim
{"title":"A Conceptual Framework for 3D Hologram Talking-Head Character Design","authors":"Mohd Khairulnizam Ramlie, A. Ali, Mohd Nasiruddin Abd Aziz, Nur Hisham Ibrahim","doi":"10.18178/ijiet.2023.13.6.1895","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.6.1895","url":null,"abstract":"In a previous study, we made some new discoveries regarding the use of holograms, particularly as a substitute for classroom instructors. The appropriate hologram tutor character is an important topic to study, considering that the character design as a hologram can significantly influence student learning emotions. In addition, the character design of the hologram tutor is believed to influence the student’s learning experience (LX). Since hologram tutors can have a positive impact on learning sessions, their use should be maintained. However, one of the issues that will hamper the use of hologram tutors in the future is the size of the platform, which is big and challenging to handle. In fact, hologram technology can also utilize the Talking-Head application. This 3D Hologram Talking-head is more manageable due to its smaller size. However, since the 3D Hologram Talking-head only displays the character’s head, the effect of using it on students’ learning emotions remained unclear. Therefore, in the context of this study, we will determine the emotional responses of students to the use of 3D Hologram Talking-Heads with different levels of realism of various characters.","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":"67495518","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}
Hestiasari Rante, M. A. Zainuddin, Cahya Miranto, Felix Pasila, William Irawan, Evianita Dewi Fajrianti
{"title":"Development of Social Virtual Reality (SVR) as Collaborative Learning Media to Support Merdeka Belajar","authors":"Hestiasari Rante, M. A. Zainuddin, Cahya Miranto, Felix Pasila, William Irawan, Evianita Dewi Fajrianti","doi":"10.18178/ijiet.2023.13.7.1900","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.7.1900","url":null,"abstract":"Merdeka Belajar (the freedom to learn) in Indonesia emerged indirectly with the COVID-19 pandemic. Merdeka Belajar is a form of learning that aims to create an innovative, non-restrictive learning culture. With this idea, the development of online education is growing rapidly from online meetings to a virtual format and the development of online resources, rapidly available and broadly accessible. Social virtual reality (SVR) refers to popular 3D virtual spaces in which multiple people can engage with one another. This research aims to develop an SVR application as learning media by implementing Meta Avatar SDK with voice chat and lip sync features to mimic facial expressions. Based on the performance testing results, the application can render at an average of 76 frames per second. Based on the results of trials to 14 respondent, we measure satisfaction and interest level using the PIECES (performance, information and data, economics, control and security, efficiency, and service) Framework. The average value of interest is 4.19 and the average value of satisfaction is 4.13. This proves that the respondents are interested","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":"67495536","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}
David McIntosh, Waleed Al-Nuaimy, Ali Al Ataby, Ian Sandall, Valerio Selis, Shawnee Allen
{"title":"Gamification Approaches for Improving Engagement and Learning in Small and Large Engineering Classes","authors":"David McIntosh, Waleed Al-Nuaimy, Ali Al Ataby, Ian Sandall, Valerio Selis, Shawnee Allen","doi":"10.18178/ijiet.2023.13.9.1935","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.9.1935","url":null,"abstract":"Engineering education can be particularly challenging when dealing with abstract or highly technical concepts such as mathematics, signals, digital electronics, electronic systems, and programming. Tutorial sessions are often ineffective as a result of poor attendance and engagement, with these effects exacerbated by large class sizes, non-homogenous student groups, and the pressures of hybrid and remote learning. Gamification of some aspects of formative assessments and tutorials using mobile and app-based quizzes has proved to be successful in improving lecture theatre dynamics, reducing distractions and enhancing student attendance and engagement. Such gamified sessions can be perceived as engaging, competitive, visually appealing, and entertaining, while providing instant feedback and empowering students to navigate their own learning. Careful gamification of problem classes for engineering topics can enable more effective self-regulation of learning through a combination of effort regulation and metacognition. This paper presents both lowand high-threshold gamification strategies adopted in a U.K. higher education setting to enhance student learning in a set of challenging undergraduate engineering courses ranging from less than 30 students to more than 180 students, and qualitatively assesses impact and student reactions. While there is much literature canvassing student opinions on gamification, extensive individual student voice tends to be missing. Therefore, one of our authors, who is a recent graduate, presents a detailed reflection on her experiences of gamification. Finally, we present some conclusions for further exploration and adoption by practitioners, considering the most effective ways to deploy the various types of gamification. These conclusions include recommendations to use app-based quiz games with anonymous participation both within and outside the classroom, gamifying either single sessions or the course as a whole, and the need to continue supplementing quiz-game learning with more traditional problems and worked solutions.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135550297","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 Quantitative Analysis of Massive Open Online Courses (MOOC) for Learning English","authors":"Tetiana Sharova, Oksana Filatova, Lidiia Kavun, Alina Zemlianska, Viktoriia Donii","doi":"10.18178/ijiet.2023.13.9.1943","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.9.1943","url":null,"abstract":"English is an international language for intercultural communication on the Internet, in the field of business and trade. MOOC are an effective means of the formation of English language skills in the conditions of distance learning and blended learning. The purpose of THE research is a quantitative analysis of the online courses for learning English, which are presented on the international (Udemy, Alison, FutureLearn, edX) and Ukrainian (Prometheus and EdEra) online platforms. During the research, we used quantitative research methods, which involved direct observation of the number of online courses on popular MOOC platforms as of January 2023. The similar criteria for comparing MOOC were the number of online courses, level of training, cost, and type of the course completion document. The analyzed online platforms contain 1675 courses on learning English. On the analyzed MOOC 1350 online courses (80.5%) are payable. Users can enroll on the courses of such levels as Beginner (699 courses, 41.7%), Intermediate (336 courses, 20.1%), Advanced (66 courses, 3.9%), and the courses without a specified level of training (574 courses, 34.3%). It was found that online courses provide additional options like Subtitles, Quizzes, Practice Tests, and Video Transcript, which help to learn English better. In the future, it is planned to study the influence of some elements of online courses on the quality of students’ training and their educational motivation during blended learning.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135550681","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}
Ainur Yusra Nabila Mohd Nadzri, Ahmad Fauzi Mohd Ayub, Nurul Nadwa Zulkifli
{"title":"The Effect of Using Augmented Reality Module in Learning Geometry on Mathematics Performance among Primary Students","authors":"Ainur Yusra Nabila Mohd Nadzri, Ahmad Fauzi Mohd Ayub, Nurul Nadwa Zulkifli","doi":"10.18178/ijiet.2023.13.9.1952","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.9.1952","url":null,"abstract":"There are many Augmented Reality (AR) applications in smart devices, but their use in education is less focused and does not meet the current syllabus. AR has a great potential to be used in education, especially in introducing abstract concepts. To use augmented reality in education, students and teachers must follow teaching and learning guidelines. Therefore, this study implied the development of an educational module with augmented reality in Geometry, specifically under Space, following the standards-based curriculum for primary school (KSSR) Year 4 lessons. This study aims to determine the effects of using a module with AR (GeomAR3) on student performance in learning Geometry compared to a traditional module (Geom3). This study was conducted quantitatively following a quasi-experimental design with a pre- and post-test. Fifty-nine (59) Year 4 students were involved in the study from a school selected through purposive sampling, with 29 of them as an experimental group and the remaining 30 as a control group. The point of assessing student performance is seen through the implementation instrument, such as a pre-test, a post-test, and a delayed post-test. The study data were analysed using Multivariate Analysis of Covariance (MANCOVA) with the pre-test score as a covariate. The results show a significant difference in student performance on the overall mean score for the post-test (F (1,59) = 33.848, p = 0.000; eta squared = 0.377) and the delayed post-test (F (1,59) = 14.740, p = 0.000; eta squared = 0.208), with the experimental group significantly better than the control group. In conclusion, the use of modules with AR was found to improve students’ achievement in learning Geometry due to the factor of the ability to visualize clearly, strengthen students’ long-term memory, and gain conceptual understanding through the experience shown by AR.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135550912","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":"Development of DICTY-AR Integrated Local Wisdom to Improve Multiple Representation and Problem-Solving Skills","authors":"Arshi Alfianti, Heru Kuswanto, Anggi Datiatur Rahmat, Reno Nurdiyanto","doi":"10.18178/ijiet.2023.13.9.1941","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.9.1941","url":null,"abstract":"This study aims to develop augmented reality (AR) as a learning media that can be accessed on smartphones to improve students’ multiple representation and problem-solving skills, named direct current electricity-augmented reality (DICTY-AR). The media integrated with Javanese local wisdom ‘Wayang’ performance to make learning more interesting and closer to the student environment. The development adopted the 4D model. Two content experts, two media experts, and four practitioners validated the media. The validation result of the developed media shows a V index between 0.80–1.00 for all aspects with very high categories. The readability test was administered to 20 students and gained very good results. Therefore, it can be concluded that DICTY-AR is suitable for learning direct current electricity as a physics concept. An expanded test was conducted to see the effectiveness of the media was developed. DICTY-AR effectively contributed 89.7% in learning physics to improve students’ multiple representation and problem-solving skills. Learning using DICTY-AR is more effective and positively impacts students in learning physics.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"94 33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135550988","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":"Students' Pre- and Post-COVID-19 Perception of Mathematics Videos in Higher Education","authors":"Sidonie F. Costa, Ana I. Borges","doi":"10.18178/ijiet.2023.13.10.1955","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.10.1955","url":null,"abstract":"Educational videos have been an increasingly used tool in education, accentuated not only by the rapid growth of the Internet and mobile technologies but also by the Coronavirus disease 19 pandemic. Following this trend, the b-Learning Mathematics course b-Mat@plicada was created in 2015 for Higher Education students and has evolved to extend the course and improve the quality of the available contents. This evolution was influenced by some studies that have been made since the first year of implementation. The main objective of this work is to evaluate the influence of the Coronavirus disease 19 pandemic on the students’ perceptions and attitudes toward the learning videos available on the course b-Mat@plicada and, also, on the Internet. At the end of the year 2022, 104 higher education (HE) students responded to a satisfaction survey about the use of learning videos to study and the contents of the b-Mat@plicada course. By using descriptive statistics and independent Chi-square tests, the responses were analyzed and compared with other results obtained in 2015 and 2018, that is, before the pandemic. The findings indicate that there has been a rise in the demand for b-Mat@plicada educational videos and for videos available on the Internet in general. Also, students perceived an improvement in the quality of the videos since the pre-pandemic period. Additionally, students now consider online videos more useful than before the pandemic. However, they still view them as supplementary rather than a primary learning source.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136258971","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":"Personalized Learning in the Online Learning from 2011 to 2021: A Bibliometric Analysis","authors":"Hoa-Huy Nguyen, V. A. Nguyen","doi":"10.18178/ijiet.2023.13.8.1928","DOIUrl":"https://doi.org/10.18178/ijiet.2023.13.8.1928","url":null,"abstract":"This paper has analyzed research trends on personalized learning by bibliometric analysis method through a study of 928 articles from the Scopus database. The following issues are investigated: (1) Development scale, growth trajectory and geographical distribution of the research; (2) Outstanding authors and works on Personalized Learning; (3) Outstanding magazines and books on the topic; (4) Key themes found in these documents, and (5) Prominent methods/technologies used for personalized learning. Research results show that personalized learning is a fascinating topic in education and has been overgrown in recent years. Many researches on personalized learning comes from countries such as the United States and China. Our bibliometric analysis has revealed the main themes in the research works on Personalized Learning, such as artificial intelligence, learning style, and learning technology. The research has observed cognitive aspects of learners like knowledge level, learning style, preferences, etc. In most cases, the recommended tools and methods combined the content-based filtering, collaborative filtering, ontological approaches, etc. In addition, future research goals, difficulties, and concerns are highlighted in our work by examining the trends in several personalized learning elements.","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":"67495464","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}