Soukaina Gouraguine, Mohammed Qbadou, Mohamed RAFIK, Mustapha RIAD, Khalifa Mansouri
{"title":"A New Knowledge Primitive of Digits Recognition for NAO Robot Using MNIST Dataset and CNN Algorithm for Children’s Visual Learning Enhancement","authors":"Soukaina Gouraguine, Mohammed Qbadou, Mohamed RAFIK, Mustapha RIAD, Khalifa Mansouri","doi":"10.28945/5194","DOIUrl":"https://doi.org/10.28945/5194","url":null,"abstract":"Aim/Purpose: Our study is focused on prototyping, development, testing, and deployment of a new knowledge primitive for the humanoid robot assistant NAO, in order to enhance student visual learning by establishing a human-robot interaction. Background: This new primitive, utilizing a convolutional neural network (CNN), enables real-time recognition of handwritten digits captured by the NAO robot, a humanoid robot assistant developed by SoftBank Robotics. It is equipped with advanced capabilities, including a wide range of sensors, cameras, and interactive features. By integrating the proposed primitive, the NAO robot gains the ability to accurately recognize handwritten digits, contributing to improved student visual learning experiences. Methodology: Our developed primitive consists of the use of a convolutional neural network (CNN) so that the robot is able to recognize the handwriting of the digits present in the input image received in real-time. The NAO robot establishes interaction with the learners through a scenario based on a predefined assignment. In this scenario, NAO captures the digit handwritten by the learner via its camera, recognizes the digit using the deep learning model generated by the MNIST dataset, and announces to the learner the handwritten digit in the input image. The prototype is realized using the concept of a distributed system allowing the distribution of tasks in four different computing nodes. Contribution: Our research makes a significant contribution by equipping the humanoid robot NAO with a cognitive intelligence system through the integration of a new knowledge primitive based on handwriting digit recognition (HWDR). Our approach used to create and implement this primitive in the NAO robot is interesting and innovative, and presents a promising provision for enhancing the visual learning experience of children and young students with special needs, based on the use of distributed systems that divide the work using various components distributed over several nodes, coordinating their efforts to perform tasks more efficiently than a single device besides the NAO robot. Findings: We designed our model using specific parameters and a fully convolutional neural network architecture, which includes three residual depthwise separable convolutions, each followed by batch normalization and ReLU activation. To evaluate the performance of our model, we tested it on the MNIST dataset, where we achieved a remarkable accuracy, F1 score, and recall of 99%. An experiment was conducted to test our implemented primitive and see the effectiveness of this invention for enhancing visual learning in children with special needs. We developed a visual learning strategy based on the creation of engaging activities mediated by the NAO robot in an educational context. The results showed that participants achieved a strong commitment to the NAO robot, appreciating its ability to recognize handwritten digits and highlighting its promisin","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136368187","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}
Anas Husain, Abdelhafez Qasem Al-Shayeb, Fayez Saleem Khazalah
{"title":"Students’ Achievement in a Flipped Database Management Course: The Impact of Flow Theory Gamification Elements","authors":"Anas Husain, Abdelhafez Qasem Al-Shayeb, Fayez Saleem Khazalah","doi":"10.28945/5206","DOIUrl":"https://doi.org/10.28945/5206","url":null,"abstract":"Aim/Purpose: The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students’ overall achievement compared to the traditional non-gamified, non-gamified flipped classroom, and traditional gamified instructional methods. Background: Flipped classroom is helpful to address limited class time, implement different pedagogies, and help students better attain their learning outcomes and improve their academic achievement. Motivating and encouraging students to perform or complete flipped learning activities is a challenging issue affecting the success of the flipped classroom. This research posits that gamification presents a promising solution, and adding gamification to the flipped classroom is important for its success. However, little is known about the effects of integrating gamification into flipped learning without sufficient results to generalize. Pedagogical designs with appropriate theoretical foundations should be added to the literature on flipped learning and gamification. This research proposes a learning model that combines gamification within flipped classroom via quizzes online platform with the main flow theory requirements. The purpose of this combination is to motivate and engage learners in flipped classroom activities. Methodology: The data were collected from 101 undergraduate students in a database management course at Al al-Bayt University in Jordan. The students were assigned to four different instructional methods according to their preferences (traditional non-gamified, non-gamified flipped, traditional gamified, and gamified flipped classroom). A study with a quasi-experimental factorial design was carried out using midterm and final exam instruments to assess the students’ overall achievement. Two-way factorial ANOVA was employed to examine the main effect of the instructional method, student gender, and the interaction effect on students’ overall achievement. Bonferroni’s multiple comparisons test was carried out to compare and determine which instructional method had the main effect and achieved the best grades among test groups. Contribution: The current study proposed a gamified flipped learning model guided by the theoretical foundations of flow theory. This study offers a novel contribution to the literature by illustrating the importance of employing gamification in the flipped classroom and how the gamified flipped instructional method affects student achievement, especially when appropriate gamification design and careful game element selection. The effects reported by this study provide empirical evidence and valuable insights for researchers, practitioners, and educators about the issues of gamified flipped classroom and guide instructional designers to apply appropriate game elements. Findings: The findings showed that the gamified flipped group outperformed the other three groups and significantly improved students’ overall achievement with a large effect ","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134882669","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 Use of Digital Games by Teacher Educators in Colleges of Education","authors":"Orit Avidov Ungar, Merav Hayak","doi":"10.28945/5191","DOIUrl":"https://doi.org/10.28945/5191","url":null,"abstract":"Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background: Teacher educators experienced in using digital games in their teaching were interviewed regarding the contribution digital games made to their pedagogy when they were teaching remotely during COVID-19. Methodology: This qualitative study included 34 participants who taught four-year-degree programs in 13 teacher education colleges in Israel. Contribution: This study sheds light on a sparsely researched area by examining the contribution of digital games to teacher educators' pedagogy. The study also suggests practical implications for implementing digital games for teacher educators. Findings: Many participants used digital games. Some used them extensively as an integral component of the curriculum while others used them to break up the lesson and thereby retain their students’ interest and attention. However, a small number reduced their use of digital games citing work overload. Recommendations for Practitioners: This study suggests that education systems may be able to obtain post-pandemic-related gains to further advance the use of digital games as a pedagogic strategy in teacher education in the future. Recommendation for Researchers: An additional study using a more representative sample of teacher educators would be very valuable to gauge the roll-on effects of the sudden shift to remote online learning on the use of digital games following the return to face-to-face teaching and learning. Impact on Society: The findings have implications for how the use of digital games should be addressed in teacher education at teacher colleges. Future Research: Future research can address possible contributions or challenges that teacher educators face when using digital games, for example, in a hybrid learning environment to enhance engagement and promote active learning.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136202982","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":"Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators","authors":"Zinagul Suranchiyeva, Bektas Bostanov, Serik Kenesbayev, Salamat Idrissov, Kuralay Turganbay","doi":"10.28945/5208","DOIUrl":"https://doi.org/10.28945/5208","url":null,"abstract":"Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring computer science teachers. The study draws from both a comprehensive review of relevant literature and the synthesis of the authors’ pedagogical experiences. Methodology: The research utilized a system-activity approach and aligned with the State Educational Standard. It further integrated the theory of continuous education as its psychological and pedagogical foundation. Contribution: A unique model for instructing discrete mathematics elements to future computer science educators has been proposed. This model is underpinned by informative, technological, and personal competencies, intertwined with the mathematical bedrock of computer science. Findings: The study revealed the importance of holistic teaching of discrete mathematics elements for computer science teacher aspirants in line with the Informatics educational programs. An elective course, “Elements of Discrete Mathematics in Computer Science”, comprising three modules, was outlined. Practical examples spotlighting elements of mathematical logic and graph theory of discrete mathematics in programming and computer science were showcased. Recommendations for Practitioners: Future computer science educators should deeply integrate discrete mathematics elements in their teaching methodologies, especially when aligning with professional disciplines of the Informatics educational program. Recommendation for Researchers: Further exploration is recommended on the seamless integration of discrete mathematics elements in diverse computer science curricula, optimizing for varied learning outcomes and student profiles. Impact on Society: Enhancing the quality of teaching discrete mathematics to future computer science teachers can lead to better-educated professionals, driving advancements in the tech industry and contributing to societal progress. Future Research: There is scope to explore the wider applications of the discrete mathematics elements model in varied computer science sub-disciplines, and its adaptability across different educational frameworks.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135449850","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":"Printable Table of Contents. JITE: IIP, Volume 20, 2021","authors":"C. Cheong","doi":"10.28945/4696","DOIUrl":"https://doi.org/10.28945/4696","url":null,"abstract":"Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 20, 2021","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81605927","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":"Design and Implementation of Lightweight Virtualization Using Docker Container in Distributing Web Application with Experimental Methods","authors":"Stefanus Eko Prasetyo","doi":"10.31289/JITE.V4I2.4019","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4019","url":null,"abstract":"The rapid development of website-based applications that can be accessed on various computer platforms and smart phones, causing the infrastructure of web application deployment, especially servers, is needed. This causes sometimes the organization needs to invest in a server. With virtualization, companies can create multiple servers on the same machine, and each server functions as an individual machine. Lightweight based virtualization or known as containers is an approach where the host operating system is shared with a virtual server which means that the parent kernel is shared with virtual servers or containers. The method used is an experimental method, this study measures the effect of a particular treatment on a variable with different treatments. Research variables carried out in the lightweight virtualization system research, including: throughput, Average Latency, response time and Dropped Request. The treatments in this study were tested with 100, 200, 250 and 300 connections simultaneously with 1000, 3000, 5000, 7000 requests.The server service design uses container-based virtualization for the webserver with 2.8 Ghz (4 core) Intel Core i7 processor specifications, 2 GB memory, 80 GB M2 SSD storage, and Gigabit Ethernet capable of handling 250 requests simultaneously, but cannot be accessed when handling 300 requests simultaneously.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81931878","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":"Analysis of IT Governance COBIT 5.0 (Case Study: Ministry of Religious Affairs of Batam)","authors":"S. Suwarno","doi":"10.31289/JITE.V4I2.4020","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4020","url":null,"abstract":"Indonesian Government has developed technology-based information systems in their respective environments as an effort to realize public services that meet standards and achieve citizen service satisfaction, and in line with that as the government's efforts to digitize each business process in the government itself. Ministry of Religious Affairs of Batam that has developed this technology-based information system in implementing activities public services at Sekupang office, KUA, and integrated service places. This study aims to analyze the IT governance that has been applied at Ministry of Religious Affairs of Batam in providing public services. This study uses COBIT 5.0 to analyze IT governance in understanding and finding common ground between the needs of Batam citizen and the strategic plan of the Ministry of Religious Affairs of Batam, as well as how to evaluate and monitor IT governance in the actual conditions. This study uses two domains: Plan and Organize (PO) and Monitor and Evaluate (ME), based on the results of questionnaire data processing with 106 respondents, and the average value of the PO domain 3.8 and ME domain 3.9 shows that IT governance is at the Defined Process level. . Found two IT processes with a value of less than 3, namely PO8.1 and PO9.1, it is necessary to recommend improvements to quality management and risk management.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83700006","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":"Market Basket Analysis for Books Sales Promotion using FP Growth Algorithm, Case Study : Gramedia Matraman Jakarta","authors":"F. Firmansyah, A. Yulianto","doi":"10.31289/JITE.V4I2.4539","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4539","url":null,"abstract":"For retail companies such as Gramedia stores, promotion and strategies to sell books are important, so tools are needed to analyze past sales data. Gramedia does not yet have tools to analyze shopping cart patterns that aim to carry out product promotions appropriately. To promote what books should be promoted using the market basket analysis method or shopping basket analysis. The algorithm used in the data mining process is Frequent Pattern Growth (FP Growth) because it is faster in processing large data. The data analyzed is historical data on book sales from January to March 2020 which is taken randomly (random sampling). The framework used in the data mining process is the Cross Industry Standard Process for Data Mining (CRISP-DM) and the tool used is the Rapid Miner using a market basket analysis framework. With a minimum support of 0.003 and a minimum confidence 0.3 using the FP-Growth algorithm to produce an item set of 7 rules to recommend product promotions. The algorithm results are also in accordance with the business understanding phase of CRISP-DM.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85878131","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}
Arif Widi Atmaja, Daniel Rudiaman Sijabat, Febry Eka Purwiantono
{"title":"Automation of Aquaponic Choy Sum and Nile Tilapia Using Arduino Microcontroller","authors":"Arif Widi Atmaja, Daniel Rudiaman Sijabat, Febry Eka Purwiantono","doi":"10.31289/JITE.V4I2.4395","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4395","url":null,"abstract":"This study aims to build an aquaponics automation tool to simplify the control of fish and vegetable cultivation. The objects that were taken in this study were nile tilapia and choy sum. In this study, testing was carried out in an aquarium and hydroponic pipe to control nutrition, water turbidity, light, pH, feed, and temperature. The main tools used to build this automation include Arduino ESP-32, GY-302 Ambient Light Intensity Sensor, DFRobot Gravity Analog pH Sensor, DS18B20 temperature sensor, 3-6V DC R140 DC motor, Relay Module6 Chanel 12V, RTC Module. DS130 and SR04 Ultrasonic Sensor. After the system testing process, it can be concluded that this tool can support the process of cultivating nile tilapia and choy sum properly and make it easier for farmers to monitor aquaponics.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85549229","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}
Nelson Roberto Duarte, S. Riyadi, L. Pratomo, F. B. Setiawan
{"title":"Pulse Injection Method to Increase Precision of Rotary Encoder on Switched Reluctance Motors","authors":"Nelson Roberto Duarte, S. Riyadi, L. Pratomo, F. B. Setiawan","doi":"10.31289/JITE.V4I2.4425","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4425","url":null,"abstract":"Penggunaan switched reluctance motor (SRM) dalam aplikasi industri banyak diterapkan, hal ini dikarenakan SRM memiliki kelebihan antara lain tidak menggunakan magnet permanen serta kontruksi sederhana berupa inti besi pada rotor dan belitan stator. SRM membutuhkan informasi posisi rotor dalam pengoperasianya. Informasi posisi rotor yang sering digunakan adalah sensor hall effect yang sudah terpasang di dalam body motor walaupun adanya kelemahan terhadap akurasi. Untuk mendapatkan akurasi yang baik maka rotary encoder digunakan sebagai informasi posisi rotor. Rotary encoder memiliki tingkat kepresisian yang tinggi tapi dalam pemasangannya dibutuhkan sinkronisasi terhadap posisi rotor. Injeksi pulsa dilakukan untuk mencari kesesuaian antara posisi rotor dengan rotary encoder. Pada makalah ini diusulkan kendali SRM dengan informasi posisi rotor berasal dari pulsa rotary encoder. Hasil dari injeksi pulsa digunakan untuk menentukan profil induktansi pada posisi tertentu. Berdasarkan profil induktansi didapatkan sinkronisasi antara posisi rotor dengan pulsa rotary encoder. Untuk mendukung tercapainya metode analisis yang diusulkan dilakakukan pengujian pada laboratorium","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78412259","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}