Abstract: Assessment of IEP (Individual Education Plan) is an
important stage in the area of special education. This paper deals
with this problem by introducing computer software which process
the data gathered from application of IEP. The software is intended
to be used by special education institution in Turkey and allows
assessment of school and family trainings. The software has a user
friendly interface and its design includes graphical developer tools.
Abstract: Computers are increasingly being used as educational
tools in elementary/primary schools worldwide. A specific
application of such computer use, is that of multimedia games, where
the aim is to combine pedagogy and entertainment. This study
reports on a case-study whereby an educational multimedia game has
been developed for use by elementary school children. The stages of
the application-s design, implementation and evaluation are
presented. Strengths of the game are identified and discussed, and its
weaknesses are identified, allowing for suggestions for future redesigns.
The results show that the use of games can engage children
in the learning process for longer periods of time with the added
benefit of the entertainment factor.
Abstract: Defining strategic position of the organizations within
the industry environment is one of the basic and most important
phases of strategic planning to which extent that one of the
fundamental schools of strategic planning is the strategic positioning
school. In today-s knowledge-based economy and dynamic
environment, it is essential for universities as the centers of
education, knowledge creation and knowledge worker evolvement.
Till now, variant models with different approaches to strategic
positioning are deployed in defining the strategic position within the
various industries. Balanced Scorecard as one of the powerful models
for strategic positioning, analyzes all aspects of the organization
evenly. In this paper with the consideration of BSC strength in
strategic evaluation, it is used for analyzing the environmental
position of the best-s Iranian Business Schools. The results could be
used in developing strategic plans for these schools as well as other
Iranian Management and Business Schools.
Abstract: Never has a revolution affected all aspects of
humanity as the communication revolution during the past two
decades. This revolution, with all its advances and utilities, swept the
world thus becoming an integral part of our lives, hence giving way
to emerging applications at the social, economic, political, and
educational levels. More specifically, such applications have changed
the delivery system through which learning is acquired by students.
Interaction with educators, accessibility to content, and creative
delivery options are but a few facets of the new learning experience
now being offered through the use of technology in the educational
field. With different success rates, third world countries have tried to
pace themselves with use of educational technology in advanced
parts of the world. One such country is the small rich-oil state of
Kuwait which has tried to adopt the e-educational model, however,
an evaluation of such trial is yet to be done. This study aimed to fill
the void of research conducted around that topic. The study explored
students' acceptance of incorporating communication technologies in
higher education in Kuwait. Students' responses to survey questions
presented an overview of the e-learning experience in this country,
and drew a framework through which implications and suggestions
for future research were discussed to better serve the advancement of
e-education in developing countries.
Abstract: Group work, projects and discussions are important
components of teacher education courses whether they are face-toface,
blended or exclusively online formats. This paper examines the varieties of tasks and challenges with this learning format in a face to
face class teacher education class providing specific examples of both
failure and success from both the student and instructor perspective.
The discussion begins with a brief history of collaborative and cooperative learning, moves to an exploration of the promised
benefits and then takes a look at some of the challenges which can
arise specifically from the use of new technologies. The discussion concludes with guidelines and specific suggestions.
Abstract: Positioning the organization in the strategic
environment of its industry is one of the first and most important
phases of the organizational strategic planning and in today
knowledge-based economy has its importance been duplicated for
higher education institutes as the centers of education, knowledge
creation and knowledge worker training. Up to now, various models
with diverse approaches have been applied to investigate
organizations- strategic position in different industries. Regarding the
essential importance and strategic role of quality in higher education
institutes, in this study, a quality-oriented approach has been
suggested to positioning them in their strategic environment. Then
the European Foundation of Quality Management (EFQM) model has
been adopted to position the top Iranian business schools in their
strategic environment. The result of this study can be used in strategic
planning of these institutes as well as the other Iranian business
schools.
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: The element of justice or al-‘adl in the context of
Islamic critical thinking deals with the notion of justice in a thinking
process which critically rationalizes the truth in a fair and objective
manner with no irrelevant interference that can jeopardize a sound
judgment. This Islamic axiological element is vital in technological
decision making as it addresses the issues of religious values and
ethics that are primarily set to fulfill the purpose of human life on
earth. The main objective of this study was to examine and analyze
the perception of Muslim engineering students in Malaysian higher
education institutions towards the concept of al-‘adl as an essential
element of Islamic critical thinking. The study employed mixed
methods approach that comprises data collection from the
questionnaire survey and the interview responses. A total of 557
Muslim engineering undergraduates from six Malaysian universities
participated in the study. The study generally indicated that Muslim
engineering undergraduates in the higher institutions have rather
good comprehension and consciousness for al-‘adl with a slight
awareness on the importance of objective thinking. Nonetheless there
were a few items on the concept that have implied a comparatively
low perception on the rational justice in Islam as the means to grasp
the ultimate truth.
Abstract: The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: The purpose of this paper is to present teacher candidates- beliefs about technology integration in their field of study, which is classroom teaching in this case. The study was conducted among the first year students in college of education in Turkey. This study is based on both quantitative and qualitative data. For the quantitative data- Likert scale was used and for the qualitative data pattern matching was employed. The primary findings showed that students defined educational technology as technologies that improve learning with their visual, easily accessible, and productive features. They also believe these technologies could affect their future students- learning positively.
Abstract: The purpose of this study was to develop a “teachers’
self-efficacy scale for high school physical education teachers
(TSES-HSPET)” in Taiwan. This scale is based on the self-efficacy
theory of Bandura [1], [2]. This study used exploratory and
confirmatory factor analyses to test the reliability and validity. The
participants were high school physical education teachers in Taiwan.
Both stratified random sampling and cluster sampling were used to
sample participants for the study. 350 teachers were sampled in the
first stage and 234 valid scales (male 133, female 101) returned.
During the second stage, 350 teachers were sampled and 257 valid
scales (male 143, female 110, 4 did not indicate gender) returned. The
exploratory factor analysis was used in the first stage, and it got
60.77% of total variance for construct validity. The Cronbach’s alpha
coefficient of internal consistency was 0.91 for sumscale, and
subscales were 0.84 and 0.90. In the second stage, confirmatory factor
analysis was used to test construct validity. The result showed that the
fit index could be accepted (χ2 (75) =167.94, p
Abstract: The purposes of this paper are to (1) promote excellence in computer science by suggesting a cohesive innovative approach to fill well documented deficiencies in current computer science education, (2) justify (using the authors' and others anecdotal evidence from both the classroom and the real world) why this approach holds great potential to successfully eliminate the deficiencies, (3) invite other professionals to join the authors in proof of concept research. The authors' experiences, though anecdotal, strongly suggest that a new approach involving visual modeling technologies should allow computer science programs to retain a greater percentage of prospective and declared majors as students become more engaged learners, more successful problem-solvers, and better prepared as programmers. In addition, the graduates of such computer science programs will make greater contributions to the profession as skilled problem-solvers. Instead of wearily rememorizing code as they move to the next course, students will have the problem-solving skills to think and work in more sophisticated and creative ways.
Abstract: We propose that Virtual Learning Environments (VLEs) should be designed by taking into account the characteristics, the special needs and the specific operating rules of the academic institutions in which they are employed. In this context, we describe a VLE module that extends the support of the organization and delivery of course material by including administration activities related to the various stages of teaching. These include the co-ordination, collaboration and monitoring of the course material development process and institution-specific course material delivery modes. Our specialized module, which enhances VLE capabilities by Helping Educators and Learners through a Laboratory Assistance System, is willing to assist the Greek tertiary technological sector, which includes Technological Educational Institutes (T.E.I.).
Abstract: This study applied Theory of Planned Behaviour
(TPB) to explain the knowledge sharing behaviour among academic
staff at a Public Higher Education Institution (HEI) in Malaysia. The
main objectives of this study are; to identify the components that
influence knowledge sharing behaviour and to determine the levels of
knowledge sharing behaviour among academic staff. A total of 200
respondents were participated in answering questionnaires. The
findings of this study revealed that level of perceiving and
implementing knowledge sharing behaviour among academic staff at
a Public HEI in Malaysia exist but not openly or strongly practiced.
The findings were discussed and recommendations for the future
research were also addressed.
Abstract: The AL-MAJIRI school system is a variant of private
Arabic and Islamic schools which cater for the religious and moral development of Muslims. In the past, the system produced clerics,
scholars, judges, religious reformers, eminent teachers and great men who are worthy of emulation, particularly in northern Nigeria.
Gradually, the system lost its glory but continued to discharge its
educational responsibilities to a certain extent. This paper takes a
look at the activities of the AL-MAJIRI schools. The introduction
provides background information about Nigeria where the schools
operate. This is followed by an overview of the Nigerian educational system, the nature and the features of the AL-MAJIRI school system,
its weaknesses and the current challenges facing the schools. The paper concludes with emphasis on the urgent need for a comprehensive reform of the curriculum content of the schools. The step by step procedure required for the reform is discussed.
Abstract: Laboratory activities have produced benefits in
student learning. With current drives of new technology resources
and evolving era of education methods, renewal status of learning
and teaching in laboratory methods are in progress, for both learners
and the educators. To enhance learning outcomes in laboratory works
particularly in engineering practices and testing, learning via handson
by instruction may not sufficient. This paper describes and
compares techniques and implementation of traditional (expository)
with open-ended laboratory (problem-based) for two consecutive
cohorts studying environmental laboratory course in civil engineering
program. The transition of traditional to problem-based findings and
effect were investigated in terms of course assessment student
feedback survey, course outcome learning measurement and student
performance grades. It was proved that students have demonstrated
better performance in their grades and 12% increase in the course
outcome (CO) in problem-based open-ended laboratory style than
traditional method; although in perception, students has responded
less favorable in their feedback.
Abstract: Multimedia courseware has been accepted as a tool
that can support teaching and learning process. 'Li2D' courseware
was developed to assist student-s visualization on the topic of Loci in
Two Dimension. This paper describes an evaluation on the
effectiveness and usability of a 'Li2D' courseware. The quasi
experiment was used for the effectiveness evaluation. Usability
evaluation was accomplished based on four constructs of usability,
namely: efficiency, learnability, screen design and satisfaction. An
evaluation on the multimedia elements was also conducted. A total of
63 students of Form Two are involved in the study. The students are
divided into two groups: control and experimental. The experimental
group had to interact with 'Li2D' courseware as part of the learning
activities while the control group used the conventional learning
methods. The results indicate that the experimental group performed
better than the control group in understanding the Loci in Two
Dimensions topic. In terms of usability, the results showed that the
students agreed on the usability in multimedia elements in the 'Li2D'
courseware.
Abstract: This paper presents a large scale, quantitative investigation of the impact of discipline differences on the student experience of using an online learning environment (OLE). Based on a representative sample of 2526 respondents, a number of significant differences in the mean rating by broad discipline area of the importance of, and satisfaction with, a range of elements of an OLE were found. Broadly speaking, the Arts and Science and Technology discipline areas reported the lowest importance and satisfaction ratings for the OLE, while the Health and Behavioural Sciences area was the most satisfied with the OLE. A number of specific, systematic discipline differences are reported and discussed. Compared to the observed significant differences in mean importance ratings, there were fewer significant differences in mean satisfaction ratings, and those that were observed were less systematic than for importance ratings.
Abstract: E-learning refers to the specific kind of learning
experienced within the domain of educational technology, which can
be used in or out of the classroom. In this paper, we give an
overview of an e-learning platform 'An Innovative Interactive and
Online English Platform for Upper Primary Students' is an
interactive web-based application which will serve as an aid to the
primary school students in Mauritius. The objectives of this platform
are to offer quality learning resources for the English subject at our
primary level of education, encourage self-learning and hence
promote e-learning. The platform developed consists of several
interesting features, for example, the English Verb Conjugation tool,
Negative Form tool, Interrogative Form tool and Close Test
Generator. Thus, this learning platform will be useful at a time
where our country is looking for an alternative to private tuition and
also, looking forward to increase the pass rate.