Abstract: This study investigated students- perception of self
efficacy and anxiety in acquiring English language, and consequently
examined the relationship existing among the independent variables,
confounding variables and students- performances in the English
language. The researcher tested the research hypotheses using a
sample group of 318 respondents out of the population size of 400
students. The results obtained revealed that there was a significant
moderate negative relationship between English language anxiety
and performance in English language, but no significant relationship
between self-efficacy and English language performance, among the
middle-school students. There was a significant moderate negative
relationship between English language anxiety and self-efficacy. It
was discovered that general self-efficacy and English language
anxiety represented a significantly more powerful set of predictors
than the set of confounding variables. Thus, the study concluded that
English language anxiety and general self-efficacy were significant
predictors of English language performance among middle-school
students in Satri Si Suriyothai School.
Abstract: Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: Higher education institutions are increasingly opting to outsourcing methods in order to sustain themselves and this creates a gap of literature in terms of how they perceive the relationship. This research paper attempts to identify the behavioral and psychological factors that exist in the engagement thus providing valuable information to practicing and potential clients, and vendors. The determinants were gathered from previous literatures and analyzed to formulate the factors. This study adopts the case study and survey approaches in which interviews and questionnaires are deployed on employees of IT-related department in a Malaysian higher education institution.
Abstract: This study examines whether contrived success on a
task closely related to school subjects would promote students-
self-efficacy. In our previous study, junior high school students who
experienced contrived success on anagram tasks raised their sense of
self-efficacy and kept it high for a year.We tried to replicate that study,
substituting calculation tasks for the anagrams. One hundred eighteen
junior high school students participated in this study, 18 of whom were
surreptitiously given easier tasks than their classmates. Those students
with easier tasks outperformed their peers and thereby raised their
sense of self-efficacy. However, elevated self-efficacy did not persist,
falling to the starting level after only three months.
Abstract: The current education system in India is adept in
equipping and assessing the scholastic development of children.
However, there is an immediate need to strengthen co-scholastic
areas like life-skills, values and attitudes to equip students to face real
life challenges. Audio-visual technology and their respective media
can make a significant contribution to a value based learning
curriculum. Thus, co-scholastic skills need to be effectively nurtured
by a medium that is entertaining and impactful. Films in general have
a tremendous impact in our society. Films with a positive message
make a formidable learning experience that can influence and inspire
generations of learners. Leveraging on this powerful medium,
EduMedia India Pvt. Ltd. has introduced School Cinema a well
researched film-based learning module supported by a fun and
exciting workbook, designed to introduce and reaffirm life-skills and
values to children, thereby having a positive influence on their
attitudes.
Abstract: In this contribution a newly developed elearning environment is presented, which incorporates Intelligent Agents and Computational Intelligence Techniques. The new e-learning environment is constituted by three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. These parts are distributed geographically in dispersed computer servers, with main focus on the design and development of these subsystems through the use of new and emerging technologies. These parts are interconnected in an interoperable way, using web services for the integration of the subsystems, in order to enhance the user modelling procedure and achieve the goals of the learning process.
Abstract: The object of this research is the design and
evaluation of an immersive Virtual Learning Environment (VLE) for
deaf children. Recently we have developed a prototype immersive
VR game to teach sign language mathematics to deaf students age K-
4 [1] [2]. In this paper we describe a significant extension of the
prototype application. The extension includes: (1) user-centered
design and implementation of two additional interactive
environments (a clock store and a bakery), and (2) user-centered
evaluation including development of user tasks, expert panel-based
evaluation, and formative evaluation. This paper is one of the few to
focus on the importance of user-centered, iterative design in VR
application development, and to describe a structured evaluation
method.
Abstract: This study was carried out in Ankara, the capital city of Turkey, in order to determine how people living in the slums of Ankara benefit from educational equality. Within the scope of the research, interviews were made with 64 families whose children have been getting education from the primary schools of these parts and the data of the study was collected by the researcher. The results of the research demonstrate that the children getting education in the slums of Ankara can not experience educational equality and justice. The results of this study show that the opportunities of the schools in the slums of Ankara are very limited, so the individuals in these districts can not equally benefit from the education. The families are aware of the problem they are faced with. KeywordsDiscrimination, inequality, primary education, slums of Turkey.
Abstract: Finding effective ways of improving university quality assurance requires, as well, a retraining of the staff. This article illustrates an Online Programme of Excellence Model (OPEM), based on the European quality assurance model, for improving participants- formative programme standards. The results of applying this OPEM indicate the necessity of quality policies that support the evaluators- competencies to improve formative programmes. The study concludes by outlining how faculty and agency staff can use OPEM for the internal and external quality assurance of formative programmes.
Abstract: Within the healthcare system, training and continued professional development although essential, can be effected by cost and logistical restraints due to the nature of healthcare provision e.g employee shift patterns, access to expertise, cost factors in releasing staff to attend training etc. The use of multimedia technology for the development of e-learning applications is also a major cost consideration for healthcare management staff, and this type of media whether optical or on line requires careful planning in order to remain inclusive of all staff with potentially varied access to multimedia computing. This paper discusses a project in which the use of DVD authoring technology has been successfully implemented to meet the needs of distance learning and user considerations, and is based on film production techniques and reduced product turnaround deadlines.
Abstract: Possible advantages of technology in educational
context required the defining boundaries of formal and informal
learning. Increasing opportunity to ubiquitous learning by
technological support has revealed a question of how to discover
the potential of individuals in the spontaneous environments such as
social networks. This seems to be related with the question of what
purposes in social networks have been being used? Social networks
provide various advantages in educational context as collaboration,
knowledge sharing, common interests, active participation and
reflective thinking. As a consequence of these, the purpose of this
study is composed of proposing a new model that could determine
factors which effect adoption of social network applications for usage
in educational context. While developing a model proposal, the
existing adoption and diffusion models have been reviewed and they
are thought to be suitable on handling an original perspective instead
of using completely other diffusion or acceptance models because of
different natures of education from other organizations. In the
proposed model; social factors, perceived ease of use, perceived
usefulness and innovativeness are determined four direct constructs
that effect adoption process. Facilitating conditions, image,
subjective norms and community identity are incorporated to model
as antecedents of these direct four constructs.
Abstract: This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.
Abstract: The purpose of the present study is to determine the level of reading habit of future classroom teachers, to discuss the obtained results according to their socio-demographic features and to define the factors which are influential on taking up reading in the context of future teachers experiences. The target population of the study consists of the fourth grade students at 62 faculties of education, department of classroom teaching from Turkish state universities. The sampling of the study consists of the fourth grade students from seven faculties of education, department of classroom teaching from each region. In the study, in the first and the second aspects, there will be a questionnaire to be developed concerning the measurement of future teachers level of reading habits and their socio-demographic features. The questionnaire was applied to all the students in the sample.
Abstract: Since after the historical moment of Malaysia
Independence Day on the year of 1957, the government had been trying hard in order to find the most efficient methods in learning.
However, it is hard to actually access and evaluate students whom will then be called an excellent student. It because in our realtime
student who excellent is only excel in academic. This evaluation
become a problem because it not balance in our real life interm of to get an excellent student in whole area in their involvement of curiculum and co-curiculum. To overcome this scenario, we
proposed a method called Student Idol to evaluate student through
three categories which are academic, co-curiculum and leadership.
All the categories have their own merit point. Using this method, student will be evaluated more accurate compared to the previously.
So, teacher can easily evaluate their student without having any emotion factor, relation factor and others. As conclustion this method will helps student evaluation more accurate and valid.
Abstract: With the proliferation of mobile computing technology, mobile learning (m-learning) will play a vital role in the rapidly growing electronic learning market. However, the acceptance of m-learning by individuals is critical to the successful implementation of m-learning systems. Thus, there is a need to research the factors that affect users- intention to use m-learning. Based on an updated information system (IS) success model, data collected from 350 respondents in Taiwan were tested against the research model using the structural equation modeling approach. The data collected by questionnaire were analyzed to check the validity of constructs. Then hypotheses describing the relationships between the identified constructs and users- satisfaction were formulated and tested.
Abstract: Computer programming is considered a very difficult
course by many computer science students. The reasons for the
difficulties include cognitive load involved in programming,
different learning styles of students, instructional methodology and
the choice of the programming languages. To reduce the difficulties
the following have been tried: pair programming, program
visualization, different learning styles etc. However, these efforts
have produced limited success. This paper reviews the problem and
proposes a framework to help students overcome the difficulties
involved.
Abstract: Thai language is difficult in all four language skills,
especially reading. The first year students may have different abilities
in reading, so a teacher is required to find out a student’s reading
level so that the teacher can help and support them till they can
develop and resolve each problem themselves. This research is aimed
to study the prosody problem among Thai students and will be
focused on first year Thai students in the second semester. A total of
58 students were involved in this study. Four obstacles were found:
1. Interpretation from what they read and write
2. Incorrectness Pronunciation of Prosody
3. Incorrectness in Rhythm of the Poem
4. Incorrectness of the Thai Poem Pronunciation
Abstract: In policy discourse of 1990s, more inclusive spaces
have been constructed for realizing full and meaningful participation
of common people in education. These participatory spaces provide
an alternative possibility for universalizing elementary education
against the backdrop of a history of entrenched forms of social and
economical exclusion; inequitable education provisions; and
shrinking role of the state in today-s neo-liberal times. Drawing on
case-studies of bottom-up approaches to school governance, the study
examines an array of innovative ways through which poor people
gained a sense of identity and agency by evolving indigenous
solutions to issues regarding schooling of their children. In the
process, state-s institutions and practices became more accountable
and responsive to educational concerns of the marginalized people.
The deliberative participation emerged as an active way of
experiencing deeper forms of empowerment and democracy than its
passive realization as mere bearers of citizen rights.
Abstract: In this paper, we argue that Design research is basic to countries- national productivity and competition agendas at the same time that vagaries of research training presents as one of the barriers faced by Design Higher Degree by Research students in engaging those agendas. We argue that, given industry requirements for research-trained recruits, students have the right to expect that research training will provide the foundations of a successful career on an academic or research pathway or a professional pathway, but that universities have yet to address problems in their provision of research training for Design doctoral students. We suggest that to facilitate this, rigorous research conducted on the provision of Doctoral programs in Design would serve to inform future activities in Design research in productive ways.