bluuebunny/crossref_metadata_2025 huggingface dataset:
Transference of Learning from Play with iPads in Early Childhood
Authors: GENG Gretchen , DISNEY Leigh , MASON Jon
Published: January 2025

Whether it is the alphabet, a song, or knowledge of touchscreen navigation, young children now routinely learn many things while playing with iPads and similar devices. Despite this child-friendly technology clearly stimulating engagement there also exist significant debates about this topic among early childhood education professionals. This paper reports on a small research project that investigates: a) whether touch screen digital devices can provide young children with practical and educational information; b) whether these children can transfer their learning through individual play with such devices; c) what factors need to be considered that could improve the learning outcomes of young children; and, d) how young children manifest their learning outcomes. Through an observational case-study that involved young (2-year old) children we observed the transfer of learning from 2D sources to 3D objects and the ability of these children in drawing 2D images from understanding 3D objects. Although a video deficit effect showed young children displaying poorer ability in transferring learning from 2D sources to 3D objects relative to their ability to do likewise from a live demonstration, these children were effective at transferring their learning from 2D sources to 3D objects. However, it was also found that to be effective requires multiple presentations, experience and assistance of language cues to scaffold their understanding. These findings suggest that parents and teachers could further examine the value of using 2D sources, such as television, videos, computers and touch screens in this way.
Augmented Reality Systems for Immediate-Action Commander Training During Disasters
Authors: MITSUHARA Hiroyuki , IGUCHI Keisuke , KAWAI Junya , SHISHIBORI Masami
Published: January 2025

Disaster education focusing on how we should take immediate actions after disasters strike is essential to protect our lives. We proposed Immediate-Action Commanders (IACers) training and prototyped three IACers training systems using augmented reality (AR) and head-mounted displays (HMDs). The systems superimpose interactive virtual objects onto HMDs’ real-time vision or a trainee’s actual view.
Teacher Educators’ Pedagogical Beliefs and Practices towards ICT in Teaching and Learning
Authors: CHEOK Mei Lick , WONG Su Luan , MOHD AYUB Ahmad Fauzi , MAHMUD Rosnaini
Published: January 2025

This study investigates uses of ICT as reflected in teacher educators’ beliefs and practices. The research is situated in Malaysia where ICT in education has still not reached the desired expectation. Based on the argument that teacher educators’ limited use of technology in teaching and learning can be explained by the lack of beliefs towards ICT, understanding their rationales and behaviours is important for a successful implementation of an ICT initiative. Interviews were used to solicit information from nine teacher educators from a teacher training institute. Four foci emerged across the findings in terms of beliefs that guided their practices. Analysis of the findings resulted in a development of a typology explaining the relationship between beliefs and practices among the teacher educators.
Learning Archaeoastronomy in Temples with STEM-focused Mobile Learning Approach
Authors: WONGTA Jintana , WONGWATKIT Charoenchai , YACHULAWETKUNAKORN Chitphon , NA PHATTHALUNG Ratthakarn , SAELEE Cherdsak , TAWONATIWAS Mullika
Published: January 2025

Ancient people during prehistorical time constructed their knowledge based on observation and recording then kept it on archaeological site. Young generations are trying to understand the secret of historical site which was called archaeology study. In Thailand, there are many temples and that temple may keep ancient astronomy knowledge. However, there are not many scientists who are interested in archaeoastronomy in our country. Our research focused on mobile learning approach which is proposed to enhance Archaeoastronomy activity with STEM-focused in historical field. The activity was designed based on STEM activity. Science and Math were applied on astronomy topic. Technology was applied on mobile learning and Engineering was applied on drawing and scaling. Additionally, mobile learning was used to support all STEM activities in field because of astronomy mobile applications are widely spread during 21st century. The results showed that students can learn more in field when use mobile supporting in STEM activities and soft skills such as critical thinking, questioning and problem solving were use during this activity. The research could challenge teachers who appreciate STEM education to apply more archaeoastronomy in their historical site around the world.
Crossing border: Mobile technologies integrating into STEM activity in and out of classroom
Authors: SUN Daner , LOOI Chee-Kit
Published: January 2025

In this paper, we will present a theory contributing to the development of seamless learning and mobile learning namely: boundary activity based learning principle (BABL), which has been developed by research team for more than two years. The BABL principle has been integrated into the design of seamless learning in science and STEM education. In the paper, we will overview the basic principle of BABL, and present an integrated STEM activity at a primary school. The research will inform the STEM instructional design supported by mobile technology.
Practical Evaluation of ICT-based Self-made Regional Safety Map through Residents' Workshop in a Historical Local Town
Authors: OKAZAKI Yasuhisa , MATSUO Sho , WAKUYA Hiroshi , HAYASHIDA Yukuo , MISHIMA Nobuo
Published: January 2025

This paper describes a practical evaluation of our ICT-based regional safety map for a historical local town. In this kind of towns, it is required to make daily potential dangers visible and share them as basic information for regional safety. Our system supports local residents to post dangerous points in their living areas and share. We created and revised a local safety map under the cooperation of voluntary disaster prevention members. From the observation of the workshop and questionnaire survey, we found that (1) our system contributes to collect and share distinctive local danger information for the safety map, (2) the map provided by our system leads to awareness of safety by reaffirming nearby danger, and (3) the map is also useful for reviewing danger information and improving reliability through meeting.
The Development of a Hand-Washing Education System
Authors: NAGATA Katsumi , OONO Masaki , SHISHIBORI Masami
Published: January 2025

This study develops a system that focuses on proper hand-washing patterns to examine whether hands are being washed properly. By comparing images of hand-washing taken at sinks and the like with model images, it informs users in real-time whether they are using proper hand-washing patterns. Optical flow and skin-color pixel areas are used as feature amounts for recognizing proper hand-washing patterns. SVM (Support Vector Machine) is introduced as the recognition model in this system.
Development and Testing of a Mobile Game for English Proficiency Among Filipino Learners
Authors: MORENO Monica , MANAHAN Dominique Marie Antoinette , FERNANDEZ Marika Gianina , BANAWAN Michelle , BERAQUIT Jose Isidro , CAPARROS Marie Rianne M. , CACERES Philip , DIY Walfrido David , SARCILLA Lean Rimes , AMANTE Francesco , RODRIGO Ma. Mercedes T.
Published: January 2025

This paper presents the testing and development of Learning Likha, an English language-based digital game for Filipino learners from 9- to 12-years old. The game focuses on the literacy skill of noting explicit details while incidentally learning about Filipino culture. In an in-vivo pilot test, we measured student comprehension and engagement. We found that the students who performed better and had greater confidence enjoyed using the software but were less engaged than those who performed more poorly.
Personality Traits of Future Nurses and Cyberchondria: Findings from an Emerging Economy
Authors: DE LA CUESTA Josephine , CATEDRILLA Jypzie , EBARDO Ryan , LIMPIN Laiza , LEAÑO Cecilia , TRAPERO Hazel
Published: January 2025

The Internet is intricately embedded in our everyday lives and has become a valuable source of information to support learning due to its accessibility and decreasing costs. However, the rising costs of healthcare resulted in students seeking medical information from online health websites contributing unnecessary stress to their academic lives. In developing economies, however, the overloaded information from the Internet brings forth severe risks to these individuals by exposing themselves to inaccurate and inappropriate information in addressing their perceived conditions and symptoms. Cyberchondria is the speculative escalation of anxieties about common health issues which is grounded on the assessment of online information to satisfy medical curiosity. The personality traits of nursing students in higher education are utilized to identify which among these traits can lead to cyberchondria by examining 207 responses through a structural equation model technique. Analysis of data reveals that the individual personality traits of conscientiousness and neuroticism are positively associated with cyberchondria. Practical and academic implications are discussed in relation to the role of technology in nursing education.
Digital Learning Transformation for One-room Schoolhouses in Rural Pakistan
Authors: BADAR Faisal , MASON Jon
Published: January 2025

Despite extensive global efforts to make education accessible for all, one out of every five children are out-of-school. The situation demands re-thinking of learning strategies particularly in underprivileged contexts. Continued advancements in learning technologies may offer novel solutions and this paper reports on a study that explores such opportunities. Opportunities to think laterally also reveal that the centuries old one-room schoolhouse is a proven educational system that has yielded promising results for rural areas all around the world. Using a contemporary multi-grade teaching method, the one-room schoolhouse provides a resilient model educating children at locations, which lack quality teachers and resources. This paper reports a case study of an integrated approach to teach out-of-school children in rural Pakistan using education technology in a one-room schoolhouse. A synthesis of knowledge and practices associated with one-room schoolhouses is presented together with an analysis of education technology developments that look promising. A digital transformation roadmap to implement and scale this method to educate out-of-school children in other underprivileged communities is summarised.
Novel Writing Support System by Target Readers’ Story Arcs and Characters’ Emotional Changes
Authors: ASHIDA Atsushi , TOKUMARU Masataka , KOJIRI Tomoko
Published: January 2025

Writing includes such elements of communication skills as expressing authorial intention in an understandable way that is acceptable to readers. Our research introduces a writing activity that cultivates communication skills by introducing a method for writing novels that are liked by the estimated target readers. An aspect of novels that may reflect individual preferences is the emotional experience produced by them. Therefore, this research proposes a method for creating novels that are liked by target readers from an emotional viewpoint. We first adopt story arcs as a representation of a reader model that expresses the emotional changes that readers are expected to experience from a novel. Second, we define the candidates of emotions for designing scenes from the viewpoint of the emotions of characters. Last, we develop a support system that not only suggests candidates for story arcs and characters’ emotions but also provides feedback when the emotions selected for characters fail to support the selected story arc.
Effects on Fostering Computational Thinking by Externalizing a Solution with Construction of a Problem-Solving Model
Authors: KOJIMA Kazuaki , MIWA Kazuhisa
Published: January 2025

Literature on education has paid considerable attention to computational thinking (CT), thought processes involved in formulating problems and their solutions so that the solutions are represented in a form that can be effectively carried out by an information-processing agent. Many attempts to develop CT in problem-solving education have been made in K-12 education. This study proposes an approach to foster CT in curricula for general undergraduate students: students construct rule-based computational models of problem solving. We empirically investigated effects of construction of a rule-based model on externalizing a solution in problem-solving in terms of problem decomposition, one aspect of CT. Undergraduate students described knowledge required to solve a simple problem in the format of rule-based models before and after they constructed models of the problem for a production system. Results indicate that model construction improved student decomposition in knowledge externalization of the solution.
Identifying Significant Indicators of Eye-movement and EEG-based Attention to Predict Reading Performance
Authors: LAI Song , NIU Bingbing , WU Fati
Published: January 2025

It is important to extract students’ reading data to predict their reading performance. This study aims to identify significant indicators of eye-movement and EEG-based attention and to test their predictive effectiveness on reading performance. Data were collected from 56 undergraduate students who read an illustrated science text about geography. Out of 21 reading indicators, 16 were found to have a significant correlation with reading performance. The multiple regression model suggested that Whole time, Text-diagram, Test-text, Medium attention, and High attention were significant indicators. They predicted 62.5% of the variation in students’ reading performance.
Modeling Video Viewing Styles with Probabilistic Mode Switching
Authors: KAWASHIMAa Hiroaki , UEKI Kousuke , SHIMONISHI Kei
Published: January 2025

During video lectures, learners may have attentional modes such as “follow a lecturer's guide (speech and pointers),” “look ahead of spoken parts and actively check slide content,” and “roughly browse a slide.” The dynamic change of these modes is useful to characterize personal and/or temporary viewing styles. This paper presents a method to analyze video viewing styles through gaze behavioral data by using a probabilistic generative model with a latent mode variable. In our experiments, we show that the model can infer viewers' temporal mode patterns and successfully characterize task-dependent viewing situations.
Externalization Support for Hypotheses Creation Process of Discovery Learning in Biology
Authors: WADA Takuya , OTAGAKI Toya , KOJIRI Tomoko
Published: January 2025

Discovery learning is a learning method for understanding knowledge through repeated process of observation, hypothesis generation and verification. However, some students cannot generate hypotheses or verify generated hypotheses because such activities are usually done implicitly. In order to engage in the activities, to be aware of insufficiency of the activities by grasping the process of them explicitly is effective. This research proposes the discovery learning support system of biology by providing the interfaces for externalizing the processes.
Simulatable Open Learner Models of Core Competencies for Setting Goals for Course Performance
Authors: CHOU Chih-Yueh , CHIH Wen-Chieh , TSENG Shu-Fen , CHEN Zhi-Hong
Published: January 2025

A competency-based curriculum involves courses for cultivating core competencies required for specific professions to enable students to take courses to cultivate their core competencies. This paper presents a curriculum level and competency-based learning analytics dashboard system with simulatable open learner models (OLMs) of core competencies for assisting students in setting goals for course performance. At first, the system provides students with their OLMs of core competencies based on their taken courses and grades. After that, students are asked to set their goals for course grades of all their courses during the current semester. The system displays the simulation of students’ future OLMs if they achieve their goals for course grades this semester. Students can re-set their goals and conduct the simulation of OLMs again until they satisfy the simulation results. The system also enables students to set detailed goals for attendance, assignment hand-in rate, midterm exam, and final exam in order to achieve their goals for course grade. A preliminary evaluation was conducted. Most students agreed that the simulatable OLMs assisted them in understanding the influence of their goals for course grades on core competencies and in setting goals for course grades. Most students also stated that setting detailed course goals prompted them to achieve the goal for course grade.
Identifying and Comparing Elementary Students’ Problem-Solving Behavior Patterns Using Lag Sequential Analysis
Authors: YANG Bo , LI Baoping
Published: January 2025

This paper investigates the elementary students’ problem-solving behavior patterns using the lag sequential analysis. 90 students in grade 5 were required to develop their own solution to the task in an online assessment system and all their interactive behaviors were recorded and then coded for sequential analysis. Comparing the analysis results between the higher-score and lower-score students shows that regardless of the prior knowledge and school exam performance, their differences in the problem-solving behavior pattern led to the discrepancy in task performance.
Learning Evidence Analytics Framework (LEAF) in Practice: A2I2 based Teacher Adoption Approach
Authors: MAJUMDAR Rwitajit , Warriem Jayakrishnan M. , KUROMIYA Hiroyuki , APINAR Gökhan AKÇ , FLANAGAN Brendan , OGATA Hiroaki
Published: January 2025

Learning Analytics (LA) platforms can gather data from the teaching-learning interactions during a course. While there have been previous discussions regarding the individual tools, limited scholarship describes the utility of a LA framework for supporting evidence-based teaching-learning practices. We have proposed LEAF, a framework to bridge that gap. We implement the framework in a platform by integrating LMS, learning behaviour sensors such as an ebook reader, learning analytics dashboard and an evidence portal through Learning Tools Interoperability (LTI). The platform was then made available to teachers from different colleges in India to orchestrate their course offering for one semester. This paper describes the design of the teacher training module for the adoption of the platform based on the A2I2 model as its theoretical basis. The A2I2 model explicitly focuses on encouraging scholarship of learning and teaching among participating teachers and thus is an ideal candidate for utilizing an evidence-based framework.
An Index System of Education Information Resources Selection Based on Analytical Hierarchy Process
Authors: RUAN Jiahui , HU Yiling , PENG Xiaoling
Published: January 2025

In the face of massive learning resources, learners are confronted with resource selection dilemmas and cognitive load problems. In order to help learners or educators to choose personalized resources better, we combed the literature reviews on classic learner models, and from the perspective of learners’ personalized characteristics, we analyzed and constructed an index system of education information resource selection based on college student preferences by using analytical hierarchy process (AHP), then the weight of each factor in the index system was determined through Delphi method, a specific course was taken as an example afterwards, which verified that the index system constructed is effective and scientific.
Reconstruction of Concept Map to Promote Learners’ Comprehension on New Knowledge
Authors: PRASETYA Didik Dwi , WIDIYANINGTYAS Triyanna , HIRASHIMA Tsukasa , HAYASHI Yusuke
Published: January 2025

This study investigated a new extension of reconstruction Kit-Build (KB) concept map, which combined with the open-ended style that calls KB-Mixed. To confirm the learners' comprehension of new knowledge, we compared KB-Mixed and open-ended concept map. This study involved 55 2nd-grade university students who were divided into two groups, experimental and control. Students in the experimental group requested to construct concept maps using the KB-Mixed method, while those in the control group using the open-ended concept map, which calls Extended Scratch-Build. The results indicated that KB-Mixed had a significant impact on learners' comprehend, which was represented by the post-test score. Moreover, the concept maps score assessed by expert judgment showed a significant correlation difference to the post-test score.
Beyond Just Following Data: How Does Visualization Strategy Facilitate Learning Analytics Design?
Authors: CAO Jiaxin , SONG Yanjie
Published: January 2025

In this poster, we reviewed 38 articles on learning analytics research, focusing on the data visualization interface designs. After examining the original ideas their interface design, a new visualization strategy was proposed to categorize and characterize them premised on their principles and approaches in four types, namely, (1) directly-presented, (2) outcome-oriented, (3) process-oriented, and (4) theory-oriented. Then, how these types of the visualization strategy could help facilitate learning analytics design and make data interpretable by users was presented.
Research on the Impact of e-Schoolbag on Students' Development: from the Perspective of Personal Learning Skills
Authors: LIU Chu , GUAN Jueqi , REN Youqun
Published: January 2025

With the continuous development and deepening of educational informatization, society has increasingly recognized the application of digital learning media and platform in the classroom. As one of the important means of modern educational informationization, e-Schoolbag has exerted great influence on both students and teachers. In order to understand the effect of e-Schoolbag on student's growth from the perspective of personal learning and thinking skills, this study chooses 26688 students in city S district M as the research object. The analysis is from the independent learning, creative thinking, reflective learning, cooperative learning, Self-management and effective participation of these five aspects. At the same time, the study also compared the influence of different learning period and gender. The results show that the use of e-Schoolbag has different effects on the five dimensions of students. In the group of primary school students who use e-Schoolbags, gender difference also affects the influence of e-Schoolbags on students' personal learning and thinking skills.
Geneticus Investigatio: A Classroom-Based Technology-Enhanced Learning Environment for Problem-Solving Process Skills in Genetics
Authors: DEEP Anurag , MURTHY Sahana , BHAT Jayadeva
Published: January 2025

Solving problems in science domains requires learners to integrate concepts across topics, along with problem-solving and inquiry process skills. The complexity of these concepts and skills becomes manifold at the tertiary undergraduate level, and are known to be challenging for learners. To support learners in this process, we have designed and developed Geneticus Investigatio (GI), a technology-enhanced learning environment for semi-structured problems in the context of Mendelian genetics. GI facilitates the integration of concepts and problem-solving process skills, through inquiry-based learning activities interspersed with evaluative question prompts and reflective activities. GI is developed using Google site s and H5P as a web-based learning environment to provide easy access to learners and to enable teachers to adapt the learning activities to different topics. In this paper, we present the theoretical basis and design of GI. We report a quasi-experimental classroom study (N=63) in which we investigated learning of problem-solving skills and perceptions of usability and usefulness of GI. The results indicate higher learning gains of problem-solving process skills with GI, and learner perceptions that certain activities in GI are helpful for learning concepts and process skills.
Augmented Reality in Education: Three Unique Characteristics from a User’s Perspective
Authors: KRÜ GER Jule M. , BUCHHOLZ Alexander , BODEMER Daniel
Published: January 2025

In this paper, three technological characteristics of augmented reality (AR) are reframed from a perceptual, user’s perspective and discussed concerning their potential for education and in the context of research on technology-supported learning. The first characteristic, contextuality, describes that users of AR can experience the real world and virtual elements simultaneously. The second characteristic, interactivity, includes the possibilities to interact with AR through the manipulation of both real objects and virtual properties, which offers novel possibilities for interaction. The third characteristic, spatiality, focusses on the linking of virtual objects to specific points in space and the more realistic three-dimensionality that AR visualizations offer. It is proposed that these three characteristics can provide a way to structure the broad research landscape of AR in education and form a basis for future research projects. Two studies are presented and linked to the three characteristics. In the first study, the comparison of a desktop simulation and an AR simulation in an individual learning setting is linked to the characteristics of interactivity and spatiality. In the second study, the contextuality of AR is systematically varied and exploited to present group awareness information about other learners next to these learners instead of separated from them. The results of the studies are discussed in the context of the three characteristics and the paper concludes that there are a lot of different educational settings in which AR could be beneficial. The classification of and systematic variation in research based on the three characteristics may form a basis to systematize educational AR research. Furthermore, the results of this research and the three characteristics themselves can inform the design of AR applications to support learning.
Supporting Job-hunting Students to Learn Job-hunting Related Terms with SCROLL eBook and InCircle
Authors: UOSAKI Noriko , MOURI Kousuke , YONEKAWA Takahiro , Yind Chengjiu , Ogatae Hiroaki
Published: January 2025

In this paper, we describe the support system for job-hunting students to learn job-hunting related terms using an eBook and a chat system. Job-hunting process is very unique and complicated in Japan. Job-hunting students face difficulties in many phases. Some job-hunting related terms are not used in daily conversation and very new to them. Therefore, it is necessary to support them. In fact, many universities in Japan have started providing their students with career education. The objective of this study is to examine whether or not the use of our chat system was effective in learning job-hunting related terms. The result of the evaluation showed there was no statistically significant difference. However the highest score was given when they were asked it's helpfulness.
The adoption of Facebook mobile application for managing learning
Authors: SIEW Edwin Theng Fung , LEE Cheng Ean
Published: January 2025

Mobile technologies such as mobile device applications play a significant role within formal education and the use of social networking site such as Facebook through mobile devices has influence students’ management of learning in higher education. Researchers have identified a range of uses of Facebook mobile application in higher education. Despite the increasing use of Facebook mobile application by students and lecturers in higher education for educational purposes, very little empirical studies that concern the adoption of Facebook mobile application by university students in managing learning in the Malaysian higher education context. In this paper, we describe the likelihood of adoption of Facebook mobile application for managing learning by students of a private university in Malaysia, as well as how the perceived ease of use, perceived usefulness, and motivations of usage affect the behavioural intention of the students in adopting Facebook mobile application for managing learning. Through an online questionnaire survey, data were analysed using descriptive statistics, correlations and regressions. Results from the survey questionnaires (N=101) indicated a significant positive association between motivations of usage towards adoption of Face book mobile application for managing learning as well as between perceived ease of use and perceived usefulness towards students’ adoption of Facebook mobile application for managing learning. In conclusion, students’ perceived ease of use, perceived usefulness, education purposes, information-seeking motive and interactivity were significant predictors of behavioural intention in adopting Facebook mobile application for managing learning.
Effectiveness of using an Immersive and Interactive Virtual Reality Learning Environment to Empower Students in Strengthening Empathy and Mastery Learning
Authors: ABADIA Rhodora , CALVERT James , DASIKA Ratna
Published: January 2025

In this paper we present the significance of immersive virtual reality learning environment by a conducted research which emphasizes experience in learning. The case study presents the analysis and comparison of the results in students’ empathy and mastery learning between using a 360° video of a modern history topic – the World War II Kokoda campaign, against an immersive and interactive virtual world learning environment (Kokoda VR). Kokoda VR was developed to have an accurate recreation of places and events. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. While each of the design techniques are not new to the development Virtual Reality Learning Environments (VRLEs), the combination and then application, created an immersive experience where students not only witness the event but also relive the experience. Participants in this study are high school and university students, who were divided into groups to use the 360° video and immersive virtual world application. Surveys and post-tests were conducted to identify how significant the enhancement is in the learners’ empathy, mastery learning and their relationship. Results show that using immersive and interactive virtual reality learning environment have significant improvement in empathy and mastery learning. The study also shows that there is a positive association between empathy and mastery learning but the results does not show sufficient evidence of a strong relationship.
Identifying At-risk Students from Course-specific Predictive Analytics
Authors: KWAN Chung Lim Christopher
Published: January 2025

Identifying at-risk students in a large class of an engineering mathematics course during the delivery of teaching and learning activities is not an easy task to be accomplished by many instructors, particularly in the first few weeks of their studies. In the paper, course-specific predictive analytics, called the multiple linear regression model, the logistic regression model and the classification and regression tree (CART) model are trained, tested and compared with the use of LMS data in the first semester of the academic year 2017-18 such as the level of achievements in online class activities, the mini-project, the mid-term test, assignments, and the final examination for classifying at-risk students as early as possible during the course of study. A feature selection method is used to select statistically significant variables in the development of multiple linear regression and logistic regression models for enhancing the generalizability of both models. It is found that 3 key variables such as the level of achievements in the 6th online class activity, the mid-term test and assignment 2, which may have pedagogically meaningful information, are crucial for classifying at-risk students. Despite the highest accuracy of the CART model, the logistic regression model significantly outperforms the multiple linear regression and the CART models in terms of the recall and f-measure of the testing set. Instead of selecting 3 key variables, the present logistic regression model which only comprises 2 statistically significant variables such as the level of achievements in the 6th online class activity and the mid-term test can be employed to identify at-risk students for early intervention of their studies once the results of the mid-term test and the 6 th online class activity are made available at the end of week 7.
Design Robot-Programming Activities to Engage students in the Computational Problem Solving Process
Authors: Wu Chun-Ping , Chen Jia-jyun , Li Shih-chung
Published: January 2025

This study aims to design a series of robot programming learning activities to engage learners in the computational problem-solving process. The activities were designed based on the strategy of problem-based learning. To reduce any extraneous cognitive load suggested by prior research, the worked-out examples were developed and provided. Additionally, the strategy of concept-mapping was used in three different ways to facilitate students’ learning. A pre-and-post quasi-experiment was conducted to explore the effects of the concept-mapping strategy. In total of 75 5 th graders from three classes participated in this study for two weeks and the classes were randomly assigned to one of the three intervention conditions. The ANCOVA result supported the significant effect of gender interacting with the intervention on learners’ perceived meaningfulness of programming. Implication for future studies were provided.
Enhancing Computer Assembly Skill Using Virtual Computer Laboratory in Conjunction with Team Game Tournament Method
Authors: KHANTHUSAENG Acharaporn , DITCHAROEN Nadh
Published: January 2025

The aim of this research was to develop the computer assembly skill using virtual computer laboratory in conjunction with team game tournament (TGT) method. We exploited virtual reality technology in developing virtual computer laboratory which was designed and developed as an interactive media in form of 3D animation model displayed in 360 degree perspective with sound effect so that learners are able to get experience like being in a real environment. TGT was used in our learning management process which motivated learners to encourage, help each other to solve problem, enjoy to learn and challenge from the activities in class. Research instruments consisted of VR-based virtual computer laboratory, pretest-posttest, questionnaires and lesson plan. By purposive sampling, the participants in our preliminary study were 12 high school students who had low pretest score. The data were analyzed by mean, standard deviation, and t-test dependent. The results showed that the average posttest achievement score was statistically higher than that of pretest at significant level of.05. The average normalized gain of class was 35.83 percent which was at the medium level. In addition, the average of overall students’ satisfaction was 4.29 (SD=0.60) which was at the high level.
Instructional Design of STEAM Education Based on Virtual Reality Technology —— Taking LEGO Bricks as An Example
Authors: Tong Fangyuan , Ruan Jiahui , Meng Lingling
Published: January 2025

STEAM education can integrate interdisciplinary knowledge through projects, develop learners’ hands-on practical skills and promote innovation ability through project learning, which is conducive to the development of learners’ comprehensive development. Meanwhile, with the rapid development of computer network technology, virtual reality (VR) plays an increasingly important role in education, and its combination with education has become much closer. This study combined the STE AM education with VR and developed an instructional design with LEGO Bricks as an example. The instructional design developed was proved not only to pass on learners’ interdisciplinary knowledge imperceptibly, but also cultivate their hands-on practical skills and innovative ability during the whole project. Finally, VR technology is applied to realize the instructional design in a visualized way.
CodAR: An Augmented Reality Based Game to Teach Programming
Authors: SHARMA Vandit , TALUKDAR Jeevankur , BHAGAT Kaushal Kumar
Published: January 2025

In recent years, technology has revolutionized all spheres of life. Since programming is the heart of software technology, it is thus imperative that the demand for programmers is also increasing day by day. With advancements in the field of augmented reality (AR) and Computer Vision (CV), we can now develop applications for unique experiences in the field of education. This study aims to develop a game for elementary school students to learn programming skills. Students are provided with cards which act as markers for our Game. Each marker acts a distinct programming block in AR which causes our game character to perform a certain action. The student needs to place these blocks in the right manner to accomplish a given task. It thus enables students to learn some basic programming skills in a way appealing to them.
Design and Development of a Conjunctive Word-Learning Support System for Conjunctive Expressions with Different-Meaning Commutativity and its Experimental Use
Authors: IWAI Kengo , GABRIEL Fonteles Furtado PEDRO , OGATA Yu , HAYASHI Yusuke , HIRASHIMA Tsukasa
Published: January 2025

Conjunctive words connect two sentences logically. This property is divided into same-meaning and different-meaning commutativity. The former emphasizes a meaning that is explicitly represented in the sentences that already exist, but the latter adds a meaning beyond what is explicitly represented in them. Doing exercises to learn how to use both the former and the latter is important because conjunctive words play an important role in reading and writing effective sentences. Exercises to learn the former are easy, as there is only one correct answer to a fill-in-the-blank problem. On the other hand, to demonstrate mastery of the latter, the exercises must be difficult because various correct answers with different meanings exist. In this study, we designed and developed a conjunctive word learning support system for performing conjunctive word exercises to master different-meaning commutativity. In this system, the learner is provided with an exercise that entails assembling a sentence structure composed of two sentences and a conjunctive word and a conjunctive logical structure composed of two explicit situations and an implic it situation. The system also automatically diagnoses the learner’s performance on the exercises and gives feedback based on the diagnosis results. Furthermore, we carried out an experiment to verify the validity of this system, and the results suggest that the system is effective for helping students to master this aspect of language.
Automatic Vocabulary Study Map Generation by Semantic Context and Learning Material Analysis
Authors: FLANAGAN Brendan , CHEN Mei-Rong Alice , LECAILLIEZ Louis , MAJUMDAR Rwitajit , AKÇAPINAR Gökhan , OCHEJA Patrick , OGATA Hiroaki
Published: January 2025

Learning English as a foreign language is a core part of K-12 education for many countries in which English is not the main spoken language, and especially in Asia. One of the fundamental tasks that students encounter is to learn vocabulary that is a part of the assigned curriculum. These are often sourced from reference materials or assigned vocabulary lists and may not consider the learner’s current proficiency or the semantic context of words that were recently learnt. By suggesting vocabulary that have similar proficiency or semantic contexts to what a student has recently studied could improve and support vocabulary learning. In this paper, we propose a method for recommending words that have similar difficulty and semantic context with previous words learnt based on the analysis of prescribed textbooks for Japanese junior high school students. This research could be used to guide a student learning English by helping them select a sequence of vocabulary that is appropriate.
Building a Confused Character Set for Chinese Spell Checking
Authors: LEE Lung-Hao , WU Wun-Syuan , LI Jian-Hong , LIN Yu-Chi , TSENG Yuen-Hsien
Published: January 2025

In this paper, we describe the construction details of a confused character set for Chinese spell checking. The SIGHAN 2013-2015 bakeoff datasets are adopted to measure the performance of correct character suggestions. Our confusion set significantly outperforms the existing confusion set in candidate selection for automatic spelling checkers.
Factors Affecting the Behavioral Intention of K-12 Students to Pursue an IT Degree in a Transitioning Educational System
Authors: EBARDO Ryan , LIMPIN Laiza , CAGUIAT Ma. Rowena
Published: January 2025

The rising technology sector in the Philippines has called for a holistic structural reform in its educational system through the implementation of the K-12 program. As such, higher educational institutions are in constant quest to look for strategies to increase enrollment in their Information Technology programs. To be effective, educational institutions must understand individual perceptions towards pursuing an IT degree in higher education. This paper presents the results of a study among senior high school student, who are one of the first recipients of the newly implemented system of education. Using additional constructs to the established Theory of Reasoned Action, a survey instrument was deployed in two higher educational institutions and gathered a total of 431 responses. Using Partial Least Squares – Structural Equation Model, results revealed that computer self-efficacy and job availability does not positively influence the attitude towards an IT degree at a significant level. The study also confirmed prior research that job salary and social image are primary factors that positively influence the attitude of students. Aligned with the findings of other research, attitude and social norms are strong predictors of the behavioral intention of students to pursue an IT degree. The paper concludes by suggesting theoretical, educational and social implications of the study and acknowledging its limitations.
Supporting Teachers in Group Work Formation and Analytics for In-class Group Activities
Authors: Changhao Liang , Botički Ivica , Ogata Hiroaki
Published: January 2025

This paper introduces a system for collaborative learning which is designed to assist teachers in forming and grading groups for in-class group activities. The system is implemented as an extension of a learning analytics dashboard system and uses log data from a learning management system for operation. It consists of a group formation parameter console and the results console where formed groups are visualized and can be graded. The system supports teachers by using algorithms based on reliable learning evidence thereby simplifying the group formation process. All the group formation and grading data is logged thereby cyclically providing an infrastructure for subsequent collaborative learning activities.
Educational Use of Spherical Video-based Virtual Reality: A Preliminary Study from the Teacher Perspective
Authors: CHAO Grace Chih-Nuo , JONG Orris Siu-Yung , CHAI Ching-Sing , LUK Eric Tsun-Hin
Published: January 2025

Virtual reality (VR), which is regarded as one of the important educational technologies in recent years, has become more popular to be adopted in teaching and learning contexts in Hong Kong. The present study investigated the changes in teachers’ pedagogical and technological knowledge, attitude and satisfaction after attending a teacher training course on the educational use of VR. Participants were 29 in-service teachers in Hong Kong taking the course. Data were collected from the pre- and post-participation in the course by using four scales: (i ) Pedagogical and Technological Knowledge, (ii) Technological Knowledge, (iii) Positive Attitude towards Harnessing VR, and (iv) Teacher Satisfaction. The results showed good reliability of the scales and significant differences between the pre-test and post-test on using VR in their teaching. Participants had significant improvement in the knowledge of the VR technology and the ICT integration after the training course. They also showed a positive attitude towards harnessing VR in their teaching. Since the factor of content knowledge was not significant in the present study, we will reinforce the teacher training course based on the subject content via school-based development. Thus, the teaching training package will be more comprehensive and suitable for training teachers to adopt VR in practice.
Impact of the STEM Program on Information Technology College Students’ Goals: Perspectives from the Philippines
Authors: CATEDRILLA Jypzie M. , DE LA CUESTA Josephine M. , CAGUIAT Ma. Rowena R.
Published: January 2025

The implementation of the K to 12 Basic Education program in the Philippines included the addition of senior high school (SHS), grades 11 and 12, which aims to equip students with skills that would help prepare them for the workplace, higher education or entrepreneurship. The Department of Education (DepEd) states that from the 1.2 million SHS graduates as of the end of SY 2017-2018, around half are expected to proceed to college. This study aims to look at the effectiveness of the SHS program, in terms of preparing the students for higher education. Specifically, the study focused on students enrolled in an information technology education (ITE) degree program and how their SHS program contributed to readiness for college. The survey method was used to the first-year college students from both private and state universities. The results of the survey show that past performance and computer self-efficacy positively influence academic goals, which in turn positively influences the technology outcome expectations. However, the results show that technology outcome expectations do not significantly influence the achievement of academic goals.
Research on College Students' Practice Behavior Model after Class of Programming Course
Authors: NING Fang-Jing , Li Bao-Ping
Published: January 2025

In this paper, we develop the learning system-DQuiz used in the C language programming course of college students, which can support students to use the mobile terminal to carry out programming exercises at any time. The study selected 74 undergraduates from a university and used DQuiz to conduct a one-semester after-class study. During this period, this study collected the learning behaviors of students in the after-class exercises, including doing new questions, view answers, view explanation, collect question, review, comment and like. Through statistical analysis and lag sequence analysis, it is found that the high-score group students tend to comment more frequently, and the behavior probability of reviewing after collecting questions and viewing the answer after a review is higher, while the low-score group students tend to do new questions after reviewing. Based on this, the study suggested that in the after-class exercises:1. Students should be guided to participate in peer learning and mutual help behaviors. 2. Students should be guided to actively carry out knowledge review, and the teaching platform should push practice explanation to help students improve learn programming effects.