scholarly journals Application of Web 2.0 Technology to Cooperative Learning Environment System Design of Football Teaching

2022 ◽  
Vol 2022 ◽  
pp. 1-9
Author(s):  
Hui Lin

In general, web 2.0 technology serves as an educational tool for teaching and learning aspects. The study is aimed at exploring the interactive system of football teaching in the information technology era. The coach and players will utilize the mobile learning resources to get effective learning about the fun. Using mobile learning technology, the coach has to implement different modes to make the players learn about the game. The study implemented the convolutional neural network (CNN) algorithm to evaluate the accuracy of using web 2.0 technology to cooperative learning environment system design of football teaching. The results show that the network teaching interactive learning system of football courses based on web 2.0 can achieve the intended function of the college educational administration management system.

2020 ◽  
Vol 39 (4) ◽  
pp. 5941-5952
Author(s):  
Yang Chunhe

Machine learning technology is the core of artificial intelligence and the basis of computer intelligence. In recent years, machine learning technology has integrated and developed different learning methods, and the research of integrated learning system with more flexible and efficient form is also emerging. In this paper, the authors analyze the maker space index system based on machine learning and intelligent interactive system. As a comprehensive innovation and entrepreneurship platform, mass innovation space has the characteristics of both existing entrepreneurship service system and knowledge innovation driven. Through the index score calculation, the related evaluation system is constructed, the final score of social support system is 61.4.Multi-factor performance evaluation system based on machine learning and artificial intelligence,this paper reveals the development and change law of maker space, and provides theoretical basis for the future operation and decision-making of maker space.


Author(s):  
Ahmed Al-Hunaiyyan ◽  
Rana Alhajri ◽  
Salah Al-Sharhan

<strong>Mobile learning is a new learning</strong> <strong>landscape that offers opportunity for collaborative, personal, informal, and students’ centered learning environment. In implementing any learning system such as mobile learning environment, it is important to understand challenges that affect its implementations in a particular culture. Additionally, learners’ and instructors’ expectations are deemed necessary for consideration. However, there is a lack of studies on this aspect, particularly in the context of Kuwait HE institutions. This research presents opportunities and prospects of m-learning, and discusses challenges and implications facing its implementation. The authors of this paper conducted a study in Kuwait HE to examine both students’ and instructors’ perceptions and attitudes toward this trend of learning, to evaluate its effectiveness, and to investigate cultural and social challenges that affect the implementation of m-learning in Kuwait HE. A questionnaire was administered to 499 students and 110 Instructors from different higher educational institutions in Kuwait. The results reveal that students and instructors have positive perceptions of m-learning, and believe that m-learning enhances the teaching and the learning process. The study reports some social and cultural issues that may act as barriers to m-learning implementation.</strong>


2018 ◽  
Vol 7 (4.38) ◽  
pp. 876
Author(s):  
Yousef A.Baker El-Ebiary ◽  
Najeeb Abbas Al-Sammarraie ◽  
Ban Salman Shukur ◽  
Seita Almandeel ◽  
Areej Alshamasi

Mobile learning (M-learning) entails e-learning method. As a new phase of distance learning, M-learning assists the distance learning environment, decreasing the confines of the customary education. The present study discusses the presently employed devices and techniques for the accomplishment of the mobile learning target. It is concluded in this study that the use of wireless apparatus in Wi-Fi environment will consistently increase the desire to employ M-Learning technology.   


2020 ◽  
Vol 7 (5) ◽  
pp. 895
Author(s):  
Adhi Rizal ◽  
Dadang Yusup ◽  
Apriade Voutama

<p class="Abstrak">Usabilitas suatu teknologi dalam pembelajaran merupakan salah satu isu yang paling menonjol dalam bidang pendidikan. Salah satu teknologi pembelajaran yang sedang berkembang saat ini adalah sistem lingkungan pembelajaran 3 dimensi berbasis <em>Multi-user Virtual Reality</em> (MuVR). MuVR merupakan perpaduan antara teknologi <em>Virtual Reality</em> (VR) dengan dunia virtual 3 dimensi di dalamnya. Suatu teknologi pembelajaran dapat dikatakan berhasil diterapkan ketika aspek usabilitas yang merupakan kunci keberhasilan dapat tercapai. Berdasarkan hal ini, maka penelitian ini berupaya untuk melakukan evaluasi usabilitas terhadap sistem pembelajaran yang yang telah dikembangkan, yaitu 3D-MuVLR (3-<em>Dimensional Multi-user Virtual Learning Reality</em>). Sistem ini merupakan sistem pembelajaran yang memanfaatkan teknologi VR dengan jenis <em>semi-immersive</em>. Metode evaluasi usabilitas yang digunakan dalam penelitian ini mengadopsi 12 prinsip heuristik yang diusulkan oleh Sutcliffe. Evaluasi heuristik ini merupakan perpaduan antara aspek usabilitas dan keberadaan pengguna di dalam lingkungan virtual. Proses evaluasi dilakukan oleh tiga evaluator. Hasil evaluasi menunjukan bahwa secara keseluruhan 3D-MuVLR dapat merepresentasikan lingkungan pembelajaran dengan baik. Walaupun demikian terdapat beberapa permasalahan aspek desain terkait dengan minimnya petunjuk atau informasi di dalam sistem mengenai prosedur untuk masuk atau keluar sistem dan informasi mengenai cara melaksanakan kegiatan pembelajaran. Selain itu ketika proses evaluasi dilaksanakan, ditemukan juga gejala <em>cybersickness</em> yang dialami oleh evaluator. Namun durasi penggunaan sistem yang menyebabkan cybersickness berbeda-beda untuk setiap pengguna. Walaupun demikian durasi penggunaan sistem kurang dari sepuluh menit, evaluator sudah mulai merasakan gejala <em>cybersickness</em>, seperti pusing.  Berdasarkan hal ini faktor yang dapat mempengaruhi munculnya gejala <em>cybersickness</em> adalah gerakan atau posisi kepala pengguna dan spesifikasi perangkat keras yang digunakan.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Usability in learning technology is one of the most prominent issues in education. One of the emerging learning technologies is the 3-dimensional learning environment system based on Multi-user Virtual Reality (MuVR). It is a combination of VR with a 3-dimensional virtual world. The successful of learning technology implementation is when its usability can be achieved. Therefore, this study aims to evaluate the usability of learning system that we have developed, which is 3D-MuVLR (3-Dimensional Multi-user Virtual Learning Reality). Furthermore, it is a learning system that utilizes semi-immersive VR. We adopted a usability evalution method consisiting of 12 heuristic rules proposed by Sutcliffe. It is a combination of usability and user’s sense of presence in the virtual world. The evaluation process involved three evaluators. The results showed that 3D-MuVLR can represent the learning environment as in a real world. However, there were several design aspect problems identified related to the lack of instructions of information in the system regarding procedures on how to enter or quit system and the absence of information on how to participate in learning activities. In addition, when the evalution process was carried out, we also found that the symptoms of cybersicness was experienced by evaluators. But the duration while they were using the system until they starts to feel sick varies for every user. Overall, although the duration of using the system was less than ten minutes, evaluators began to feel the symptoms of cybercickness, such as dizzines. Based on this, we found that the head position or movement and hardware specification are factors that cause this.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>


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