scholarly journals Increasing the Level of Reader Interest Among High School Students by Means of New Technologies

2020 ◽  
pp. 75-77
Author(s):  
Iuliia Nikolaevna Puchnina

In this article, the problem of declining reader interest among high school students is considered. A way of solving this problem is proposed: increasing high school students' interest in reading by using modern technologies. The research methods used in this paper include theoretical (analysis of scientific, non-fiction and fiction literature, followed by analysis and synthesis of obtained data), as well as empirical (a survey in order to determine the reading activity of students, comparison and analysis of obtained data, systematization and statistical processing of research materials) methods. The author has examined several modern information and communication resources, of which those most suitable for the purpose of this study have been selected: an online survey, a poster, a book trailer and an Internet forum. The results of this study demonstrated a positive dynamic in 10th grade students' reader interest, thus confirming the hypothesis.

2021 ◽  
pp. 002205742110259
Author(s):  
Tarak Dridi

Digital media literacy has become an intrinsic component in shaping high school students’ knowledge acquisition and critical thoughts. Over the last two decades, internet and computers have been the implemented tools to reach such goals and promote the students’ learning. This article looks for the impact of Information and Communication Technology (ICT) on Tunisian secondary school students by detecting their technical skills as well as their critical understanding. This quantitative study relies on a self-reporting approach and targets 150 Tunisian secondary students. It proves the necessary consideration of technological and social variables in helping sort out major digital handicaps related to secondary students and displays the interconnectedness between the different dimensions of digital media literacy. It also displays that Tunisian high school students cannot be referred to as digital-media literate people. The study contributes to the field of digital media literacy as it offers a solid empirical background to build on and indicates the necessity of integrating digital media literacy into the school-based initiatives.


Ergodesign ◽  
2021 ◽  
Vol 0 (3) ◽  
pp. 197-204
Author(s):  
Pavel Paderno ◽  
Elizaveta Stroeva

The aim of the work is to identify the functionality required by mobile messengers for convenient online communication between pupils and high school students. To achieve this aim, a survey of 116 questions was developed, which adjusted to the respondent’s answers and reduced its volume in order to avoid the respondents’ fatigue and to decrease the time spent on completing the survey. An online survey of students aged 16 to 24 living in different cities of the Russian Federation was carried out. Then the information obtained was processed, and possible relations between the analysis results were found. Based on the study results, recommendations were formed to improve messengers according to the students- users’ goals and objectives. Now messengers are created mainly for the widespread use. There are already more than a hundred of them, and therefore products need to stand out in order to be competitive. One of the ways to excel is to be narrowly focused, tailored to a specific audience. Since the functionality of the messenger directly affects its popularity, the introduction and refinement of the necessary functions will have a positive effect on the number of users. The analysis shows that developers of instant messengers can improve the efficiency of using messengers by the students and, possibly, reduce the number of installed mobile applications on their devices, and, consequently, decrease the number of competitors for their target audience.


Author(s):  
Genevieve Baumont ◽  
Tanja Perko ◽  
Grażyna Zakrzewska ◽  
Metka Kralj ◽  
Daniela Diaconu ◽  
...  

The EAGLE project was a Euratom FP7 which helped to identify and disseminate good practices in information and communication processes related to ionizing radiation. For this purpose, the consortium reviewed national and international data, tools and methods as well as institutional work in order to identify education, information and communication needs. Generally in high school the first concepts on radioactivity and ionizing radiation (IR) are introduced mainly in the subjects of physics or physical chemistry. There are a number of concepts in relation with IR and nuclear topics, and different ways to teach them: theoretical, mathematical, historical or practical. The question also rose, to what extend the various topics related to ionizing radiation (health, environment, history) are dealt with. As already mentioned, all these questions let to the idea to compare the content dealing with radioactivity and nuclear topics in different physics school books and more specifically schoolbooks for high school students (in the age 17 to 18). The method was as follows: - For the review the different partners of EAGLE have sent the schoolbooks used for the target group, or scanned documents. - Spanish schoolbooks and English schoolbooks were purchased to extend the review to other EU countries. - IRSN works in partnership with a high school based in the French town Vichy. - Each book was analyzed in detail to list with precision the content. A matrix helped to compare them. The paper presents the comparison of the contents of these books and their analysis. Some recommendations coming from the Eagle project will be discussed.


2021 ◽  
Author(s):  
Liviu Ciucan-Rusu

As a dynamic transformation of the economy, companies put pressure on universities and other educational suppliers to deliver the labor force with new knowledge and skills required, to ensure their innovation and competitiveness. Because of these dynamics, students are also under pressure when they must decide about future jobs. There is also confusion in the mind of young adult that needs to bear the influence of public media, social media, online communities about the personal development in regional, national, or global environment. In this case, universities and high schools have to inform about trends and perspectives of future career and support students in their choice but they lack of communication capabilities or marketing aspects are overestimated. Our study is based on an online survey with more than 500 participants from Mures county high schools during the 2018-2019 academic year. Most of the student wants to continue their study at university 83,2 %. As a preferential channel of information about university programs students voted as very useful, university websites and meetings with representatives of faculties. The main fields students interested in are: business, engineering, informatics, medicine, public administration and law. Around 13.4% of the high school students intend to continue their study abroad. Almost half of the respondents have clear idea of study program to be chosen. Regarding the influence factors of their choice, family and acquaintances who are already university students have the higher impact rather than colleagues, friends and professors. When referring to criteria for choosing the future university, they favor the number of tax-free places and international mobility. Generally, we can say that students consider university the most important next step in their future career and they proof themselves rather independent to decide about this step. Our study also emphasizes significant levels of indecision and we will deepen our further research for better understanding of the phenomenon.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2021 ◽  
Vol 7 (11) ◽  
pp. 336-342

The article discusses the development of the learning process in the new information society, the importance of using new technologies, their application in the learning process. It also emphasizes the importance of inculcating teachers’ knowledge and skills in the formation of the worldview of high school students using ICT tools, and notes that the application of new technologies in the learning process is an important feature of the modern learning process.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jennifer M. Higgs ◽  
Grace MyHyun Kim

Purpose Research on nonschool settings suggests young people benefit from digital multimodal composition. Less is known about how digital composing can support students as they interpret required literary class texts. To understand the potential benefits and challenges of digitally composing for literary analysis, design interviews with two high school students were conducted to examine their processes as they designed digital multimodal compositions to interpret Anglo-Saxon poems. Grounded in the social semiotic theory of multimodality, this study aims to examine how students engaged in literary analysis and interpretive digital composition within secondary ELA. Design/methodology/approach Qualitative classroom data were collected through digital means over a six-week period: a whole-class student survey, focal student semistructured design interviews, emails, field notes, analytic memos and student-created digital artifacts. Findings Students’ print-based literary engagements and digital multimodal composition processes were mutually shaped. Additionally, digital multimodal composition offered entry points into challenging print-based literary texts, resulting in understandings enacted across multiple forms of mediation. Research limitations/implications The study focused on one cycle of multimodal composition. Additional studies of students’ digital multimodal composition processes in ELA classrooms over time could be beneficial to the field. Practical implications The study identifies an approach to digital multimodal composition that may help teachers address and integrate core disciplinary objectives. Originality/value This study contributes to scholarship concerned with how “new” technologies and “old” literacies co-exist in contexts requiring students to engage in expanded communication modes alongside specific academic literacies.


Author(s):  
EE Kuzovatova ◽  
NN Zaitseva

Introduction: Solution of the problem of prevention of the spread of HIV infection among adolescents and young adults is associated, inter alia, with systemic implementation of primary prevention strategies in educational establishments aimed at developing the necessary level of expertise in health risk management in students. The objective of our study was to determine the level of competence of adolescents in the field of HIV spread prevention Materials and methods: The technique of an online survey was used to establish the competence of high school students aged 15–17 living in the Nizhny Novgorod Region and to compare its level between boys and girls. Results: The level of competence was determined by four basic scales (emotional, cognitive, practical, and the scale of actions) and the additional scale of erudition. The level of general competence of the respondents was found to be high. Girls had significantly higher scores by all scales (p < 0.001) compared to boys. The erudition component was most prominent in both subgroups. The emotional component (empathy) was more important for girls. We noted differences in the significance of individual aspects of the assessed competence. Of the four priority strategies of HIV epidemic spread prevention, the respondents chose health care management and effective interaction of responsible structures as key factors in disease spread stop (р < 0.001). Conclusion: Promoting competence in HIV spread prevention among students for their effective social interaction in HIV related issues is an important outcome of preventive activities at schools. The content and forms of their implementation should facilitate students’ ability and readiness to self-protection, self-improvement, and mastering skills of predictive behaviour. Evaluating the level of competence and intensity of its components, setting priorities in choosing areas of applying efforts to reduce the risk of HIV epidemic growth can make prevention efforts more targeted.


2018 ◽  
Vol 57 (11) ◽  
pp. 1332-1339
Author(s):  
Mindy R. Brittner ◽  
Brandie Pugh ◽  
Karen Soren ◽  
Linda Richter ◽  
Melissa S. Stockwell

To better understand the optimal frequency of parent-adolescent alcohol-specific communication, we conducted a secondary analysis of the National Center on Addiction and Substance Abuse Culture of High School Survey, a 2010 nationally representative online survey of 1000 high school students. Logistic regression models assessed the relationship between alcohol-specific communication and adolescent perceptions ( binge drinking is very dangerous, drinking is cool, and getting drunk is very dangerous), adjusting for grade, sex, race, personal and peer alcohol use, and parental monitoring. Among adolescents reporting personal and peer alcohol use, a dose-response relationship existed between frequency of alcohol-specific communication and thinking binge drinking is very dangerous (often [adjusted odds ratio [AOR] = 7.98; 95% confidence interval [CI] = 2.98-21.36], sometimes (AOR = 6.08; 95% CI = 2.36-15.69), rarely (AOR = 5.27; 95% CI = 1.95-14.26) vs never), and was also associated with decreased perceptions that drinking is cool (often [AOR = 0.22; 95% CI = 0.08-0.66), rarely vs never [AOR = 0.17; 95% CI = 0.06-0.51]); the inverse was true for never-drinkers without peer use.


Author(s):  
Milan Pastyřík ◽  
Petr Škuta ◽  
Ondřej Takács ◽  
Aleš Oujezdský

AbstractThe paper deals with a problematic of creating variant texts according to a sensory perception. An idea of transcribing text is based on a theory of adaptive learning, which is thoroughly studied at the Department of Information and Communication Technologies. Researchers in this work combined the adaptive approach together with thinking styles introduced by Libor Činka and created four variants of texts of the chosen topics. Then those texts undergone the verification by the students from high school and university, who read them and evaluated them as well as they answered to a prepared set of testing questions. All received data was compared against the replies from the learning style questionnaires VARK and questionnaire by Šimíčková. The paper discovered some differences between the results of VARK and Šimíčková questionnaire, which proved to be slightly more reliable compared to both the results of test questions and the students’ own opinion. There were also differences between sensory variants of texts. As expected, the kinesthetic variant proved to be the less effective compared to the rest. It seems that university students accepted the rewritten texts better than high school students too.


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