scholarly journals Mobile Application and Traditional Approach for Chinese Stroke Order Instruction in Foreign Language Classroom

2020 ◽  
Vol 15 (2) ◽  
pp. 185-196
Author(s):  
Ting Hie-Ling ◽  
Ch’ng Looi-Chin ◽  
Norseha Unin

Learning to write Chinese characters in the correct stroke order is important. However, it is rather challenging for learners especially non-native learners due to the complicated structures and the diversity of Chinese characters. Traditionally, rote learning has perceived as the most preferred used learning strategy in Chinese characters and it is highly recommended for the learners. Nonetheless, the rapid development of technology has changed the mode of learning. Mobile applications are utilized as media learning as it provides more opportunities for learners to learn everywhere and at anytime. This paper aims to investigate the impact of mobile app (MAs) and traditional method on Chinese characters stroke order learning. 100 students from the Faculty of Business and Management at UiTM (Sarawak), Mukah campus have been selected as participants for this study. The findings reported that both methods are able to help participants to pass the tests but the difference of both impacts is small. Although, the differences are not huge, but it is significant to tell mobile application might provide a better outcome compared to traditional method.

2019 ◽  
Vol 13 (05n06) ◽  
pp. 1941006
Author(s):  
Samuel Harry ◽  
Margaret Exton ◽  
Harry Yeh

Study of boulder transport by tsunamis is challenging because boulder size, shape, and composition vary greatly; furthermore, flow conditions, topography, and initial conditions are generally unknown. To investigate the mechanism of boulder pickup, experiments of tsunami-like flow past spherical boulders partially buried in a sediment bed are conducted. The experiments are performed in a large centrifuge facility to reduce scale effects and the corresponding dynamic similitude is discussed. The traditional approach to determine boulder pickup is adapted for the case of a half-buried spherical boulder. The adapted model predicts that the boulders are transported, but does not accurately predict the timing of pick up. To investigate the difference in pickup timing, two physical phenomena are discussed: pore-water-pressure dissipation in the soil, and the impact of the free-surface flow on hydrodynamic forces. For a spherical shaped boulder, vertical forces (i.e. buoyant and lift forces) are critical for the initiation of boulder pickup. It was found that spherical boulders that are three-quarter buried in the soil are not transported, even when exposed to flow conditions that would otherwise predict transport.


2012 ◽  
Vol 268-270 ◽  
pp. 1832-1835
Author(s):  
Lu Fang Zhang ◽  
Ling Ling Gao ◽  
Jin Song Zhang

In this paper, we try to find the relationship between design factors and social presence in mobile application stores. Social presence in mobile app stores consists of intimacy, social atmosphere and interpersonal interaction and design factors including structure design, content design, visual design and interactive design. We used semantic differential scale method to test the effects of design factors on users’ social presence. The result shows that the interactive design has significant effects on social atmosphere. Structure design has significant effects on interpersonal interaction. The result shows that design factors have significant effects on social presence. Obviously, interactive design has significant effects on social atmosphere and structure design has significant effects on interpersonal interaction.


Author(s):  
Adnan Hikmat ◽  
Nour Abdul Malik Naji

The aim of this study is to know (The Effect of Flipped Learning strategy in the Achievement of sixth grade students and the development of Their Creative Thinking). In order to achieve the objective of the study the two researchers depended on the experimental design, The sample of the study included (50) students of the AL- Smaha primary school students as (25) students for the first experimental group which studied according to the Flipped Learning strategy, and (25) students for the control group which studied depending to the traditional method, and it was qualified in the following variables (previous information, previous achievement, age). The test were prepared and it considered of (20) items as multi-choice type, and verifying its veracity by presenting it to group of experts and specialists, and verifying the veracity of the content by preparing test map. The reliability estimate was (0.82). The creative thinking test prepared too, which considered of (6) activates they were veracity and the reliability was (0.77). The results of the study showed: The students of the experimental group who studied according to the Flipped Learning strategy exceeded the students of the control group who studied according to the traditional method in both of the achievement test and the creative thinking test The researchers recommended several recommendations, including the need to adopting new teaching strategies. The study also suggested new scientific studies and other stages or other variables such as scientific thinking, developing critical thinking, the attitude towards the sciences.


Author(s):  
Ann Nosseir ◽  
Yahia Fathy

<p class="Abstract">Identifying students at risk or potentials excellent students is increasingly important for higher education institutions to meet the needs of the students and develop efficient learning strategy. Early stage prediction can give an indication of the students’ performance during their study years. This helps tailoring an appropriate learning strategy for different groups.</p><p class="Abstract">This work develops a novel framework for a mobile app to predict the students’ performance before starting the Universities’ education. The framework is built on a University’s students data from year 2009-2017. It has three main components, namely, a neural network model that predicts the GPA, a mobile App that tests basic knowledge in different domains, and a fuzzy model that estimates the future students’ performance. </p>


2021 ◽  
Vol 13 (3) ◽  
pp. 77
Author(s):  
Laith T. Khrais ◽  
Abdullah M. Alghamdi

Most retailers are integrating their practices with modern technologies to enhance the effectiveness of their operations. The adoption of technology aims to enable businesses to accurately meet customer needs and expectations. This study focused on examining the role of mobile application (app) acceptance in shaping customer electronic experience. A mixed method was adopted, in which qualitative data were collected using interviews, and quantitative data were gathered using the questionnaires. The results indicate that mobile app acceptance contributes to a positive customer experience while purchasing products and services from online retailers. Mobile apps are associated with benefits, such as convenience, ease of use, and the ability to access various products and services. With the rapid development in technology, e-commerce retailers should leverage such innovations to meet customer needs.


Author(s):  
Rania Abdel Kareme El-Jazi

The study aimed to identify the impact of using the imaginative learning strategy on the comprehension level of historical events among the fourth grade students. To achieve the objectives of the study, the semi-experimental approach was adopted due to its suitability to the nature and objectives of the research. The researcher prepared instructional plans for the lessons of the sixth unit of the fourth grade book through the use of the imaginative learning strategy. She also prepared a test for the comprehension of the historical events and applied it to a sample of (73) female students from Rashid Elementary Mixed School of the Southern Badia Directorate in Ma’an province, which was intentionally selected. The sample members were distributed to two groups: experimental who studied the book by using the imaginative learning strategy and the control group who used the traditional method. After conducting the statistical analysis, it was found that there was an impact on the use of the imaginative learning strategy on the comprehension level of historical events among the fourth grade students


2021 ◽  
Vol 13 (10) ◽  
pp. 1891
Author(s):  
Huoyan Zhou ◽  
Liyong Fu ◽  
Ram P. Sharma ◽  
Yuancai Lei ◽  
Jinping Guo

Desert vegetation is an important part of arid and semi-arid areas, which plays an important role in preventing wind and fixing sand, conserving water and soil, maintaining the balanced ecosystem. Therefore, mapping the vegetation accurately is necessary to conserve rare desert plants in the fragile ecosystems that are easily damaged and slow to recover. In mapping desert vegetation, there are some weaknesses by using traditional digital classification algorithms from high resolution data. The traditional approach is to use spectral features alone, without spatial information. With the rapid development of drones, cost-effective visible light data is easily available, and the data would be non-spectral but with spatial information. In this study, a method of mapping the desert rare vegetation was developed based on the pixel classifiers and use of Random Forest (RF) algorithm with the feature of VDVI and texture. The results indicated the accuracy of mapping the desert rare vegetation were different with different methods and the accuracy of the method proposed was higher than the traditional method. The most commonly used decision rule in the traditional method, named Maximum Likelihood classifier, produced overall accuracy (76.69%). The inclusion of texture and VDVI features with RGB (Red Green Blue) data could increase the separability, thus improved the precision. The overall accuracy could be up to 84.19%, and the Kappa index with 79.96%. From the perspective of features, VDVI is less important than texture features. The texture features appeared more important than spectral features in desert vegetation mapping. The RF method with the RGB+VDVI+TEXTURE would be better method for desert vegetation mapping compared with the common method. This study is the first attempt of classifying the desert vegetation based on the RGB data, which will help to inform management and conservation of Ulan Buh desert vegetation.


2018 ◽  
Vol 46 (3) ◽  
pp. 155-168
Author(s):  
Nurillah Amaliah

The rapid development of information technology provides new opportunities for the integration the practice ofhealth into mobile device (m-Health) which currently still limited its development in Indonesia. “Balita Sehat” application can be an alternative for growth, development, and consumption monitoring. The objectives of this research are to measure the level of knowledge and attitude of the under-five mother, test the effectiveness, and identify the dominant factors that influence the change of mothers knowledge and attitude toward child growth and development monitoring. The design of this study is quasi experiment. Samples were mother of child aged 0-59 months, 100 mothers each from control and intervention group. Data were obtained through interviews by using structured questionnaires. Data were analyzed by Mann Whitney Test and logistic regression. The pretest results showed no differences in knowledge and attitude scores between the two groups (pvalue 0.348 and 0.347). Meanwhile, there were significant differences (pvalue <0.01 and 0.001) after the intervention. There were also a significant differences of the changes in knowledge and attitude scores between the two groups (pvalue 0.001 and 0.013). The use of Balita Sehat mobile application significantly improves mother's knowledge and attitude. Frequency of utilization and mother's age (>25 years) are the dominant factors that influence the changes in knowledge. In addition, the frequency of utilization and father's education are the factors influencing the changes in attitude. Balita Sehat mobile app can be an effective tools to increase mother's practice in monitoring the growth and development of her child. Abstrak Pergerakan teknologi informasi yang pesat berpeluang untuk mengintegrasikan berbagai praktik di bidang kesehatan ke layanan perangkat bergerak (m-Health) yang saat ini masih terbatas pengembangannya di Indonesia. Pemanfaatan aplikasi Balita Sehat dapat menjadi salah satu alternatif untuk memantau pertumbuhan, perkembangan dan konsumsi balita. Penelitian ini bertujuan mengukur tingkat pengetahuan dan sikap ibu balita, menguji efektivitas, dan mengidentifikasi faktor dominan yang mempengaruhi perubahan pengetahuan dan sikap ibu terhadap pemantauan pertumbuhan dan perkembangan. Disain penelitian ini adalah kuasi eksperimen. Sampel adalah ibu dari anak berusia 0-59 bulan yang  masing-masing berjumlah 100 ibu baik di kelompok kontrol maupun intervensi. Data diperoleh melalui wawancara dengan kuesioner terstruktur. Data dianalisis dengan uji Mann Whitney dan regresi logistik. Hasil pretest menunjukkan tidak ada perbedaan skor pengetahuan dan sikap diantara dua kelompok (pvalue 0,348 dan 0,347) dan setelah intervensi terdapat perbedaan signifikan (pvalue <0,01 dan 0,001). Perubahan skor pengetahuan dan sikap juga menunjukkan perbedaan signifikan antara dua kelompok (pvalue 0,001 dan 0,013). Pemakaian aplikasi mobile Balita Sehat secara bermakna meningkatkan pengetahuan dan sikap ibu. Pemanfaatan aplikasi dan umur ibu (>25 tahun) merupakan faktor dominan yang mempengaruhi perubahan pengetahuan. Pemanfaatan aplikasi juga merupakan faktor yang mempengaruhi perubahan sikap selain pendidikan ayah. Aplikasi Balita Sehat dapat menjadi sarana efektif untuk meningkatkan kepedulian ibu dalam memantau pertumbuhan dan perkembangan anaknya.  


2020 ◽  
Vol 11 (1) ◽  
pp. 110-124
Author(s):  
Rubens Anderson de Sousa Silva ◽  
Rossana Maria de Castro Andrade ◽  
João Bosco Borges Aragão Filho ◽  
Ismayle De Sousa Santos ◽  
Joseane De Oliveira Vale Paiva ◽  
...  

Educational games can provide players with rich learning and socializing experiences through different interac-tion paradigms, such as board games, card games, and, more recently, hybrid (physical-digital) games. However, the process of making, maintaining, and evolving an educational analog game is not a trivial task. Balancing the game mechanics and dynamics to provide a pleasant and educational gaming experience can be very difficult to achieve. Furthermore, adding a digital component in the gameplay can disturb the experience of the game and learning ob-jectives, and this kind of insertion should be evaluated. This work then aims to report the process of developing and evaluating a mobile application for helping the gameplay of a card game that focuses on on teaching software testing concepts. Our primary concern during the development of the application was whether its insertion would compromise the learning process or the social experience of the card game. The developed application has the fol-lowing functionalities: point counter, dice scrolling, timer, and a summary of the rules. We designed and developed a first version of the application. Then, we evaluated the impact of its insertion on gameplay by applying the game assisted with the application with students from Computer Science and Computer Engineering courses and, after the end of the game, the participants answered questionnaires about the players’ experience and their impressions about the application. Based on the results, we perceived that the use of the application provided benefits to the players’ experience, although the evaluation highlighted some opportunities for improvement. Thus, we evolve the mobile application based on the comments gathered in this evaluation. This new version has improvements on user’s interface, aiming to provide a better user experience, and new functionalities. Furthermore, we assessed the second version and compared both versions of the mobile app in order to collect evidence regarding improvements in the game experience.


Author(s):  
Abdullah K. Alodail

The study aimed to measure the impact of using the flipped learning strategy on students’ engagement and achievement when creating computer applications. The study used a quasi-experimental approach to prepare the literature framework and two measurement tools, including an achievement test and an engagement scale. The study sample consisted of 42 learners. The researcher used a t-test to measure the differences between the control group (taught by a traditional method) and experimental group (taught using the flipped learning strategy). The content of the pre-class consisted of videos, PowerPoint presentations and the use of appropriate URLs, which was provided through an Easy class platform. Students worked individually and cooperatively during the class activities. The results showed that there were statistically significant differences at α≤0.05 between the means of the experimental and control groups in the post-tests on both achievement and learning engagement. This was in favor of the experimental group, which used videos, presentations and web links on the subject of achievement and learning engagement, unlike the control group that used a traditional method.


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