scholarly journals Developing E-learning Module by Using Text-To-Speech (TTS) in Telegram Bot for Listening Comprehension

Author(s):  
Dewi Masitho Istiqomah ◽  
Rasyidah Nur Aisyah ◽  
Ana Ahsana El-Sulukiyyah
2021 ◽  
Vol Publish Ahead of Print ◽  
Author(s):  
Marsha Campbell-Yeo ◽  
Leah Carrier ◽  
Britney Benoit ◽  
Theresa Kim ◽  
Mariana Bueno ◽  
...  

2021 ◽  
pp. e20200160
Author(s):  
Mirjam B.H.M. Duijvestijn ◽  
Bente M.W.K. Van der Wiel ◽  
Claudia M. Vinke ◽  
M. Montserrat Diaz Espineira ◽  
Harold G.J. Bok ◽  
...  

Cats can be easily stressed in a clinical (training) setting and may show unpredictable reactions and patterns of defensive aggression. This can be a complicating factor in undergraduate veterinary training. Inexperienced veterinary students can evoke defensive feline behavior that negatively affects learning outcomes and animal welfare. As a result, restraint techniques and physical examination of cats was hardly practiced in pre-clinical training at Utrecht University. To overcome this, a new blended learning module was developed using a lecture on feline behavior; e-learning modules about feline behavior, handling, restraint, and physical examination skills; and redesigned practical sessions in which live animals and manikins were used. The aim of this study was to investigate how students’ perceptions of competence and confidence changed regarding feline behavior, handling, restraint, and physical examination skills after the new module was implemented. Questionnaires were used for quantitative analysis, and focus groups were used for qualitative analysis. The results show that compared with students who followed the standard module, students who participated in the blended learning module scored higher in feeling confident with handling animals, feeling competent to perform physical examination on cats, and ability to assess whether a cat is stressed. Students with less experience with cats were more likely to show improvement in assessing a cat’s stress level than students who had much experience with cats. The results demonstrate that the blended learning module improves students’ learning outcomes regarding feline skills training and adds to reduction, refinement, and replacement of the use of live cats.


2012 ◽  
Author(s):  
Heather L. Heiman ◽  
Toshiko Uchida ◽  
Craig Adams ◽  
John Butter ◽  
Elaine Cohen ◽  
...  

2022 ◽  
pp. 97-131
Author(s):  
Cornelia Nih Popescu ◽  
Elodie Attie ◽  
Laëtitia CHADOUTEAU

In the context of the current COVID-19 pandemic, e-learning represents a more and more important concern of all education providers and an inevitable direction for the current context in training and education. This chapter follows the theory of gamified learning and the theory of flow to understand to which extent game characteristics improve engagement and learning outcomes, such as performance and engagement. To do this, two groups of learners (N=20) were randomly assigned: the experimental group followed a gamified learning module, and the control group followed the same content without gamification mechanisms. The game mechanisms chosen involve a game, a challenge, virtual rewards, an avatar, a final badge, and a system of points and levels. Results show that the gamified course increased the time spent on the course and the overall performance. Hence, this chapter demonstrates the relevance of using gamification to improve learning outcomes.


2017 ◽  
Vol 30 (2) ◽  
pp. 186
Author(s):  
David Reiss ◽  
Joanna Dow ◽  
Gabriel Kirtchuk

2012 ◽  
Vol 29 (8) ◽  
pp. 312-314 ◽  
Author(s):  
Gavin Eyres ◽  
Louise Richards ◽  
June James ◽  
Anna Morton ◽  
Grace Sweeney

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