The learning effectiveness of integrating e-books into elementary school science and technology classes

2012 ◽  
Vol 6 (1-2) ◽  
pp. 224-235
Author(s):  
Jia-Rong Wen ◽  
Ming Kuang Chuang ◽  
Sheng-Huang Kuo

Developments in technological tools happen every day. Developments in the publication of e-Books and production of e-readers also are happening daily. Currently, young people who live in highly technological areas are exposed to books not only through an adult's reading, but also by independently accessing e-Books which are available on the internet or on CD-ROMs. These multimedia tools usually provide assistance in oral reading, written text, oral discourse, music, sound effects, and animations 1 . The main purpose of this study was to investigate the influence of integrating e-Books into elementary school science and technology classes on students' learning effectiveness. This study employed nonequivalent group pre-test/post-test quasi-experimental design which consisted of conducting learning activities for 20 minutes a period, three periods a week, for a total of six weeks. In this study, there were 60 elementary sixth-grade students who were equally divided into an experimental group and a control group. The experiment design applied an e-Book Learning method for the experimental group and a Paper-Based Learning method for the control group, respectively. The instruments of this study consisted of three scales: (1) learning motivation scale, (2) learning attitude scale, and (3) learning effectiveness scale. After the experimental instruction, the data were analysed using seven different statistical methods: a Pearson correlation analysis, canonical correlation analysis, one-way MANCOVA, one-way MANOVA, one-way ANCOVA, path analysis, t-test, and paired t-test. These statistical methods enabled us to reach four conclusions: (1) There was no significant difference in learning effectiveness of e-Books integrated instruction between students of different sexes; (2) There was significant correlation between learning motivation and learning effectiveness of science and technology domain for the experimental group students; (3) There was significant correlation between learning attitudes and learning effectiveness in the science and technology domain for the experimental group students; (4) The experimental group students had a positive attitude toward e-Books integrated instruction. They thought the use of e-Books could enhance learning effectiveness and improve learning motivation.

2015 ◽  
Vol 11 (2) ◽  
pp. 80-95 ◽  
Author(s):  
Lai-Chung Lee ◽  
Kuang-Chung Hao

Multimedia teaching applications have been widely utilized in various subjects. The presentation of teaching materials with animations and games helps to stimulate the visual sense and enhance the learning motivation of learners. Successful learning, however, requires the stimulation of learning motivation that can inspire learners to achieve the desired learning objectives. This study combines the ARCS (Attention, Relevance, Confidence, Satisfaction) motivation model, and humor to design a set of multimedia applications that include teaching animations and games for sixth graders' natural science and technology course, called the Cat's Cradle Multimedia Learning System (CCMLS). The scenario stories of anthropomorphic characters introduce four units of natural science: levers, axles, pulleys and gears. Additionally, games are designed to impress learners even more. After the applications were prepared, tests for learning effectiveness, learning motivation and perceived fun associated with teaching materials were conducted with 106 students at the Qishan Elementary School in Kaohsiung. The experimental group used CCMLS, while the control group used videos of the textbook as the applications. A pre-test and post-test, ARCS Learning Motivation Questionnaire, Smileyometer and interviews were conducted with both groups. According to the statistical analysis, significance was detected in regard to learning effectiveness between the experimental group and the control group. Significance was also found in ARCS learning motivation and perceived fun of teaching materials. Moreover, there is a significant positive correlation between the perceived fun related to the teaching materials and learning motivation. The contribution of this study lies in the proposal of the digital game-based learning (DGBL) from the design perspective: to enhance students' learning motivation and use willingness regarding the teaching materials of the drama and the cartoon characters in humorous dialogues. The proper sound and light effects and examples that are close to daily life will also be taken into consideration in the design of the multimedia applications.


2014 ◽  
Vol 4 (4) ◽  
pp. 23-40 ◽  
Author(s):  
Ummuhan Ormanci ◽  
Sevil Özcan

The present study aims at determining the effect of using the drama method in science and technology courses in the elementary schools on students' attitudes and motivation. The pretest-posttest non-equivalent model, which is one of "the semi experimental designs", was used in this study. The study in the experimental group (N=18) was conducted with a science and technology program, the systems in our body chapter, of the science and technology course and supported with the drama method. The control group (N=18) was conducted with the science and technology program only. The study continued 22 lesson hours during unit of the systems in our body. The data gathering tool in the study was the motivation scale towards learning science (Alpha=.80) and science attitude scale (Alpha=.83). In the study non-parametric analyzes method is used for data analyzing. When findings were examined, it was seen that there was a significant difference in favor of the experimental group between the attitude and motivation posttest scores of the control group and the scores of the experimental group. In this respect, it can be said that the drama method is more effective than the available science and technology instructional program in increasing students' attitude and motivation. Some suggestions were given based on these findings.


Land ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 829
Author(s):  
Kuo-Liang Ou ◽  
Shun-Ting Chu ◽  
Wernhuar Tarng

In this study, the VR 360° panoramic technology is used to develop a virtual wetland ecological system for applications in environmental education. The system provides a virtual wetland environment for autonomous exploration, where the user can conduct inquiry-based learning by cardboard VR to obtain essential information and concepts in ecological protection. It contains the learning contents of wetland ecology and creatures in Hsinchu coastal areas, northern Taiwan. To investigate the learning effectiveness of the VR system, we recruited 42 seventh graders as participants and divided them evenly into two groups. The experimental group used the virtual wetland ecological system for learning and the control group learned with conventional teaching materials. The differences of the experimental results indicated: (1) the experimental group showed a high degree of satisfaction after using the virtual wetland ecological system; (2) the learning achievement of the experimental group was significantly higher than that of the control group; (3) the learning motivation of the experimental group was significantly higher than that of the control group. The virtual wetland ecological system can enhance the learning effectiveness and learning motivation using low-cost cardboard glasses, so it is a suitable tool for promoting environmental education in remote areas.


2021 ◽  
Vol 13 (5) ◽  
pp. 2888
Author(s):  
Li Zhao ◽  
Xiaohong Liu ◽  
Yu-Sheng Su

To analyze how variability changes over time can enhance the understanding of how learners’ self-efficacy, motivation, and satisfaction is controlled and why differences might exist among groups of individuals. Therefore, this study compared the effect of variability on pre-service teacher students in the flipped classroom approach with a course named modern educational technology (MET). In total, 77 students in two groups participated in this study. Learners in the experimental group received the flipped classroom treatment. Learners in the control group received the traditional lecture-centered instructional approach. The learning outcomes were evaluated by practice assignment, transfer assignment, and student perception survey. The survey includes the evaluation of learning satisfaction, self-efficacy, and learning motivation. Pre-test and post-test were conducted by the two groups. The data analysis results applied analysis of variance (ANOVA) or analysis of covariance (ANCOVA) and revealed that the experimental group displayed a better learning achievement than the control group. The experimental group participants’ perception also showed variability (i.e., learning satisfaction, self-efficacy, and learning motivation) was better than the control group. Considering the overall study results, the flipped classroom model can be applied in the pre-service teacher students’ modern educational technology course.


2015 ◽  
Author(s):  
Sedat Yüksel ◽  
◽  
Mestan Boyaci ◽  

The aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key wordThe aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key words: animation, constructivist science education, teaching supported by computer. s: animation, constructivist science education, teaching supported by computer.


2016 ◽  
Vol 24 (3) ◽  
pp. 414-437 ◽  
Author(s):  
Satoshi Sugahara ◽  
Hisayo Sugao ◽  
Steven Dellaportas ◽  
Takahiro Masaoka

Purpose This research applies a quasi-experimental research method to investigate the impact of an innovative resource titled “Accounting Exercise” (teaching intervention using physical movement and lyrics) on learning motivation and performance on a group of students enrolled in a first-year undergraduate accounting course in Japan. Design/methodology/approach Five classes were randomly assigned to either an experimental group (two classes) or a control group (three classes). In the experimental group, 90 students participated in a 15-min “Accounting Exercise” at the commencement of lectures over three consecutive weeks. The remaining 133 students assigned to the control group did not participate in the Accounting Exercise. Findings The findings indicate that the Accounting Exercise provided stimuli in maintaining students’ learning motivation. This finding is important for entry-level students where learning motivation has the potential to influence students’ future decisions on major areas of study and career choices. Originality/value This finding is important for entry-level students where future career options are decided. This effect is also believed to contribute to reducing the declining numbers of students in accounting majors.


2021 ◽  
Author(s):  
Suwarni La Usa

The problem of this research is whether the application of cooperative learning method is effective in reducing student’s anxiety in learning Math at grade VII at the topic of round numbers. The objective of the research is to know the effectiveness of cooperative learning in reducing student’s anxiety in learning Math at the topic of round numbers at grade VII SMP Negeri 1 Baubau. This research is descriptive quantitative by applying quasi experimental design. The sample taken consisted of 54 students which is each group consisted of 27 students. The instrument used in this research is test. The result of the research show that (1)The mean score of students learning in Math in experimental group before treatment is 56,48 with standard of deviation is 18,65 and after treatment is 83,70 with standard of deviation is 15,54. (2)The mean score of students learning in Math in control group before treatment is 56,67 with standard of deviation is 17,26 and after treatment is 73,51 with standard of deviation is 17,58. (3)Based on the mean score of students result in learning who is taught through those model of learning and seeing the result of statistic inferential of t test shows that learning through cooperative learning method is more effective to reduce students anxiety in learning Math.


Gamification ◽  
2015 ◽  
pp. 472-487 ◽  
Author(s):  
Hui-Chun Chu ◽  
Chun-Ming Hung

In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two classes of the elementary school participated in the experiment. One class of 30 students was selected as the experimental group, and the other class of 29 students was the control group. From the experimental results, it was found that the proposed game development-based learning approach could effectively promote the students' problem-solving skills. However, the students' learning achievement and motivations were quite different from our expectations. A discussion of the experimental group interview data is provided and suggestions made.


Author(s):  
Ghada M. Awada ◽  
Hassan B. Diab ◽  
Kawthar H. Faour

The study reports the effect of group investigation (GI) cooperative learning method and the Glogster online poster on improving the intercultural communication skills of international students (n=54) of eight different countries. The study is premised on the proposition that the integration of GI and Glogster in classrooms consisting of Lebanese and non-Lebanese students could be effective in improving the intercultural communication skills of international students and enhancing their perceptions of intercultural communication. The study employed the mixed methods pretest-posttest control group experimental design whereby six Interactions Among Civilizations intact classes were randomly assigned to control and experimental conditions. Employing the intercultural sensitivity scale yielded findings indicating the significance of the GI and Glogster in developing the cultural adaptability and intercultural sensitivity of the experimental group participants (n=25) whereas the control group participants (n=28) did not show similar improvement.


2015 ◽  
Vol 764-765 ◽  
pp. 1395-1399 ◽  
Author(s):  
Chung Ho Su ◽  
Po Yuan Su

Research on gamification of learning has been very popular in the past years; especially, the learning effectiveness in applying games to the education of natural science in elementary and junior high schools has been proven. Aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students, Mobile Meaningful Blood Circulation Learning System, called MMBCLS game-based learning, is developed. The players could comprehend the functions of systemic circulation and pulmonary circulation through games. In the study, the instructional design is based on Meaningful Learning and follows the principles of digital game-based learning models to design the after-class multimedia materials, which allow learners enjoying learning with fun. The quasi-experimental design is utilized for the learning assessment, where the experimental group applies MMBCLS, while the control group uses general instruction for the teaching materials. The experimental results show significant difference of the experimental group in the learning effectiveness and better post-test results than the control group. The research outcomes could be the reference of material design for teachers and provide educators with the reference of mobile as meaningful media material design.


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