scholarly journals Introducing Databases in Context Through Customizable Visualizations

2021 ◽  
Vol 6 ◽  
Author(s):  
Suzanne W. Dietrich ◽  
Don Goelman ◽  
Jennifer Broatch ◽  
Sharon Crook ◽  
Becky Ball ◽  
...  

The goal of the Databases for Many Majors project is to engage a broad audience in understanding fundamental database concepts using visualizations with color and visual cues to present these topics to students across many disciplines. There are three visualizations: introducing relational databases, querying, and design. A unique feature of these learning tools is the ability for instructors in diverse disciplines to customize the content of the visualization’s example data, supporting text, and formative assessment questions to promote relevance to their students. This paper presents a study on the impact of the customized introduction to relational databases visualization on both conceptual learning and attitudes towards databases. The assessment was performed in three different courses across two universities. The evaluation shows that learning outcomes are met with any visualization, which appears to be counter to expectations. However, students using a visualization customized to the course context had more positive attitudes and beliefs towards the usefulness of databases than the control group.

2021 ◽  
Vol 20 (4) ◽  
pp. 558-572
Author(s):  
Turki Alqarni

This study examined the impact of the Augmented reality (AR) use on Jordanian 6th grade students' attitudes towards science and their learning outcomes. A quantitative quasi-experimental study is preceded with the Pre-test and Post-test control group design model, where 24 students who identified to have special needs participated in this study and were randomly divided into two groups. Two groups, control group 12 students were taught conventionally, and 12 students were designated as the experimental group, they used the AR technology for four weeks. The two scales used in this research were reliable and validated. The results show significant results for the AR technology in enhancing student learning outcomes. Additionally, results supported that AR technology has the potential to enhance students with learning disabilities positive attitudes. The result shows that AR technology helped students in promoting positive attitudes towards students and enhance students learning outcomes. Keywords: augmented reality, attitudes towards science, learning disabilities, learning outcomes


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Hyun Jin Cho ◽  
Michael R. Melloch ◽  
Chantal Levesque-Bristol

Abstract Background Active learning pedagogy has recently received a great deal of attention, and many universities have attempted to create student-centered learning environments to improve students’ academic success. The purpose of this study is to explore the impact of concept-point-recovery (CPR) teaching sessions as an active learning strategy on students’ perceptions of the learning environment, motivation, and academic learning outcomes in an electrical engineering course. To investigate the effectiveness of CPR sessions, students’ perceptions of learning and their performance were compared to those of students in a control classroom. Finally, students’ written comments on the course and instructor were explored in further analysis. Results The quantitative findings revealed that there was a significant change in students’ perceptions of learning after the CPR teaching sessions, and there was an increase in students’ perceptions and learning outcomes compared with those of the control group. In addition, the qualitative findings from students’ written feedback demonstrated that students felt that the instructor cared about students’ learning and success and that they had a positive learning environment. Conclusions CPR teaching sessions can be an alternative model for instructors to connect with students and create supportive environments to help students achieve academic success, which in turn promotes the satisfaction of students’ basic psychological needs and self-determined motivation. Therefore, increasing students’ engagement in their learning processes and making connections with students through CPR teaching sessions can facilitate improvements in students’ motivation and academic success. How this new active learning technique can be applied to higher education is discussed.


2016 ◽  
Vol 3 (2) ◽  
pp. 121
Author(s):  
Afif Ghurub Bestari ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menguji (1) perbedaan pengaruh pembelajaran Desain Busana menggunakan media mood board dan media contoh gambar desain busana terhadap kreativitas dan hasil belajar Desain Busana mahasiswa;  (2) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan menggunakan media contoh gambar desain busana terhadap kreativitas desain busana mahasiswa; (3) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan dengan menggunakan media contoh gambar desain busana terhadap hasil belajar desain busana mahasiswa. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain Pretest-Posttest, Nonequivalent Control Group Design. Penelitian ini menggunakan kelas eksperimen dan kelas kontrol. Populasi penelitian adalah mahasiswa kelas A dan D semester 2 di Pendidikan Teknik Busana FT UNY. Hasil t-test menunjukkan pretest mahasiswa kelas kontrol dan kelas eksperimen hampir sama. Data hasil belajar posttestmenunjukkan selisih skor rata-rata antara kelas eksperimen dan kelas kontrol berkategori sangat tinggi. Berdasarkan hasil nilai rata-rata diperoleh bahwa terjadi peningkatan hasil kreativitas mahasiswa yang signifikan.Kata kunci: media mood board, hasil belajar, desain busana THE IMPACT OF USING MOOD BOARD MEDIA TO  FASHION DESIGN KNOWLEDGE ON FASHION  DESIGN ENGINEERING STUDENTSAbstractThis research aimed to examine (1) the effect of differences in learning to use media Fashion Design mood board and fashion design drawings media examples in creativity and Fashion Design student learning outcomes; (2) the positive influence of learning by using media Fashion Design mood board than using media examples fashion design drawings for the creativity of fashion design students; (3) a positive influence of learning by using media Fashion Design mood board compared to using the media sample images for learning outcomes of Fashion Design student. This research is a quasi-experimental research with pretest-posttest design, Nonequivalent Control Group Design. This research uses experimental class and control class. The research population was a student of class A and D in the 2nd half of Technical Fashion Education Faculty of Engineering, Yogyakarta State of University. t-test results indicate student pretest control class and experimental class is almost the same. Data posttest study results show the difference in average scores between the experimental class and control class category is very high. Based on the results of the average value obtained that an increase in the creativity of the students are significant.Keywords: fashion mood boards, learning outcomes, fashion design


Author(s):  
Stephen Oyeyemi Adenle ◽  
Jennifer N. L. Ughelu

The use of instructional media is of vital importance for the teaching and learning of the basic sciences in primary and secondary schools, as it drives home the lesson point of the subject being taught and reduces stress for both teacher and student. The imaginative use of well-planned visual aids during classroom lessons does boost academic performances of students learning physics, chemistry, biology, and mathematics. This chapter investigates the impact of instructional media or design usage on the learning outcomes of students in the basic sciences in Lagos, Nigeria. The research design is Quasi-Experimental. The sample population consists of an experimental and a control group. The experimental group is taught with instructional media for a fortnight. The findings show that the use of instructional media positively impacted the learning outcomes of the students, thus highlighting the vital essence of using instructional media during lessons for enhancement of students' learning.


2017 ◽  
Vol 29 (2) ◽  
pp. 202-211
Author(s):  
Ryoko Furukawa ◽  
Martha Driessnack ◽  
Eiko Kobori

Japanese communication relies heavily on nonverbal cues and context. The purpose of this study was to examine the impact of video-mediated communication (VMC) on communication satisfaction and marital relationships in young couples separated during the perinatal period as they honor the Japanese tradition of Satogaeri Bunben. Couples were assigned to the VMC treatment group ( n = 14) or control group ( n = 13). A mixed-methods approach to data collection and analysis was used. Longitudinal quantitative analysis from the Primary Communication Inventory and Intimate Bond Measure revealed significant differences between the Husband groups. Primary Communication Inventory and Intimate Bond Measure were strongly correlated regardless of group. Qualitative analysis of participant diaries revealed the addition of visual cues helped create a sense of “virtual co-presence,” which was both positive and negative. In conclusion, VMC appears to improve communication in the separated Japanese perinatal couples, especially through the addition of visual cues provided with VMC.


2017 ◽  
Vol 6 (4) ◽  
Author(s):  
Agustiningsih Agustiningsih ◽  
Singgih Bektiarso ◽  
Arju Mutiah ◽  
Ahmad Ahmad

Problem based learning supports students to have an ability to solve problems in real life, so that students’ critical thinking skill is structurally able to appear and is examined well. By problem based learning, students are able construct their own knowledges. This research is held in elementary school using true experimental with test post-test control group design. It uses quantitative descriptive approach. The data of critical thinking skill indicates that problem based learning does not affect significantly toward students’ critical thinking. The data of learning outcomes is analyzed by using t-test in 5 % signification level. The calculation result using t-test gains tcount = 2, 533. This value is consulted to ttable with db = 54 in 5 % signification level, so that it gains ttable = 2,005. It gains tcount>ttable (2,533 > 2,005). Based on its result, it can be concluded that problem based learning affects students’ learning result, unlike students’ critical thinking skill.


2018 ◽  
Vol 13 (1) ◽  
pp. 119-129
Author(s):  
Teriana Mardha Hidayat ◽  
Ali Muhson

This research aimed to find out the effectiveness of Think Pair Share (TPS) and Two Stay Two Stray (TSTS) methods in improving student learning outcomes and cooperation skills. The population in this research were all students of class X IPS SMA N 2 Banguntapan in the academic year 2016/2017 which consisted of 98 people, divided into four parallel classes. The sampling technique is cluster sampling to classify the students into three classes, divided in experiment class 1, experiment 2, and control class which determined randomly. The data collection methods used were documentation, test, and observation techniques. The research type is quasi experiment with pretest-posttest control group design. The analysis technique used was descriptive statistical analysis and Multivariate Analysis of Variances (MANOVA). The results showed that TPS and TSTS methods were proven to be more effective than conventional ones in improving students’ learning outcomes. Students who were taught by TPS and TSTS methods were also proven to have better collaborative skills than students taught by conventional methods.


2017 ◽  
Vol 1 (3) ◽  
pp. 173 ◽  
Author(s):  
Nurqomariah Nurqomariah ◽  
Gunawan Gunawan ◽  
Sutrio Sutrio

This research is a quasi-experimental aims to find the impact of problem based learning model with experimental methods on the learning outcomes physics science of grade VII SMPN 19 Mataram in academic year 2014/2015. The population of this research is students of grade VII SMPN 19 Mataram with 144 students, while the sampling of this research is grade as VIIA as experimental group and VIIB as the control group. The sampling technique used is purposive sampling. The research design used is untreated control group design with pretest and posttest. Pre-test results obtained by the average value of experimental group is 25.36 while the control group is 28.54. Post-test results for experimental group is 75.13, while for the control group is 65.41. Research hypotheses were analyzed by t-test two tail using formulas polled variance t-test given the result that thint is greater than ttable, In addition, an increase on learning outcomes analyzed using N-gain test given the result that experimental group has increased higher than the control group.so that can be concluded that the model of problem-based learning with experimental method given positive impact on learning outcomes physics science of grade VII SMPN 19 Mataram in academic year 2014/2015.


10.28945/3223 ◽  
2008 ◽  
Author(s):  
Stuart Garner

This paper reports on the findings from a quantitative research study into the use of a software tool that was built to support a part-complete solution method (PCSM) for the learning of computer programming. The use of part-complete solutions to programming problems is one of the methods that can be used to reduce the cognitive load that students experience during their learning. The tool that was built is a code restructuring tool known as CORT. An inquiry into its effect on student learning outcomes took place over a period of 14 weeks at an Australian university. Two student groups participated in an introductory programming unit, one of which utilized the CORT system whilst the other acted as a control group. No significant difference were found in the relative achievement of students in the CORT and non-CORT groups in tests of programming achievement. However the results showed significant advantages for the CORT students in terms of time saving and levels of tutor help required. Differences also emerged in levels of achievement between certain sub-groups, these being age, computer literacy and previous programming experience.


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