scholarly journals The Use of Instagram in the Sports Biomechanics Classroom

2021 ◽  
Vol 12 ◽  
Author(s):  
Archit Navandar ◽  
Daniel Frías López ◽  
Lidia B. Alejo

Students in higher education habitually use mobile devices such as smartphones and tablets, specifically using social networks on them for staying updated on current affairs, communication between one another, and entertainment. However, its use as a potential medium for learning especially in times of distance learning has not been studied in depth. Instagram is the fastest growing social network in the world and its graphical interface makes it a useful learning tool for a theoretical-practical subject such as biomechanics, where movement is analyzed. The main objective was to evaluate the change in perception of students in the use of Instagram as a learning medium for qualitative biomechanical analysis as a part of their undergraduate sports science program. 171 students filled out a questionnaire on the use of smartphones, social networks, and specifically Instagram, before and after doing an assignment of qualitative analysis that was carried. The results indicated a positive change in the perspective of the students when asked if class assignments can be done on mobile devices (p = 0.002) and social media (p < 0.001). The students also indicated a greater interest in doing assignments via social networks (p < 0.001), especially in the subject of biomechanics (p < 0.001). They also cited that Instagram is a useful source for information on sports biomechanics (p = 0.015) and could be used to make observations of sporting movements (p = 0.043). The results indicated that an introduction of familiar devices in undergraduate teaching could produce a positive change in perception of using such methodologies and facilitate learning. The students, who use smartphones very frequently in their daily lives, and specifically, many use them for browsing social networks, find the platform to be very useful in finding and sharing information related to sports and specifically in sports biomechanics. The visual aspect of social networks like Instagram can help engage them with learning strategies in a subject like biomechanics.

2020 ◽  
Vol 5 (1) ◽  
pp. 40-47
Author(s):  
Ning Sa ◽  
Xiaojun (Jenny) Yuan

AbstractWith the development of mobile technologies, voice search is becoming increasingly important in our daily lives. By investigating the general usage of voice search and user perception about voice search systems, this research aims to understand users’ voice search behavior. We are particularly interested in how users perform voice search, their topics of interest, and their preference toward voice search. We elicit users’ opinions by asking them to fill out an online survey. Results indicated that participants liked voice search because it was convenient. However, voice search was used much less frequently than keyboard search. The success rate of voice search was low, and the participants usually gave up voice search or switched to keyboard search. They tended to perform voice search when they were driving or walking. Moreover, the participants mainly used voice search for simple tasks on mobile devices. The main reasons why participants disliked voice search are attributed to the system mistakes and the fact that they were unable to modify the queries.


Author(s):  
Ikhsan Fuady ◽  
Rangga Saptya MP

<p align="center"><strong>Abstrak</strong></p><p><em>Pemanfaatan game dikalangan remaja memiliki peran yang efektif sebagai wadah untuk hiburan. Tetapi pemanfaatan game tidak tepat memiliki efek samping game terhadap kehidupan sehari hari remaja, mulai dari kurang bersosialIsasi hingga perilaku kekerasan dikalangan remaja. Penyuluhan terhadap remaja bertujuan untuk memberikan pemahaman kepada remaja tentang variasi game berdasarkan rating pengguna, maupun cerdas dalam manajemen penggunaan game dalam kehidupan remaja sehari hari. Pengetahuan remaja tentang varian/ragam game berdasarkan rating relatif rendah sebagaian besar pemengetahuannya tersebar pada kategori sangat rendah dan rendah yaitu sebesar 65 persen. Metode edukasi dan sosialisasi ini adalah dengan beberapa tahapan. Tahap pertaman tim pengabdian memberikan edukasi dan diskusi tentang beragam bentuk game, karakteristik, serta karakteristik pengguna game yang tepat. Selanjutnya beberapa permainan dan kuis untuk meingkatkan literasi remaja tentang pemanfaatan game secara bijak. Kegiatan penyuluhan ini mampu meningkatkan pemahaman para remaja dalam mengenali game yang baik digunakan, hal ini dapat dilihat dari peningkatan pengetahuan remaja relatif signifikan sebelum dan sesudah penyuluhan.</em></p><p><strong>Kata kunci<em>:</em></strong><strong><em> </em></strong><strong><em>Edukasi, Game, Penyuluhan </em></strong></p><p align="center"><em> </em></p><p align="center"><strong>Abstract</strong> </p><p><em>The use of games among teenagers has an effective role as a forum for entertainment. But the improper use of games has the side effects of games on the daily lives of adolescents, ranging from lack of socialization to violent behavior in adolescents. Counseling against adolescents aims to provide understanding to adolescents about the variety/variance of games based on user ratings, as well as being smart in managing game use in daily teenage life. Teenagers' knowledge about game variants/based on the rating is relatively low, most of the knowledge is spread in the very low and low categories, which is 65 percent. The method of education and outreach is by several stages. The first stage of the dedicated team provided education and discussion about various forms of games, characteristics, and characteristics of the right game user. Furthermore, some games and quizzes to improve teen literacy about game use wisely. This counseling activity can increase the understanding of teenagers in recognizing games that are well used, this can be seen from the relatively significant increase in adolescent knowledge before and after counseling.</em></p><p><strong>Keywords<em>:</em></strong><em> <strong>Education, Games, Counseling</strong></em></p>


2019 ◽  
Vol 10 ◽  
pp. 35
Author(s):  
Andrey  Rodrigues ◽  
Natasha  M. C. Valentim ◽  
Eduardo  Feitosa

In the last few years, Online Social Networks (OSN) have experienced growth in the number of users, becoming an increasingly embedded part of people’s daily lives. Privacy expectations of OSNs are higher as more members start realizing potential privacy problems they face by interacting with these systems. Inspection methods can be an effective alternative for addressing privacy problems because they detect possible defects that could be causing the system to behave in an undesirable way. Therefore, we proposed a set of privacy inspection techniques called PIT-OSN (Privacy Inspection Techniques for Online Social Network). This paper presents the description and evolution of PIT-OSN through the results of a preliminary empirical study. We discuss the quantitative and qualitative results and their impact on improving the techniques. Results indicate that our techniques assist non-expert inspectors uncover privacy problems effectively, and are considered easy to use and useful by the study participants. Finally, the qualitative analysis helped us improve some technique steps that might be unclear.


Author(s):  
Fahad Ayed Al Radaddi , Amal Mahmoud Ali ,   Iman Mohamed Ma

Research Goal: To measure the effectiveness of the use of a proposed training program based on active learning to develop teaching skills of Shari'a Sciences’ teachers and their attitudes towards it at the kingdom of Saudi Arabia. The Research depended on the descriptive approach during building the program that based on active learning strategies, as assign experimental method when applying the program to identify its effectiveness in developing teaching of Shari'a Sciences’ teachers for the secondary school in the city of Medina and their attitudes toward it in teaching. Research instruments: The Card Note of teaching skills consisted of (45) sub-skill divided into three main areas which are (planning, implementation and evaluation). The measure of the attitude towards active learning in teaching included (26) phrases, therefore, the program is based on active learning in developing the teaching skills. After the researcher has checked the sincerity of research instruments, he began to be apply it to a stratified random sample, which consisted of (34) teachers of Shari'a Sciences’ teachers for the secondary school. The research contain a number of appropriate statistical methods, which are arithmetic averages, standard deviations, (T) test for the associated groups, the coefficient of Peerson, ETA square, the equation of the Blak, the coefficient of alpha Cronbach and the equation of Cooper. After conducting statistical analyzes, the research found the existence of Statistical differences among the average performance of the research sample in the Card Note of teaching skills in (planning, implementation and evaluation) Separated and combined in the light of active learning before and after the proposed training program for the benefit of the telemetric. In the light of the findings, the research recommended: Taking advantage of the current research program in training Shari'a Sciences’ teachers in different stages of education, especially Secondary School Teachers, because of its positive impact on the development of their teaching skills, and benefit from the list of teaching skills of the current research when assessing teachers' performance during service.   ، ، ، 


Author(s):  
Ellen Cristina Gerner Siqueira

O discurso publicitário está presente no cotidiano das pessoas por meio de diversos tipos de mídia: anúncios na TV, impressos, outdoors ou nas redes sociais. Entre os recursos utilizados pela publicidade para convencer as pessoas sobre os produtos, serviços ou ideias que se deseja vender nos interessa estudar o uso da linguagem verbal, mais especificamente a maneira com que a publicidade constrói sentido por meio da linguagem. Assim, este artigo pretende analisar alguns enunciados de uma campanha publicitária realizada pela instituição financeira Citibank sob o olhar da teoria enunciativa desenvolvida por Oswald Ducrot. A campanha serve como  exemplo do jogo argumentativo que pode ser criado por meio da linguagem verbal, enredado em si mesmo, onde o locutor não fala sobre o mundo, mas fala para construir o mundo e explicitar a sua verdade por meio de argumentação linguística e não, necessariamente, retórica. Abstract: Advertising speech is present in people's daily lives through various types of media: TV ads, print ads, billboards, or social networks. Among the resources used by advertising to convince people about the products, services or ideas they want to sell we are interested in studying the use of verbal language, more specifically the way in which advertising builds meaning through language. Thus, this article intends to analyze some statements of an advertising campaign carried out by the financial institution Citibank under the view of the enunciative theory developed by Oswald Ducrot. The campaign is a great example of the game of argumentation that can be created through verbal language, entangled in itself, in which the speaker does not speak about the world, but speaks to build the world and to explain its truth through linguistic argumentation and not , necessarily, rhetoric.


Author(s):  
Latinka Ivanova Todoranova ◽  
Radka Valerieva Nacheva ◽  
Vladimir Stoyanov Sulov ◽  
Bonimir Penchev Penchev

Mobile learning can be identified as the next stage in the development of e-learning. In this regard, <strong>the purpose of this paper</strong> is to propose a model for mobile learning integration in higher education which is based on analysis of students’ expectations. То achieve this goal, a survey has been conducted among students enrolled in programs in the field of information and communication technologies. The analysis of the collected data shows that students have mobile devices, which they use not only for communication on social networks, but also for education. In addition, their expectations regarding mobile learning have been identified taking into account their study program and their previous experience with an e-learning platform.


2020 ◽  
Vol 11 (3) ◽  
pp. 361-376
Author(s):  
Karine Ramires Lima ◽  
Luiza Freitas Lopes ◽  
Náthaly Marks ◽  
Ronan Moura Franco ◽  
Elena Maria Billig Mello ◽  
...  

O conhecimento básico sobre a neurociência é importante em diversos aspectos da vida, já que permite o entendimento de processos neurais presentes em nosso dia a dia, como a cognição e a aprendizagem. Para o professor, principal mediador da construção do conhecimento na sala de aula, o conhecimento desta temática é importante para facilitar sua prática pedagógica, já que a neurociência contribui para a compreensão dos processos cognitivos e das individualidades de cada aluno. O objetivo deste estudo é relatar a percepção e o conhecimento de professores da Educação Básica do município de Uruguaiana/RS acerca da neurociência e sua importância para a educação, antes e após a realização da oitava edição do curso de formação continuada intitulado “Curso de Neurociência Aplicada à Educação”. No total, vinte e oito (28) professores participaram do curso, que abordou diferentes temas: neurociência e educação, neuroanatomia, neurofisiologia, neurobiologia da aprendizagem e memória, fatores que interferem na aprendizagem e inovação pedagógica. De acordo com a percepção dos professores, o curso ministrado foi de fundamental importância para a aquisição de novos conhecimentos sobre a neurociência, e todos concordaram que os conceitos abordados podem ser aplicados para melhorar sua prática pedagógica e seu ambiente de ensino. Palavras-chave: Aprendizagem; Ensino; Cérebro; Professor   Continuing training in neuroscience: perceptions of basic education teachers   Abstract: Basic neuroscience knowledge is important in all aspects of life, as it allows the understanding of neural processes present in our daily lives, such as cognition and learning. For the teacher, the central mediator of knowledge in the classroom, it is essential to understand this theme since it can facilitate his pedagogical practice since neuroscience teaches to understand the student through their individualities. This study aims to report the perception and knowledge of primary education teachers in Uruguaiana, Rio Grande do Sul state, Brazil, about neuroscience, before and after the eighth edition of the continuing education course entitled "Course of Neuroscience Applied to Education." In total, twenty-eight (28) teachers participated in the course, divided into two modules that addressed different themes: neuroscience and education, neuroanatomy, neurophysiology, the neurobiology of learning and memory, factors that interfere in learning, and pedagogical innovation. According to the teachers' perception, the course taught was of fundamental importance for acquiring new knowledge about neuroscience, and everyone agreed on the possible applicability of the concepts covered to improve their pedagogical practice and their teaching environment. Keywords: Learning; Teaching; Brain; Teacher


Author(s):  
Anna Kasimati ◽  
Sofia Mysirlaki ◽  
Hara Bouta ◽  
Fotini Paraskeva

The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiquitous technologies by HEIs is still in its early stages. This chapter attempts to provide a framework to support Higher Education Institutions towards implementing mobile and ubiquitous, game-based learning activities. Aligned with the objective of this book, this chapter presents some examples and best practices of implementing this framework towards achieving the learning goals of future professionals in the fields of electronic and ubiquitous commerce.


Author(s):  
Blaine Hoffman

The continued evolution of mobile technology provides for new means of interaction and engagement in our daily lives. The interconnectedness, availability, and rapid adoption of mobile computing means users can expect to have access to data and information on their terms. Likewise, games and means of play are increasingly common on mobile devices. This chapter seats a discussion of mobile game development within the context of place and space to reveal how we can improve our understanding of mobile interaction and begin to merge our view of physical and digital spaces. By applying the ideas of place and space to mobile game development, game applications can encourage users to broaden their view of the spaces around them and strengthen the developments of interactions in a mobile world.


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