scholarly journals Remote Laboratory, Based on Raspberry Pi, to Facilitate Scientific Experimentation for Secondary School Students

2021 ◽  
Vol 17 (14) ◽  
pp. 154-163
Author(s):  
Ramón Zárate-Moedano ◽  
Sandra Luz Canchola-Magdaleno ◽  
Alejandro Asvin Arrington-Báez

The pandemic caused by COVID 19 forced education systems to offer their services remotely due to social distancing policies. This article discusses research results on the development of remote laboratory architectures to deliver scientific experimentation in the area of physics for secondary school students using desktop computers or mobile devices.The design of the remote laboratory is based on the Raspberry Pi device, using various sensors and a graphical interface through which access and communication is given.The purpose of the development of this remote laboratory is to provide teachers and students of secondary education access to the development of remote activities for scientific experimentation in physics courses, using low-cost devices and free software.

2021 ◽  
pp. 026666692110089
Author(s):  
Nejat İra ◽  
Mehmet Yıldız ◽  
Gamze Yıldız ◽  
Eylem Yalçınkaya-Önder ◽  
Ali Aksu

The aim of the study was to investigate secondary school students’ and teachers’ access to information technologies in Turkey by making interregional comparisons. Document analysis of the qualitative research methods was employed to analyze the reports issued by the Turkish Ministry of National Education, the Turkish Statistical Institute (TUIK), and the Programme for International Student Assessment (PISA). The results of the research revealed the importance of access to information and communication technologies for both students and teachers: 67.9% of the participating students were found to have Internet connection and 69.1% a computer in their homes, while 80.3% of the students were observed to use a computer outside the school, but 19.7% were not. The results also showed that 64.6% of the students have Internet connection in their classrooms, but 29.2% of these students do not use the Internet in the classroom, whereas 8.9% use it in the classroom all the time. The rate of students using a digital device for reading is 38.1%, while that of those not using one is 61.9%. Some 32.1% of secondary school students were revealed not to have Internet connection at home. Additionally, 77% of teachers were not trained in online teaching prior to the COVID-19 pandemic. Based on the findings, teachers can be suggested to develop projects – i.e., of TUBITAK, E-twinning, and Erasmus – which potentially encourage students to use information and communication technologies so that both teachers and students can benefit from them. It is also suggested that the Ministry of National Education should work on improving the information communication technology competencies of teachers and students. Besides, policies should be developed to eliminate regional differences in terms of access to digital resources and technology in terms of equal opportunities and opportunities.


2021 ◽  
Vol 66 (1) ◽  
pp. 3-13
Author(s):  
Ngo Phan Trong

This study was conducted on 1170 students at 10 secondary schools in 5 provinces in Vietnam. Survey results determined student's clarity on others at medium level. The Clarity to others of surveyed students was correlated with factors such as: communication style, communication trends and temperament of students in communicating and learning from others. The results of multiple linear regresion model of factors have been determined the prediction of the effects of the above factors. The predictive discovered models in the study have been useful suggestions for parents, teachers and students, helping them to improve Clarity in social intelligence of secondary school students.


2013 ◽  
Vol 34 (4) ◽  
pp. 901-914 ◽  
Author(s):  
Antje Bergmann ◽  
Daniela Feigl ◽  
David Kuhn ◽  
Manuel Schaupp ◽  
Günter Quast ◽  
...  

Probacja ◽  
2020 ◽  
Vol 2 ◽  
pp. 135-158
Author(s):  
Joanna Rusinkiewicz ◽  
Łukasz Piś

The rapidly expanding living space of young people, filled with various – often new – content, which is the source of all experiences and sensations, gradually blurring the subtle boundaries between what is and what is not socially accepted, generates confl icts and disputes between frustrated teenagers. These often result from a lack of ability to deal with a particular situation and a lack of ability to solve the problem. It is common knowledge that confl icts are an integral part of social life. Ultimately however, they would have probably led to the destruction of societies if it had not been for the tools and procedures developed to solve them. Thanks to the ability to solve confl icts and mitigate their eff ects, it is easier for young people to enter into new social roles. It is also easier for them to function at school, family and peer levels. School as a space of educational interaction between diff erent subjects is a place of particular risk for confl icts and disputes. Therefore, knowledge of school mediation may prove extremely useful in this matter. The purpose of school mediation is to reach an agreement and agree appropriate positions on important issues. In its assumptions, mediation introduces a culture of dialogue and co-responsibility for shaping the school’s image. The aim of the research conducted in March 2020 was to fi nd out the opinion of the two most important groups in each school – teachers and students – about mediation and the mediator. Therefore, an attempt was made to fi nd an answer to the research question: What is the opinion of teachers and secondary school students on the value of mediation in schools?


2020 ◽  
Vol V (II) ◽  
pp. 28-34
Author(s):  
Nasir Ali ◽  
Abdul Basit Khan ◽  
Tanveer Ahmad

Without proper building, the teaching-learning process is incomplete. The importance of school building has been acknowledged as a basic building block of humanity from past till now as teachers and students' stay is mostly in school building during study hours; and there is close relationship between school building and students' academic achievement. In this study, the researcher has also focused on the school building and its effects on the academic achievement of students. The main objective of the study was to know the impact of School building on Secondary School students in Southern districts of Khyber Pakthunkhwa, Pakistan. The study was descriptive. Dichotomous questionnaire was used to collect data from the respondents. Despcritive and inferential statistics were used to attain the desired objective the study. The results of the current study show that there is a significant relationship between students' academic achievement and school building.


2019 ◽  
Vol 11 (1) ◽  
pp. 65-73
Author(s):  
Fatma Gizem Karaoglan Yılmaz ◽  
Ramazan Yılmaz ◽  
Hatice Yıldız Durak ◽  
Hafize Keser

The extensification activities of Education Informatics Network use in Turkey are in progress. The use and preferability of this education portal by teachers and students depend on various factors. One of these factors is usability. The purpose of this research is to make the usability analysis of the Education Informatics Network from the perspective of secondary school students. The participants of the study consist of 10 students who are from secondary school where the Movement of Enhancing Opportunities and Improving Technology is carried out. The data of the study were obtained from the eye-tracking method in the completion process of the authentic tasks given to the students and from the survey that was used to determine the demographic information. The results of the study show that the students completed the authentic task with success and they are able to reach the search results accurately and rapidly.   Keywords: Education informatics network, FATIH project, usability, eye tracking, information search behavior, secondary school students, human–computer interaction, interface design.


2020 ◽  
Vol 13 (36) ◽  
pp. 3778-3784
Author(s):  
Shabana Umrani ◽  

Background/Objectives: Game-Based Learning (GBL) is an emerging term that has attained focus and appreciation at a remarkable level these days, the GBL plays a significant role to learn through games. Angry Birds (AB) is one of the games which are very popular among kids that they mostly spend more than 8 hours of the whole day to play this game. AB’s popularity among the kids is due to its user-friendly easy interface and easy rules. Interface and rules of the game reveal primary physics theories and concepts. This study is conducted to modify the AB interface in such a way that basic physics concepts can be taught to secondary school students using this Game Based Tool (GBT). The objective is to provide GBL tool to teachers and students. That will be helpful for teachers to teach the physics concepts in an interesting way to students.Methods/Statistical analysis: The interface of the AB game is modified in such a way that while students perform various actions to kill the targeted pigs, to hit the objects for scoring, they will be able to learn physics, i.e., projectile motion and some basic concepts of physics involved in achieving the goals. This paper will present the modified interface of AB and how that is used for physics learning. This study is carried to attempt the mentioned objective. The experiment was conducted on 80 students of secondary school,i.e. group 1 played traditional AB game and learned physics in classroom without gaming aid and group 2 learned physics theories in class and used the modified AB game for playing game additionally learned physics from the actions they performed during play. Findings: This study shown that simple and interesting games can be used for learning scientific theories for secondary school students. The study achieved improved results after implementing the lectures using GBL tool to teach physics. 30% of 40 students got 80% of scores in class using GBLT while 25% of 40 students got 80% in class without supplementary GBT. Novelty/Applications: This GBT may be advantageous for teachers and students. Keywords: GameBased learning; angry birds; Physics learning; mobile games


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