A Blended Course to Teach Graphical Programming Using LabVIEW

Author(s):  
Yücel Uğurlu

In this chapter, the authors introduce a blended learning approach where LabVIEW, an e-learning environment, was integrated into a traditional graphical programming course for engineering students to teach advanced topics and to increase the programming skills of the students. In this course, the students were required to design projects using technology. The students designed small projects and frequently accessed the e-learning system to build real-world applications. The projects that students designed stimulated them to use the e-learning system. The impact of blended learning was evaluated on the basis of student surveys and certification test results. Experimental studies show that blended learning produced higher results in the students’ self-assessment and certification test.

Author(s):  
Yücel Uğurlu

In this chapter, the authors introduce a blended learning approach where LabVIEW, an e-learning environment, was integrated into a traditional graphical programming course for engineering students to teach advanced topics and to increase the programming skills of the students. In this course, the students were required to design projects using technology. The students designed small projects and frequently accessed the e-learning system to build real-world applications. The projects that students designed stimulated them to use the e-learning system. The impact of blended learning was evaluated on the basis of student surveys and certification test results. Experimental studies show that blended learning produced higher results in the students' self-assessment and certification test.


2016 ◽  
Vol 2 (2) ◽  
pp. 141-152
Author(s):  
Litasari W Suwarsono

This paper explores engineering student’s readiness towards e-learning in Telkom University Bandung that developed e-learning system to complement its method. Some studies had indicated predictor behaviors for effective e-learning process were self-directed learning, technical readiness and comfort with non-face to face communication (Warner et al , 1998; Piskurich, 2003; Smith, 2005; Hung et al., 2010). Data gathered from 388 Telkom University engineering students (57% from sophomore year and 43% from junior year). Self-assessment method had been used to predict student readiness toward e-learning. Research found that Telkom University engineering student’s level of readiness was on ready with development, with technical readiness factor as the highest level and self-directed learning readiness as the lowest. The level of grade had no statistical differences on self-directed learning readiness and technical readiness factor but it had on comfort with non-face to face communication.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Luyan Teng ◽  
Qinyi Tan ◽  
Ali Ehsani

PurposeOne of the most significant threats of COVID-19 in the world is the closure of universities, schools, training courses and even companies and organizations. In such a situation and with the free time that has arisen, this threat of education closure can become a golden opportunity for learning and progress in virtual education. E-learning uses information technology (IT) to distribute knowledge and information for training and education. Also, cloud computing is a technology utilized in the IT domain. It can be employed in performing e-learning. Therefore, the main goal of this study is to assess the impact of cultural characteristics, economic situations, skills and knowledge on the development and success of CELS in the COVID-19 era.Design/methodology/approachCloud-based e-learning system (CELS) provides all e-learning requirements like software and hardware resources to promote conventional e-learning technologies. The CELS stands on several factors of diverse aspects that have been of high significance in CELS success. So, these systems must be checked to analyze their significance rate and successfully carry out their effectiveness. On the other hand, these days, the 2019 coronavirus disease (COVID-19) changes our daily lifestyles. Therefore, the present investigation provides a new model investigating the development and success of CELS in the COVID-19 era. Also, an online questionnaire was used to gather the data. The content validity of the questionnaire was obtained by applying the opinions of ten experts from e-learning specialists. The collected data are analyzed using LISREL and Smart PLS software.FindingsThe results from the path coefficient and the sample t-test have implied that skills and knowledge positively influence CELS in the COVID-19 era. In addition, the relationship between cultural characteristics and CELS in the COVID-19 era has been positive and significant. The relationship between the economic situations and the CELS in the COVID-19 era is positive and significant.Practical implicationsThe proposed model helps managers get a big picture of CELS necessities and more effectively in the COVID-19 era. This research has a unique impact on universities to develop an e-learning platform to facilitate the education process in the COVID-19 era. It provides guidelines for educational institutions to effectively implement the learning management system to facilitate students' education.Originality/valueCELS are getting increasingly essential to offer training courses more efficiently in educational institutions. Although the intersection between cloud computing and e-learning has increasingly grown in both practical and academic contexts, few studies on the impact of cultural characteristics, economic situations, skills and knowledge on the development and success of CELS in the COVID-19 era. This paper explores the ignored but critically important subject of CELS. This paper's main contribution is to present a new and integrated model containing the essential aspects of the development and success of CELS in the COVID-19 era. The proposed framework comprises cultural characteristics, economic situations, skills and knowledge aspects simultaneously, as well as sub-criteria denoting each element.


Author(s):  
Dilek Karahoca ◽  
Adem Karahoca ◽  
Ilker Yengin ◽  
Huseyin Uzunboylu

This chapter explains the developmental reasons and design to implementation cycles of the Computer Assisted Active Learning System (CALS) for History of Civilization (HOC) courses at Engineering Faculty of Bahcesehir University. Implementation purpose of CALS is to develop set of tools in a systematic way to enhance students’ critical thinking abilities for HOC courses. Dynamic meta-cognitive maps, movies, flash cards and quiz tools were developed. In order to reduce implementation costs of CALS, open Free and Open Source Software (FOSS) standards and platforms were utilized in the development and implementation cycles. This study also investigates the importance of the e-learning platform usage in HOC courses in Engineering Faculty of Bahcesehir University to improve the level of students. Results indicate that the concept based meta-cognitive tool improves learning instead of students just memorizing the class material. Also, engineering students improved their positive attitude towards who wants to learn the history of civilization by using CALS. This study shows that software helps to change human behavior in the learning cycle. This chapter highlights the implications of successful development of FOSS for the CALS.


Author(s):  
Steve Mackay ◽  
Darrell Fisher

The purpose of this chapter is to provide an overview and subsequent application of research into the impact web conferencing and remote laboratories have on engineering and science education within the context of blended learning. The impact is examined especially in assessing the reaction and achievement of learners in using these new technologies compared to that of a traditional classroom or (the currently popular approach of) asynchronous e-learning. In recent years, there has been a significant increase in the level of remote or distance learning (or e-learning) using the Internet. One of the gaps in current research is the examination of the impact of web conferencing and remote science and engineering laboratories on the learning experience. The chapter is commenced by defining e-learning, synchronous, asynchronous and blended learning. Hereafter, web conferencing and remote laboratories are then defined and reviewed in detail. The impact that web conferencing and remote labs have on the e-learning experience as compared to the classroom and asynchronous approaches is then examined. The chapter is concluded by an examination of our research into what the perceived requirements are for web conferencing and remote laboratories and suggestions are given on how to apply web conferencing and remote labs to engineering and science education.


Author(s):  
Robert McCormick ◽  
Tomi Jaakkola ◽  
Sami Nurmi

Most studies on reusable digital learning materials, Learning Objects (LOs), relate to their use in universities. Few empirical studies exist to explore the impact of LOs on pedagogy, especially in schools. This chapter provides evidence from an evaluation of the use of LOs in schools. The evidence is from an EU-funded project Context E-Learning with Broadband Technologies, involving 500 schools in six countries across Europe, to examine the impact of LOs on pedagogy. It brought together producers and users to try out technically and pedagogically sound ways of producing, making available through a portal, and using LOs. This chapter reports data from both quantitative and qualitative studies conducted during 2004, including: online surveys (of all the teachers involved), routine data from the portal, semistructured interviews in 40 schools in all six countries, experimental studies in one of these countries, and 13 classroom case studies in four of the countries.


Author(s):  
Barbara O'Byrne

Blended course delivery has wide applications across diverse educational settings. By definition, it is multimodal and involves multiple delivery formats. However, scant research has examined the impact of multimodal, blended delivery on university pedagogy. This chapter makes the case for close examination of the theoretical and pedagogical foundation of blended learning and proposes that research is needed to establish and validate the constructivist principles associated with blended learning. A longitudinal analysis of surveys and in-depth interviews with instructors from a distance education graduate school in the United States identified and contextualized features of learner-centered pedagogy linked to blended learning.


Author(s):  
Nurzhanat Dalelovna Shakirova ◽  
Nidal Al Said ◽  
Svetlana Mihailovna Konyushenko

The paper discusses the technological capabilities of virtual reality (VR) in the field of education as a highly developed form of computer modeling. VR is con-sidered to be able to revolutionize the education field since it provides better en-gagement in learning activities than other teaching methods. In order to study the impact of VR technology on ensuring the quality of e-learning, an experiment is conducted during the Physical Geography online course. The current research in-volves 60 third-year students from the Abai Kazakh National Pedagogical Uni-versity, Moscow Pedagogical State University, and Ajman University. All the re-spondents were divided into two groups. The training of the first group is under-gone through distance learning in the Moodle e-learning system, while the educa-tional process of the second is supplemented with the technological capabilities of the latest VR services (Google Earth, Apple Maps, My Way VR, The VR Muse-um of Fine Art). During the study, students’ subjective assessment of the training is performed according to the basic, expected, and desirable criteria. The exami-nation is carried out in two stages - before and after the course. At the first stage of the assessment, the use of VR corresponds to the desired quality of the educa-tional product. However, after the course and the acquiring of virtual experience, the transfer of the students' desired training criteria into the expected can be ob-served. This indicates a high degree of adaptability of VR technology in educa-tion as well as an increase in the respondents' requirements against the quality of subsequent training courses. Consequently, a significant impact of immersive technology's evolution on the demands on the e-learning quality can be noted.


2020 ◽  
Vol 7 (1) ◽  
pp. 735-760
Author(s):  
Hui Shi ◽  
Alan C.K. Cheung ◽  
Elizabeth S.T. Cheung

Stratified teaching is an effective method and means to implement teaching students per their aptitude. Domestic and foreign scholars have carried out many experimental and quasi-experimental studies to observe the impact of stratified teaching on students’ academic performance, but the results are quite different. So, can stratified teaching effectively help Chinese students improve their academic performance? How big is its impact? Which model is more suitable for Chinese students? To answer these questions, this article uses meta-analysis to quantitatively analyze 22 Chinese studies on the impact of Stratified teaching on student academic performance. We found that (i) stratified teaching has a positive effect on students’ academic performance, and the overall combined effect size is 0.53; (ii) among the seven subjects of mathematics, English, physics, chemistry, biology, geography, and information technology, stratified teaching has had a positive effect on their learning. Stratified teaching’s order of effect on different subjects was English > Physics > Geography > Information Technology > Mathematics > Biology > Chemistry; (iii) stratified teaching is suitable for students of different sizes of classrooms. However, the smaller the number of students in the classroom, the better the learning effect, and (iv) stratified teaching is more suitable for improving their learning in the mobile learning system.


Sign in / Sign up

Export Citation Format

Share Document