educational content
Recently Published Documents


TOTAL DOCUMENTS

738
(FIVE YEARS 351)

H-INDEX

15
(FIVE YEARS 3)

2021 ◽  
Vol 605 (10) ◽  
pp. 28-40
Author(s):  
Sergo Kuruliszwili

Rapid development of Artificial Intelligence is influencing most of the human’s domains. It impacts our reality in quantitative and qualitative way. This situation is challenging, also for the educational system – in many aspects. Analysis of this situation in the educational context is important and urgent matter. In the article author is attempting to explain and to structure the problem, pointing out, both chances and the threats, of the phenomenon, focusing on the area of educational content the measures.


2021 ◽  
pp. 487-493
Author(s):  
Maria Rene Ledezma ◽  
Franco Simini

This paper introduces a generalized structure for the optimal development of an adventure serious game. Present pandemic conditions induce transformations in educational methods, of which games are an attractive option. A serious game is an interdisciplinary team project for which our structure allows all members to interact irrespective of computer science proficiency. A method of interaction between unified blocks is proposed, consisting of five blocks that cover all the characteristics necessary to describe a serious game. The unified blocks are: rules, characters, scenarios, communication and score. The blocks are divided into sub-blocks that detail the characteristics of the game. The “luck” sub-block allows the real-life non-predictability dimension to be included in the game. During the interaction of the sub-blocks the different contexts of the game are created. Each context has a specific educational content goal that the player must go through. The interactions between sub-blocks are described in an XML file, common working environment for all the interdisciplinary members of the design team involves graphic designers, programmers, game designers and experts in the content to be transmitted. The principle of unified blocks is applied to the fifteen contexts of an existing game, JUSEGU, for which five new contexts are included and implemented in this paper to increase its educational content.


Author(s):  
E.E. Katysheva ◽  
◽  
К.К. Lavrichenko ◽  

Statement of the problem. The rapidly improving, easily accessible, well-designed and reliable digital technology transforms all spheres of life, including educational system. The expected results of the federal project “Modern school” include updating of contents and technologies of teaching general education programmes, including ones in professional educational organizations by the end of 2024. Active use of interactive sheets of mathematical content, contributing to not only intellectual and cognitive activities, but also to development of communicative skills among secondary vocational education students, is relevant. This requires that mathematics teachers should understand better the concepts of visualization of educational content and master new tool programmes for their creation and integration into the educational process. Vizualization tools can be not only maps, scale matrices, presentations, educational films, and printed workbooks, but also interactive, multimedia worksheets created on educational platforms that can be accessed from any smartphone, tablet, and computer at any time if this access is available. This individualizes educational process and develops communicative skills among future mid-level professionals, because the labor market places new demands on graduates with secondary vocational education which imply certain professional competences of future mid-level managers. The purpose of article is to determine the reasons for visualization of mathematical training material, its structure, instruments for its creation and application in the educational process. Methodology of research includes the principle of system quantization and cognitive visualization. Research results. The need to visualize training material used in mathematics classes has been identified and justified; the structure of worksheets has been presented; tools for development and use of interactive worksheets stimulating development of communicative interaction has been proposed. Conclusion. The article defines the technologies of educational content visualization as conditions for development of students’ communication competences in mathematics education. Worksheet structure has been identified and validated, digital tools for their creation and use in face-to-face and distant training in mathematics classes have been tested.


2021 ◽  
Vol 5 (2) ◽  
pp. 114-127
Author(s):  
Filza Alifah Hasny ◽  
Shavira Hanza Renadia ◽  
Irwansyah Irwansyah

This qualitative study focuses on self-exploration of TikTok users in finding and creating educational content with fellow social network users. Researchers see the role of human needs psychologically and socially, which raises certain expectations from using TikTok and leads to fulfillment of needs. Researchers also saw the comparison of Gratification Sought (GS) with Gratification Obtained (GO) as the fulfillment of the needs sought to achieve the satisfaction desired by individuals in using TikTok. Researchers found that there were internal and external factors in self-exploration that influenced the fulfillment of the needs of using TikTok.


Author(s):  
A-M. Cederqvist

AbstractDesigning programmed technological solutions (PTS) with programming materials has become a way to contextualise educational content related to PTS and programming. However, studies show that pupils have difficulties conceptualising central phenomena involved in the process, which affects their ability to design PTS. In order to understand these difficulties, this study investigates pupils’ ways of experiencing the process of solving a real-world task with a programming material. The study takes its point of departure from a previous study that identified two central phenomena, the dual nature (structure and function) of PTS and the BBC micro:bit material, when pupils, aged 10 and 14, were designing a burglar alarm with the BBC micro:bit. The data was revisited with the aim of analysing pupils’ sequential discernment of critical aspects of the phenomena (i.e. aspects necessary to discern in order to understand phenomena), and how this affects how the design process unfolds. The results show that the movement from the real-world context toward the BBC micro:bit context is challenging. Pupils need to be able to connect conditions in the real-world context both to aspects of the dual nature of their PTS, and to aspects of the BBC micro:bit material that represent the dual nature. This suggests the importance of appreciating the BBC micro:bit context and the real-world context in relation to the dual nature of PTS, and of addressing the sequential stages of the process in which aspects of phenomena and their interrelations are emphasised, to help pupils see the PTS in the changing contexts.


Author(s):  
Samuel Bonet Olivencia ◽  
Arjun H. Rao ◽  
Alec Smith ◽  
Farzan Sasangohar

Medically underserved communities have limited access to effective disease management resources in the U.S. Mobile health applications (mHealth apps) offer patients a cost-effective way to monitor and self-manage their condition and to communicate with providers; however, current diabetes self-management apps have rarely included end-users from underserved communities in the design process. This research documents key stakeholder-driven design requirements for a diabetes self-management app for medically underserved patients. Semi-structured survey interviews were carried out on 97 patients with diabetes and 11 healthcare providers from medically underserved counties in South Texas, to elicit perspectives and preferences regarding a diabetes self-management app, and their beliefs regarding such an app’s usage and utility. Patients emphasized the need for accessible educational content and for quick access to guidance on regulating blood sugar, diet, and exercise and physical activity using multimedia rather than textual forms. Healthcare providers indicated that glucose monitoring, educational content, and the graphical visualization of diabetes data were among the top-rated app features. These findings suggest that specific design requirements for the underserved can improve the adoption, usability, and sustainability of such interventions. Designers should consider health literacy and numeracy, linguistic barriers, data visualization, data entry complexity, and information exchange capabilities.


2021 ◽  
pp. 64-122
Author(s):  
Michael McOsker

This chapter provides a summary of the technical terminology of Hellenistic literary criticism used in the On Poems and then summarizes the views of Philodemus’ opponents in the On Poems. Attention is focused on those thinkers whose views are not widely known. These thinkers held a variety of views: the Kritikoi (Megaclides, Andromenides, Heracleodorus, Pausimachus, and Crates of Mallos) identified verbal composition or the euphony that results from it as the quality that determines whether a poem is good or bad and so disregarded content entirely or at least to a great extent. Other thinkers, such as Heraclides and the Stoics, emphasized content in the evaluation of poetry. Some thinkers do not survive in enough detail (“Critic A” and the anonymous Doxai in Zeno) to evaluate or, like Aristotle, do not easily fall into debates over formalism and educational content.


2021 ◽  
Vol 2 (2) ◽  
pp. 85-90
Author(s):  
Bakhtiyar Hadi Prakoso ◽  
Veronika Vestine ◽  
Gandu Eko Julianto Suyoso ◽  
Dina Fitriyah ◽  
Surya Dewi Puspita

Puberty is a period of transition from childhood to adolescence. One of the signs experienced by adolescent girls is the presence of menarche. Seeing the current condition of society, many parents, especially mothers, are less than optimal in providing education for their daughters when experiencing the menarche process. In this service activity, an android application will be created that functions to help menarch education. The activity began with the application design process and socialization to young women in the village of Kemuning Lor, Jember Regency. The results of this community service activity are as many as 80% of participants feel helped by the android application. In the future, the android application that is built can be developed by increasing educational content related to menarche.


2021 ◽  
Vol 7 (2) ◽  
pp. 111-122
Author(s):  
Ratna Faeruz ◽  
Maila D.H. Rahiem ◽  
Nur Surayyah Madhubala Abdullah ◽  
Dzikri Rahmat Romadhon ◽  
Ratna Sari Dewi ◽  
...  

Purpose – The purpose of this study was to explore child educational content digital folklore on YouTube, and It is used to teach young children about science, language, and values. The unit analysis on this research was the video of Pak Lebai Malang from West Sumatera, Indonesia.Design/methods/approach – The qualitative content analysis method was used in this study. The content analyzed was digital folklore based on the Minangkabau story Pak Lebai Malang. The process began with downloading the video, creating a transcript, taking notes on the text, language, and context, re-watching the video, comparing and contrasting it to the memo, and eliciting evidence from the video.Findings – The data revealed the following ways in which digital folklore on YouTube teaches science, language, and values: 1) digital technology illustrates science concepts with simple-to-understand videos; 2) by repeating the words and visualizing each spoken word, YouTube videos teach children new vocabulary. 3) the characters’ expressions and intonation in the video teach children about social values.Research implications/limitations – This research could serve as a springboard for future research on the use of digital folklores in early childhood classrooms. It is advised that additional research be conducted to improve the interest, effectiveness, and applicability of digital folklore in the early childhood learning process and design more effective programs for teaching science, language, and value to young people children. The study’s drawback is that it analyzes only one video. If it is compared to other videos, it may provide a complete view. Practical implications – This study informs educators on the potential for using digital folklore to teach science, language, and values. It entails the implementation of more creative strategies in early childhood education. Additionally, the study inspires innovative content creators on YouTube to make their videos more relevant to young children’s learning. Additionally, parents may discover that something as simple as a YouTube video could be an incredible resource for their child’s development.Originality/value – The study explains child educational content based on local wisdom. The digital form of Pak Lebai Malang folklore can facilitate accessibility and acceptability. Paper type Research paper


2021 ◽  
Vol 12 (4) ◽  
pp. 314-328
Author(s):  
Tetiana Berbets ◽  
Vitalii Berbets ◽  
Inna Babii ◽  
Olga Chyrva ◽  
Andrii Malykhin ◽  
...  

The article deals with the process of updating the content and methods of technological training. The latter aims to form pupils’ skills of independent creativity and educational and handicraft activities, which act as the means of improving education quality. The international relevance of the article lies in the objectification of Ukraine’s experience, which can be used in the post-Soviet countries, given that these countries follow conservative principles in planning and implementing educational content. The article proves that the effectiveness of developing pupils’ experience of independent creativity during handicraft and technology lessons is determined by the following organizational and methodological conditions: comprehending the need for independent creativity; developing pupils’ positive motivation towards independent creative handicraft and technology activities; improving educational and methodological support; using innovative pedagogical technologies and information and communication technologies. The article summarizes research findings of certain Ukrainian and foreign researchers, which adds up to the generalized contribution of its authors.


Sign in / Sign up

Export Citation Format

Share Document