educational applications
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نهى عبد الكريم حسين ◽  
نور أحمد سبانو

The need to diversify educational cloud activities arose due to social distancing, the widening of individual differences between learners, and the need to employ the possibilities offered by cloud education to achieve language goals. This research identifies the perceptions of non-native Arabic language learners towards the cloud-based educational activities based on the entrance of multiple intelligences. The descriptive approach was used, and a questionnaire was designed, consisting of: (Linguistic, Musical, visual- Spatial, Interpersonal, and Interpersonal). The sample consisted of (33) male and female students. The results showed that learners' perceptions are highly positive on all areas of activities. The highest percentage was interpersonal intelligence activities. Also, there are no statistically significant differences due to the sex. The originality of the research presents a vision of the entrance of multiple intelligences; To benefit from its educational applications in teaching Arabic online to non-native speakers, and to keep pace with global trends in the adoption of cloud education and its activities. It is also expected that the results of this research will benefit the following groups: institutions concerned with teaching foreign languages, experts who prepare curricula for teaching Arabic, and teachers of Arabic for non-native speakers.

2022 ◽  
pp. 905-925
Geraldine Bengsch

This chapter considers ways in which educators can create their own educational applications to integrate into their teaching. It is argued that interactive uses of technology can aid student engagement and encourage uptake of skills presented to them. Today, tools available allow everyone to create not only static websites, but also functional applications. It is possible to get started without knowing how to code, empowering anyone with an interest in technology to become a creator. While these no and low code solutions may come with some restrictions, they may encourage users to explore more traditional ways to engage with code and its possibilities for teaching. The chapter aims to encourage readers to look at technology as a creative practice to include into their teaching. It suggests strategies to help readers select the most appropriate tool for their projects.

2022 ◽  
pp. 243-254
Munyaradzi Zhou ◽  
Cyncia Matsika ◽  
Tinashe Gwendolyn Zhou ◽  
Wilfreda I. Chawarura

COVID-19 and future pandemics drastically change the way of life globally. Research has predominantly focused on the use and integration of disruptive technologies in industry and commerce. Little of the recent studies focused on the implementation of artificial intelligence and blockchain technologies in educational applications. The chapter focuses on how these can be implemented, from development, deployment, use, and maintenance of applications. A computer program's lifespan is usually spent during its use. The qualitative case study was administered using a digital learning platform that provides interactive learning for primary and secondary learners. The disruptive technologies inform new teaching methodologies and the development of student-centered algorithms for learning. Further research includes privacy issues in the implementation of disruptive technologies and data-sharing governance issues and evaluating the effectiveness of artificial intelligence and blockchain-based learning platforms.

2022 ◽  
pp. 1-13
Ricardo Alexandre Peixoto de Queiros ◽  
Mário Pinto ◽  
Alberto Simões ◽  
Carlos Filipe Portela

Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms.

2022 ◽  
pp. 1058-1081
Jaime Muñoz-Arteaga

Reading is an important competency to be developed for children in the first years of elementary school. Reading becomes a mechanism that allows the children to interact with the world and identify their characteristics. Dyslexia is one learning disability frequently manifested in elementary school, and to identify it, teachers require extra educative resources, in particular educational applications. This work proposes a process model to design and develop educational applications considering the learning needs of children with dyslexia. It involves a user-centered approach because different perceptions of several actors are considered. The performance of the proposed model is explored in a case study and an evaluation, taking into account usability and accessibility factors.

2021 ◽  
Vol 5 (3) ◽  
pp. 62
Montserrat Irene Ros-Martín

In this work, an innovative methodology to assess the security, habitability and functionality requirements of school buildings have been designed. The objectives are two: to design an evaluative methodology to assess technically the satisfaction of the basic requirements: safety, habitability and functionality that exist in public school buildings, and apply the methodology developed in university teaching so that students of the disciplines related to construction are able to justify, based on the regulations, their project decisions and intervention. The methodology is developed in the subject Applied Construction of the Master in Architecture of the Rey Juan Carlos University. The main result is that, from the detection of a real problem, such as the state of conservation of school buildings, we can developed an educational practice that helps Master students to ensure that their projects comply with current regulations. One of the most relevant conclusions is that the teaching applications of a real research, offer a provided value at academic level and a realistic view of the current constructions. Furthermore, stress the importance of both planning in accordance with the regulations and ensuring the conservation of the buildings 

Bokyung Kye ◽  
Nara Han ◽  
Eunji Kim ◽  
Yeonjeong Park ◽  
Soyoung Jo

This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.

2021 ◽  
Vol 13 (2) ◽  
pp. 1013-1020
Dr. Sudhir Sudam Kaware ◽  
Manoj Kumar Gupta ◽  
Akhilesh Kumar Gupta

The deadly infectious disease Coronavirus, also known as Covid19, has had a profound impact on the global economy. This tragedy is also being staged in the education community, and this concern is likely to resonate in the global education community. The outbreak of the Covid19 pandemic forced several schools and universities to close quickly. Various elements on the earth are affected, and there are issues that may surface for a full semester, or other issues that will be lost in the future. Flexibility is another attractive aspect of online learning; students can arrange their own or arrange time to apply for courses online. Face-to-face meetings combine with technology to form a combined learning and recovery classroom; this learning environment will increase the learning potential of students. Students can learn anytime, anywhere, and develop new skills in the way they ultimately learn from the grave. Government also recognizes that online learning is increasingly essential in this dynamic world. The severe emergence of the new crown virus could create another argument for upgrading, as this altitude can be a problem in times of crisis.

2021 ◽  
Vol 12 (3) ◽  
pp. 393-401 ◽  
Ava Hunt ◽  
Roger Wooster

The COVID-19 pandemic has impacted every aspect of society and no more so than in educational applications of theatre for children in schools. This article explores the complexities of what applied theatre/drama offer the young to think critically and develop empathetic human relationships crucial to sound mental health. The article’s authors reaffirm ways in which applied theatre/drama and TIE have contributed to healthy social development through contributions to the Personal, Social and Health Education curriculum. Cited are recent projects with compromised praxis in the face of the pandemic. Identified is a shift in educational priorities that are returning to traditional approaches in place of wider heuristic social education. Consequent moves to online teaching and imposition of social distancing has led to concerning levels of social distancing potentially impacting negatively on mental health of the young. However, applied theatre/drama disciplines play a particular role in facilitating emotional maturity through critical thinking.

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