Call for Papers
*****************
International Journal of Multimedia & Its Applications (IJMA)
Contact Us : ijmajournal@airccse.org or ijma@aircconline.com
Submission Deadline : February 18, 2023
website link : https://airccse.org/journal/ijma.html
Are we currently moving from the age of mobolism to age of artificail intelli...Jari Laru
The 13th annual International Technology, Education and Development Conference, INTED2019,IValencia (Spain). 11th-13th of March, 2019. Special Learning Technology Accelerator (Lea) Horizon 2020 project session: Innovation procurement to steer user-driven innovations for digital learning.
UGS 302 Syllabus: The role of technology among youth in society and education...Joan E. Hughes, Ph.D.
Fall 2013. A semester-long, writing-intensive course that leads first-year students in considering inventions and innovations (technological and historical) that have changed society and education. We weave from exploring current trends to historical shifts to again current digital innovations with critique from a range of perspectives (educational, political, advertising/marketing, technical, psychological). This course includes university-level requirements including: visiting remarkable places at UT (Harry Ransom Center, TACC VisLab), attending university lectures, engaging in research, writing and oral presenting, and being taught by a Ph.D. tenured faculty member.
Keynote presentation of Yannis Dimitriadis at Intelligent Tutoring Systems 2022: Human-Centered Learning Analytics: Designing for balanced human and computational agency
This document discusses human-centered learning analytics and the importance of teacher agency in designing learning analytics solutions. It addresses two dilemmas: 1) existing learning analytics solutions often ignore teacher agency and orchestration, and 2) artificial intelligence agents using learning analytics may not be transparent, trustworthy, responsible or ethical from a student perspective. The talk will discuss these dilemmas, models for human-AI complementarity that augment teachers, and principles for human-centered learning analytics that involve teachers and students in the design process. The goal is to design learning analytics solutions that consider both teacher and student agency through a human-centered approach.
The document discusses teaching and learning with technology in the 21st century. It argues that technology alone is not enough and that the pedagogy used is key. It advocates shifting education's focus from knowledge to skills like collaboration, critical thinking, and problem solving. New skills are needed like responsibility, reliability and integrity in the digital age. Educational tools discussed include educational games, gamification, robots, multitouch tables, and their benefits. The document concludes with references supporting technology integration best practices.
[EADTU-ENQA PLA] Blended learning courses in higher education: state of playEADTU
Blended learning courses in higher education are common but implementation varies. The document discusses:
1) Concepts of blended learning combining online and in-person learning.
2) Most institutions offer some blended courses but less than 20% of courses on average.
3) Blended learning could provide more effective pedagogy, convenience, and lower costs if online and in-person components are well integrated.
4) Challenges include balancing innovation/production, adapting to learner roles/digital divides. Effective design is key to progress blended learning.
Are we currently moving from the age of mobolism to age of artificail intelli...Jari Laru
The 13th annual International Technology, Education and Development Conference, INTED2019,IValencia (Spain). 11th-13th of March, 2019. Special Learning Technology Accelerator (Lea) Horizon 2020 project session: Innovation procurement to steer user-driven innovations for digital learning.
UGS 302 Syllabus: The role of technology among youth in society and education...Joan E. Hughes, Ph.D.
Fall 2013. A semester-long, writing-intensive course that leads first-year students in considering inventions and innovations (technological and historical) that have changed society and education. We weave from exploring current trends to historical shifts to again current digital innovations with critique from a range of perspectives (educational, political, advertising/marketing, technical, psychological). This course includes university-level requirements including: visiting remarkable places at UT (Harry Ransom Center, TACC VisLab), attending university lectures, engaging in research, writing and oral presenting, and being taught by a Ph.D. tenured faculty member.
Keynote presentation of Yannis Dimitriadis at Intelligent Tutoring Systems 2022: Human-Centered Learning Analytics: Designing for balanced human and computational agency
This document discusses human-centered learning analytics and the importance of teacher agency in designing learning analytics solutions. It addresses two dilemmas: 1) existing learning analytics solutions often ignore teacher agency and orchestration, and 2) artificial intelligence agents using learning analytics may not be transparent, trustworthy, responsible or ethical from a student perspective. The talk will discuss these dilemmas, models for human-AI complementarity that augment teachers, and principles for human-centered learning analytics that involve teachers and students in the design process. The goal is to design learning analytics solutions that consider both teacher and student agency through a human-centered approach.
The document discusses teaching and learning with technology in the 21st century. It argues that technology alone is not enough and that the pedagogy used is key. It advocates shifting education's focus from knowledge to skills like collaboration, critical thinking, and problem solving. New skills are needed like responsibility, reliability and integrity in the digital age. Educational tools discussed include educational games, gamification, robots, multitouch tables, and their benefits. The document concludes with references supporting technology integration best practices.
[EADTU-ENQA PLA] Blended learning courses in higher education: state of playEADTU
Blended learning courses in higher education are common but implementation varies. The document discusses:
1) Concepts of blended learning combining online and in-person learning.
2) Most institutions offer some blended courses but less than 20% of courses on average.
3) Blended learning could provide more effective pedagogy, convenience, and lower costs if online and in-person components are well integrated.
4) Challenges include balancing innovation/production, adapting to learner roles/digital divides. Effective design is key to progress blended learning.
Although educators and leaders create, design, and imagine the future, technology is changing how students learn and teachers teach. The future of education must keep up to date with the dynamic nature of the 21st century. It is expedient to take stock of the past in order to look forward, imagine and plan for a better future. Today, we take a look at education and how social, economic, and technological changes will revolutionize the way children, youth, and adults go to school. The future of education lies in harnessing technology to make us learn quicker, memorize effectively, and teach better. Without doubts, education today is not what it was even five years ago, and the future of education will look significantly different than it did a decade ago. This paper addresses how higher education institutions and K 12 schools can best prepare students for the future. Matthew N. O. Sadiku | Grace A. Adegoye | Abayomi Ajayi-Majebi | Sarhan M. Musa "The Future of Education" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52270.pdf Paper URL: https://www.ijtsrd.com/home-science/education/52270/the-future-of-education/matthew-n-o-sadiku
Digital education is the process of using digital technology in teaching and learning. Teachers are under pressure to use digital technologies in teaching students and prepare them for work in a globalized digital economy. Digital education prepares students for becoming digital citizens by making them acquire skills for navigating and existing in the digital world. This paper provides a brief introduction to digital education.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
Digitaaliset välineet opetuksessa ja oppimisessa opettajankoulutuksen konteks...Jari Laru
The document discusses the future possibilities and challenges of using digital tools in education from three perspectives:
1) Today, where educational institutions follow current practices in the field. 2) Tomorrow, looking at predictions from research about areas like adaptive learning, smart learning environments, and educational data mining. 3) A distant future, where the possibilities are unknown since technology is changing rapidly. Overall, the document emphasizes that technology should be used to support new educational designs that help address 21st century skills, rather than seeing it as the answer on its own.
1) The document discusses predictions for the future of educational technology (edtech) in 2030 based on a presentation by Dr. Jari Laru.
2) It outlines near-term edtech developments that are already available but not widely used, such as programming/robotics and learning management systems.
3) The document also discusses not-so-distant future edtech research trends and projects focusing on adaptive learning materials, smart learning environments, multimodal data collection and learning analytics.
4) Pedagogical agents and educational robots are presented as another potential edtech development in the not-so-distant future.
International Journal of Humanities and Social Science Invention (IJHSSI)inventionjournals
International Journal of Humanities and Social Science Invention (IJHSSI) is an international journal intended for professionals and researchers in all fields of Humanities and Social Science. IJHSSI publishes research articles and reviews within the whole field Humanities and Social Science, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online
A content analysis of the emerging research on academic cyberloafingZizo Aku
Despite the diverse opportunities digital technologies offer that enhance learning and improve instructional practice, the main challenge faced by many institutions is the distracting effects of hyper-connectivity caused by mobile devices during learning activities. Some students find it difficult to balance online leisure activity with school work because of the guilty pleasures associated with using certain types of media. The failure of college students to reduce distractions from academic cyberloafing could negatively impact their achievement of academic success. This scholarly paper is designed to explore how contemporary research has investigated this emerging phenomenon to better understand important strategies for control.
Mobile devices have been the focus of a push in many nations and internationally as part of
efforts to achieve greater literacy and numeracy among students. Research has shown a strong
link between Internet usage, the spread of broadband in a country, and its GDP. Those countries
that are the highest performing educationally already integrate mobile devices in their
education. This paper synthesizes empirical research on mobile devices from 2010 to 2013 in
K-12 schools by focusing on studies that demonstrate emerging themes in this area. It is also
clear that the pedagogy needed to be successful in creating positive outcomes in the use of
technology has to be student-centered with the aim of personalizing the learning experience.
Research found that students could become collaborators in designing their own learning
process. As students become independent learners, they become more prepared in the skills
needed for college and in their careers.
Dysgraphia detection based on convolutional neural networks and child-robot i...IJECEIAES
Dysgraphia is a disorder of expression with the writing of letters, words, and numbers. Dysgraphia is one of the learning disabilities attributed to the educational sector, which has a strong impact on the academic, motor, and emotional aspects of the individual. The purpose of this study is to identify dysgraphia in children by creating an engaging robot-mediated activity, to collect a new dataset of Latin digits written exclusively by children aged 6 to 12 years. An interactive scenario that explains and demonstrates the steps involved in handwriting digits is created using the verbal and non-verbal behaviors of the social humanoid robot Nao. Therefore, we have collected a dataset that contains 11,347 characters written by 174 participants with and without dysgraphia. And through the advent of deep learning technologies and their success in various fields, we have developed an approach based on these methods. The proposed approach was tested on the generated database. We performed a classification with a convolutional neural network (CNN) to identify dysgraphia in children. The results show that the performance of our model is promising, reaching an accuracy of 91%.
The document discusses the development of a virtual reality application called "Home Sunnah for Kids". The application aims to improve educational methods for teaching sunnah in an interactive way using VR technology. It will allow primary school students to explore a 3D environment and learn about the sunnah of daily life. The project aims to make the learning of sunnah more engaging for students. The application will be developed using VR Box and focus on sunnah content from the standard one to three curriculum. Research on related VR studies in education is also presented.
The Impact of Social Media Technologies on Adult Learning IJECEIAES
Technology and social media have presented significant tools for adult learners to learn and advance continually. Fast technological advancements have enabled development of technologies used for learning. Expansion of various tools has given professors, educaters, trainers, instructers, many alternatives towards the implementation of the technology supported learning. The use of social media can improve adult learning outcomes and academic accomplishment. Social media is increasingly proven to be beneficial in adult learning and has a huge potential for adult education. This paper sheds some lights on benefits of social media for adult learners, this is incorporated through the review of previous work and some barriers that encounters social media for learning purposes. Also some social media models are reviewed to show the growth and effect of social media in adult learning context, and suggestions and recommendations are provided.
This paper investigated digital competence as perceived by Zimbabwe in relation to four demographic characteristics. The study adopted quantitative descriptive research design. A simple random sample of 440 full time university academics responded to a structured questionnaire. Data were summarized using non parametric methods. Multiple regression and independent samples’t-test were adopted to test two null hypotheses at 95% significance level. Findings revealed significant relationship between university academics’ digital competence and their gender and experience in using the internet. Male academics perceived themselves as more competent than female academics. A significant inverse relationship was also observed between digital competence and age of respondents. The findings led to the conclusion that university academics were fairly competent in using the internet for research and faced challenges in using the internet as a teaching tool. University management was advised to place a premium on the use of information technology in university academic business.
In early days the main emphases were on the cognitive aspects of learning and traditional instructions of teaching in the classroom using outdated and conventional techniques. But today in this world of constant innovations and discoveries, scientists and gadget-experts are continuously searching for one or the two technological devices a day. Nodoubt technology has made our life much easier and better in many aspects. In developed countries, technology facilitates and helps students and teacher to learn things in more effective ways. But in the country like India, the development in technology is not upto that mark. We still are moving towards the path of progress. Thus, this paper will best describes about the conceptual framework regarding futuristic studies related to future technologies such as M-Learning, E-Learning, , iPod, I-Pad self-efficacy learning, Virtual Learning Environment (VLE ) etc. In this paper investigator highlighted some of the studies related to trends in futurology and innovations that could prove an important aspect of education technology.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
How can Badges be Used in Seamless Mobile LearningIvica Botički
This document discusses how digital badges can be used in a seamless mobile learning application called SamEx to motivate student learning. It describes a study using SamEx with over 350 primary school students in Singapore for one year. The study found that badges motivated some students to actively participate and share, but other students just focused on getting badges without learning or did not engage with badges at all. Badges were most effective at motivating students interested in both sharing and earning badges.
This document discusses a presentation about how parental expectations, support, and concerns affect children's acquisition of new technological skills. It begins by noting that technology is now a daily part of life and parents must determine how it will impact their children. The presentation then outlines its research questions on parental expectations, support for children's technology use, and parental concerns. It proposes using Epstein's framework on parental involvement and will employ a mixed-methods approach including a parent survey and focus group.
Literature informed Pedagogy of VR and AR in Medical EducationPoh-Sun Goh
The document summarizes literature on the pedagogy of virtual reality (VR) and augmented reality (AR) in medical education. It discusses several learning theories and models that can inform the design of VR and AR experiences, including TPACK, SAMR, and jobs-to-be-done models. Studies have found that VR and AR can increase student engagement and motivation, but more research is needed on their impact on learning outcomes. The document also raises questions about whether engagement necessarily leads to learning and how to balance realism with costs. Several medical schools are piloting the use of VR and AR technologies like HoloLens to teach anatomy.
Optimising mobile experiences - Online Educa Berlin 7th December 2018Zac Woolfitt
Technology in the class in the form of laptops, tablets and smartphones connect the student to the outside world as part of the learning process. Technology can both support the student learning but can also be a source of distraction. Research has focused on the distractive nature of technology in class such as laptops (Fried, 2008; Ravizza, Uitvlugt, & Fenn, 2017; Sana, Weston, & Cepeda, 2013). However, this study will focus specifically on smartphones in the class for the following reasons. Almost every college student in the Netherlands brings a smartphone with them to class, the smartphones are physically close to the student throughout the day which can lead to behaviour that makes it particularly difficult to disconnect from social networks. Students are more likely to view them as leisure devices (Lepp, Li, Barkley, & Salehi-Esfahani, 2015) which blurs the lines when this ‘leisure’ device is brought into the study environment of the classroom. The close (physical) relationship that students have with their smartphones (Echenique, Molías, & Bullen, 2015) can lead to additional stress when they are separated from them (Tams, Legoux, & Léger, 2018) referred to as Nomophobia, the fear of not having one’s smartphone (Aguilera-Manrique et al., 2018) and stress through Fear of Missing out (Beuningen & Kloosteram, 2018; Rosen, 2016). In some cases smartphone use can tend towards addiction (Montag & Reuter, 2017) which has been shown to be negatively related to academic performance (Baert, Vujic, Amez, & Claeskens, 2018; Felisoni & Godoi, 2018; Junco & Cotten, 2012; Lepp, Barkley, & Karpinski, 2015; Samaha & Hawi, 2016) since while smartphones can be a tool to support the learning processes, they can also be a source of distraction in the class (Beland & Murphy, 2015; Carrier, Rosen, Cheever, & Lim, 2015; Flanigan & Babchuk, 2015; Mendoza, Pody, Lee, Kim, & McDonough, 2018; Tindell & Bohlander, 2012). The human brain is vulnerable to distraction (Gazzaley & Rosen, 2016) and although students may consider they are ‘multi-tasking’ (Kirschner & Bruyckere, 2017), they are in fact task-switching which leads to inefficiency in task performance due to a strain on limited cognitive resources (Kirschner & van Merriënboer, 2013) and those who task-switch the most often overestimate their ability to do so (Ophir, Nass, & Wagner, 2009) with negative consequences for their study results (Carrier et al., 2015; Rosen, Carrier, & Cheever, 2013).
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
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Although educators and leaders create, design, and imagine the future, technology is changing how students learn and teachers teach. The future of education must keep up to date with the dynamic nature of the 21st century. It is expedient to take stock of the past in order to look forward, imagine and plan for a better future. Today, we take a look at education and how social, economic, and technological changes will revolutionize the way children, youth, and adults go to school. The future of education lies in harnessing technology to make us learn quicker, memorize effectively, and teach better. Without doubts, education today is not what it was even five years ago, and the future of education will look significantly different than it did a decade ago. This paper addresses how higher education institutions and K 12 schools can best prepare students for the future. Matthew N. O. Sadiku | Grace A. Adegoye | Abayomi Ajayi-Majebi | Sarhan M. Musa "The Future of Education" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52270.pdf Paper URL: https://www.ijtsrd.com/home-science/education/52270/the-future-of-education/matthew-n-o-sadiku
Digital education is the process of using digital technology in teaching and learning. Teachers are under pressure to use digital technologies in teaching students and prepare them for work in a globalized digital economy. Digital education prepares students for becoming digital citizens by making them acquire skills for navigating and existing in the digital world. This paper provides a brief introduction to digital education.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
Digitaaliset välineet opetuksessa ja oppimisessa opettajankoulutuksen konteks...Jari Laru
The document discusses the future possibilities and challenges of using digital tools in education from three perspectives:
1) Today, where educational institutions follow current practices in the field. 2) Tomorrow, looking at predictions from research about areas like adaptive learning, smart learning environments, and educational data mining. 3) A distant future, where the possibilities are unknown since technology is changing rapidly. Overall, the document emphasizes that technology should be used to support new educational designs that help address 21st century skills, rather than seeing it as the answer on its own.
1) The document discusses predictions for the future of educational technology (edtech) in 2030 based on a presentation by Dr. Jari Laru.
2) It outlines near-term edtech developments that are already available but not widely used, such as programming/robotics and learning management systems.
3) The document also discusses not-so-distant future edtech research trends and projects focusing on adaptive learning materials, smart learning environments, multimodal data collection and learning analytics.
4) Pedagogical agents and educational robots are presented as another potential edtech development in the not-so-distant future.
International Journal of Humanities and Social Science Invention (IJHSSI)inventionjournals
International Journal of Humanities and Social Science Invention (IJHSSI) is an international journal intended for professionals and researchers in all fields of Humanities and Social Science. IJHSSI publishes research articles and reviews within the whole field Humanities and Social Science, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online
A content analysis of the emerging research on academic cyberloafingZizo Aku
Despite the diverse opportunities digital technologies offer that enhance learning and improve instructional practice, the main challenge faced by many institutions is the distracting effects of hyper-connectivity caused by mobile devices during learning activities. Some students find it difficult to balance online leisure activity with school work because of the guilty pleasures associated with using certain types of media. The failure of college students to reduce distractions from academic cyberloafing could negatively impact their achievement of academic success. This scholarly paper is designed to explore how contemporary research has investigated this emerging phenomenon to better understand important strategies for control.
Mobile devices have been the focus of a push in many nations and internationally as part of
efforts to achieve greater literacy and numeracy among students. Research has shown a strong
link between Internet usage, the spread of broadband in a country, and its GDP. Those countries
that are the highest performing educationally already integrate mobile devices in their
education. This paper synthesizes empirical research on mobile devices from 2010 to 2013 in
K-12 schools by focusing on studies that demonstrate emerging themes in this area. It is also
clear that the pedagogy needed to be successful in creating positive outcomes in the use of
technology has to be student-centered with the aim of personalizing the learning experience.
Research found that students could become collaborators in designing their own learning
process. As students become independent learners, they become more prepared in the skills
needed for college and in their careers.
Dysgraphia detection based on convolutional neural networks and child-robot i...IJECEIAES
Dysgraphia is a disorder of expression with the writing of letters, words, and numbers. Dysgraphia is one of the learning disabilities attributed to the educational sector, which has a strong impact on the academic, motor, and emotional aspects of the individual. The purpose of this study is to identify dysgraphia in children by creating an engaging robot-mediated activity, to collect a new dataset of Latin digits written exclusively by children aged 6 to 12 years. An interactive scenario that explains and demonstrates the steps involved in handwriting digits is created using the verbal and non-verbal behaviors of the social humanoid robot Nao. Therefore, we have collected a dataset that contains 11,347 characters written by 174 participants with and without dysgraphia. And through the advent of deep learning technologies and their success in various fields, we have developed an approach based on these methods. The proposed approach was tested on the generated database. We performed a classification with a convolutional neural network (CNN) to identify dysgraphia in children. The results show that the performance of our model is promising, reaching an accuracy of 91%.
The document discusses the development of a virtual reality application called "Home Sunnah for Kids". The application aims to improve educational methods for teaching sunnah in an interactive way using VR technology. It will allow primary school students to explore a 3D environment and learn about the sunnah of daily life. The project aims to make the learning of sunnah more engaging for students. The application will be developed using VR Box and focus on sunnah content from the standard one to three curriculum. Research on related VR studies in education is also presented.
The Impact of Social Media Technologies on Adult Learning IJECEIAES
Technology and social media have presented significant tools for adult learners to learn and advance continually. Fast technological advancements have enabled development of technologies used for learning. Expansion of various tools has given professors, educaters, trainers, instructers, many alternatives towards the implementation of the technology supported learning. The use of social media can improve adult learning outcomes and academic accomplishment. Social media is increasingly proven to be beneficial in adult learning and has a huge potential for adult education. This paper sheds some lights on benefits of social media for adult learners, this is incorporated through the review of previous work and some barriers that encounters social media for learning purposes. Also some social media models are reviewed to show the growth and effect of social media in adult learning context, and suggestions and recommendations are provided.
This paper investigated digital competence as perceived by Zimbabwe in relation to four demographic characteristics. The study adopted quantitative descriptive research design. A simple random sample of 440 full time university academics responded to a structured questionnaire. Data were summarized using non parametric methods. Multiple regression and independent samples’t-test were adopted to test two null hypotheses at 95% significance level. Findings revealed significant relationship between university academics’ digital competence and their gender and experience in using the internet. Male academics perceived themselves as more competent than female academics. A significant inverse relationship was also observed between digital competence and age of respondents. The findings led to the conclusion that university academics were fairly competent in using the internet for research and faced challenges in using the internet as a teaching tool. University management was advised to place a premium on the use of information technology in university academic business.
In early days the main emphases were on the cognitive aspects of learning and traditional instructions of teaching in the classroom using outdated and conventional techniques. But today in this world of constant innovations and discoveries, scientists and gadget-experts are continuously searching for one or the two technological devices a day. Nodoubt technology has made our life much easier and better in many aspects. In developed countries, technology facilitates and helps students and teacher to learn things in more effective ways. But in the country like India, the development in technology is not upto that mark. We still are moving towards the path of progress. Thus, this paper will best describes about the conceptual framework regarding futuristic studies related to future technologies such as M-Learning, E-Learning, , iPod, I-Pad self-efficacy learning, Virtual Learning Environment (VLE ) etc. In this paper investigator highlighted some of the studies related to trends in futurology and innovations that could prove an important aspect of education technology.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
How can Badges be Used in Seamless Mobile LearningIvica Botički
This document discusses how digital badges can be used in a seamless mobile learning application called SamEx to motivate student learning. It describes a study using SamEx with over 350 primary school students in Singapore for one year. The study found that badges motivated some students to actively participate and share, but other students just focused on getting badges without learning or did not engage with badges at all. Badges were most effective at motivating students interested in both sharing and earning badges.
This document discusses a presentation about how parental expectations, support, and concerns affect children's acquisition of new technological skills. It begins by noting that technology is now a daily part of life and parents must determine how it will impact their children. The presentation then outlines its research questions on parental expectations, support for children's technology use, and parental concerns. It proposes using Epstein's framework on parental involvement and will employ a mixed-methods approach including a parent survey and focus group.
Literature informed Pedagogy of VR and AR in Medical EducationPoh-Sun Goh
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Optimising mobile experiences - Online Educa Berlin 7th December 2018Zac Woolfitt
Technology in the class in the form of laptops, tablets and smartphones connect the student to the outside world as part of the learning process. Technology can both support the student learning but can also be a source of distraction. Research has focused on the distractive nature of technology in class such as laptops (Fried, 2008; Ravizza, Uitvlugt, & Fenn, 2017; Sana, Weston, & Cepeda, 2013). However, this study will focus specifically on smartphones in the class for the following reasons. Almost every college student in the Netherlands brings a smartphone with them to class, the smartphones are physically close to the student throughout the day which can lead to behaviour that makes it particularly difficult to disconnect from social networks. Students are more likely to view them as leisure devices (Lepp, Li, Barkley, & Salehi-Esfahani, 2015) which blurs the lines when this ‘leisure’ device is brought into the study environment of the classroom. The close (physical) relationship that students have with their smartphones (Echenique, Molías, & Bullen, 2015) can lead to additional stress when they are separated from them (Tams, Legoux, & Léger, 2018) referred to as Nomophobia, the fear of not having one’s smartphone (Aguilera-Manrique et al., 2018) and stress through Fear of Missing out (Beuningen & Kloosteram, 2018; Rosen, 2016). In some cases smartphone use can tend towards addiction (Montag & Reuter, 2017) which has been shown to be negatively related to academic performance (Baert, Vujic, Amez, & Claeskens, 2018; Felisoni & Godoi, 2018; Junco & Cotten, 2012; Lepp, Barkley, & Karpinski, 2015; Samaha & Hawi, 2016) since while smartphones can be a tool to support the learning processes, they can also be a source of distraction in the class (Beland & Murphy, 2015; Carrier, Rosen, Cheever, & Lim, 2015; Flanigan & Babchuk, 2015; Mendoza, Pody, Lee, Kim, & McDonough, 2018; Tindell & Bohlander, 2012). The human brain is vulnerable to distraction (Gazzaley & Rosen, 2016) and although students may consider they are ‘multi-tasking’ (Kirschner & Bruyckere, 2017), they are in fact task-switching which leads to inefficiency in task performance due to a strain on limited cognitive resources (Kirschner & van Merriënboer, 2013) and those who task-switch the most often overestimate their ability to do so (Ophir, Nass, & Wagner, 2009) with negative consequences for their study results (Carrier et al., 2015; Rosen, Carrier, & Cheever, 2013).
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International Journal of Multimedia & Its Applications (IJMA)
1. January 2023: Top Read
Articles inMultimedia & Its
Applications
The International Journal of Multimedia & Its Applications
(IJMA)
---ERA, WJCI Indexed---
ISSN: 0975-5578(Online); 0975-5934 (Print)
https://airccse.org/journal/ijma.html
2. THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY
CHILDHOOD EDUCATION
Masyarah Zulhaida Masmuzidin and Nor Azah Abdul Aziz Department of Creative Multimedia,
Universiti Pendidikan Sultan Idris, Tanjung Malim, Perak Darul Ridzuan, Malaysia.
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level
education, secondary education (lower/upper secondary level), primary education, and in
informal learning. However, the implementation in early childhood education is still limited. By
using library research methodology, the objective of this paper is to investigate the existing work
of augmented reality in early childhood education between 2009-2018. Based on the results, it
shows that the publication of augmented reality in early childhood education increased slowly
within these past ten years. It has been found that the main advantage of augmented reality is to
enhance motivation. Early literacy has been found to be the most used topic with sampling less
than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile
devices and in term of data collection methods, ‘Test’ has been used the most in this field of
research.
KEYWORDS
Augmented Reality, Child Computer Interaction, Early Childhood Education, Preschool
Full Text: https://aircconline.com/ijma/V10N6/10618ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
3. REFERENCES
[1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments,
6(4), pp. 355-385.
[2] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in
augmented reality. IEEE Computer Graphics & Application, 21(6), pp. 34-47.
[3] Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and
challenges of augmented reality in education. Computers & education, 62, pp. 41-49.
[4] Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR alphabet book for
preschool children. Procedia computer science, 25, pp. 211-219.
[5] Gopalan, V. (2016). A study of students’ motivation based on ease of use, engaging, enjoyment and fun
using the augmented reality science textbook. Revista de la Facultad de Ingeniería, 31(5).
[6] Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are augmented reality picture books magic or real for
preschool children aged five to six?. British Journal of Educational Technology, 48(3), pp. 824-841.
[7] Rasalingam, R. R., Muniandy, B., & Rass, R. (2014). Exploring the application of augmented reality
technology in early childhood classroom in Malaysia. Journal of Research & Method in Education (IOSR-
JRME), 4(5), pp. 33-40.
[8] Jeffri, N. F. S., & Rambli, D. R. A. (2017). Design and development of an augmented reality book and
mobile application to enhance the handwriting-instruction for pre-school children. Open Journal of Social
Sciences, 5(10), pp. 361.
[9] Hsu, Y. S., Lin, Y. H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM
interest. Research and Practice in Technology Enhanced Learning, 12(1), pp. 2.
[10] Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational
education and training. Procedia Computer Science, 75, pp. 49-58.
AUTHORS
Masyarah Zulhaida Masmuzidin obtained her MSc in Creative Media Technology with
Computer Animation and Special Effects from University of Bradford, United Kingdom.
Currently, she is a PhD student at Faculty of Art Computing and Creative Industry,
Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes Interactive
Multimedia, Child Computer Interaction, Virtual Reality and Augmented Reality.
Nor Azah Abdul Aziz is an Associate Professor at Faculty of Art Computing and Creative
Industry, Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes
Gestural Interface Design, Child Computer Interaction, Multimedia Application
Development, Islamic Spiritual Psychology , Information Technology, Internet/Web
Filtering, Internet & Society.
4. GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING
AND LEARNING – A REVIEW
Mohd Hishamuddin Abdul Rahman, Ismail @ Ismail Yusuf Panessai,Noor Anida Zaria Mohd
Noor and Nor Syazwani Mat Salleh
Department of Computing, Faculty of Art, Computing & Creative Industry,Universiti Pendidikan
Sultan Idris, Tanjung Malim, Perak, Malaysia
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in
learning that have been applied in previous studies and their impacts on student learning, with only
taking into account the related studies within the last three years (2016 to 2018). This is done to
determine the most effective and suitable elements of gamification to be applied in our study and at
the same time to identify research gaps that need to be fulfilled in future researches. The results of
this review show that gamification has positive impact on student learning particularly in their
engagement and achievement. Furthermore points, leaderboard and digital badge are the most
applied gamification elements in the studies. The findings will be used as a guide for us in
designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be
carried out later.
KEYWORDS
Gamification, Game-based Learning, Virtual World
Full Text: https://aircconline.com/ijma/V10N6/10618ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
5. REFERENCES
[1] Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A
systematic mapping study. Journal of Educational Technology & Society, 18(3), 9.
[2] Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher
education: a systematic literature review. International Journal of Educational Technology in
Higher Education, 14(1), 22.
[3] Google Trend (2017). Game-based learning. Retrieved from https://trends.google.com/trends/
explore? date=today%205-y&q=gamebased%20 learning.
[4] Hoe, T. W. (2015). Gamifikasi dalam pendidikan: Pembelajaran berasaskan permainan.
Tanjong Malim: Universiti Pendidikan Sultan Idris.
[5] Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with
technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17.
[6] Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The
International Journal of Information and Learning Technology, 35(1), 56-79.
[7] Chan, K. Y. G., Tan, S. L., Hew, K. F. T., Koh, B. G., Lim, L. S., & Yong, J. C. (2017).
Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a
law of torts class. Research and Practice in Technology Enhanced Learning, 12(1), 7.
[8] Sepehr, S., & Head, M. (2013, October). Competition as an element of gamification for
learning: an exploratory longitudinal investigation. In Proceedings of the First International
Conference on Gameful Design, Research, and Applications (pp. 2-9). ACM.
[9] Szegletes, L., Koles, M., & Forstner, B. (2015). Socio-cognitive gamification: general
framework for educational games. Journal on Multimodal User Interfaces, 9(4), 395-401.
[10] Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and
learning: A conceptual framework. Education and Information Technologies, 1-23.
[11] Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in
initial teacher training in the social sciences: an experiment with MinecraftEdu. International
Journal of Educational Technology in Higher Education, 13(1), 2.
[12] González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-
Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the
gamification of educational activities. Computers in Human Behavior, 55, 529-551.
[13] Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students
through game mechanics: Findings from two experiment studies. Computers & Education, 92,
221-236
[14] Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and
gamification to promote engagement and motivation in medical learning contexts. Smart
Learning Environments, 3(1), 5.
[15] Spires, H. A., & Lester, J. C. (2016). Game-based learning: creating a multidisciplinary
community of inquiry. On the Horizon, 24(1), 88-93.
6. Authors
Dr. Mohd Hishamuddin Abdul Rahman is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
educational technology, multimedia, virtual learning environment, game-based learning and
gamification, virtual and augmented reality and also on new media in teaching and learning.
Dr. Ismail @ Ismail Yusuf Panessai is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
Artificial Intelligence, Artificial Intelligence in education, VRP and Control System.
Dr. Noor Anida Zaria Binti Mohd Noor is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
Information Technology, Knowledge Management, Knowledge Integration and Project
Management.
Dr. Nor Syazwani Binti Mat Salleh is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
ICTs in Education, Art & Design, Graphic Design and Personalized Learning.
7. EXPLORING VIRTUAL REALITY
APPLICATION IN TOURISM: VR BUKIT
PUTERI
Maizan Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim,Nur Saadah Mohd Sapri,
IsmahafeziIsmail,Wan Malini Wan Isa and Muhammad Hazwan Mohamad
School of Multimedia, Faculty of Informatics and Computing,Universiti Sultan Zainal Abidin,
BesutCampus,22200, Besut, Terengganu, Malaysia
ABSTRACT
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence,
this application entitled VR Bukit Puteri is designed and developed as a medium to promote and
attract tourists to visit this natural cultural heritage place in Terengganu. This application is
particularly very useful for the user to get information or learn interactively about history and
artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the
development of this application. In addition, the gaze interaction technique had been successfully
used to add more interactivity and user- friendliness to this application. The framework, interface
design, testing and expert evaluation may also serve as guidelines in developing similar VR
application in another domain. The author would consider gamification elements, engaging
activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These
engagement elements can be a great counterpart to increase user experience in virtual world.
KEYWORDS
Virtual reality, tourism, expert evaluation, historic place, mobile based VR application
Full Text: https://aircconline.com/ijma/V13N6/13621ijma02.pdf
Volume Link: https://www.airccse.org/journal/ijma_current21.html
8. REFERENCES
[1] W. M. R. W. (2017) Amin, M. M., Rahim, N., Safei, S., & Idris, “Utilization of Automated
Virtual Panoramic Environment in Online Public Accommodation Booking System,” J.
Telecommun. Electron. Comput. Eng., no. 9(2–4), pp. 59–63, 2017.
[2] R. Rahim, N., Wook, T. S. M. T., MatZin, N. A., Rawi, N. A., & Muda, “Usability Evaluation
of a Virtual Museum Environment: A Case Study in Terengganu State Museum, Malaysia,” Adv.
Sci. Lett., vol. 22(10), pp. 2780–2784, 2016.
[3] A. R. Amin, M. M., Lan, J. Y. A., Makhtar, M., & Mamat, “A Decision Tree Based
Recommender System for Backpackers Accommodations,” Int. J. Eng. Technol., vol. 7(2.15), pp.
45–48, 2018.
[4] A. Bec, B. Moyle, K. Timms, V. Schaffer, L. Skavronskaya, and C. Little, “Management of
immersive heritage tourism experiencs: A conceptual model,” Tour. Manag., 2019, doi:
10.1016/j.tourman.2018.10.033.
[5] J. P. Guerra, M. M. Pinto, and C. Beato, “Virtual Reality - Shows a New Vision for Tourism
and Heritage,” Eur. Sci. J., 2015.
[6] F. Poux, Q. Valembois, C. Mattes, L. Kobbelt, and R. Billen, “Initial user-centered design of a
virtual reality heritage system: Applications for digital tourism,” Remote Sens., vol. 12, no. 16,
2020, doi: 10.3390/RS12162583. The International Journal of Multimedia & Its Applications
(IJMA) Vol.13, No. 6, December 2021 25
[7] D. A. Guttentag, “Virtual reality: Applications and implications for tourism,” Tour. Manag.,
2010, doi: 10.1016/j.tourman.2009.07.003.
[8] M. Harun, M. N. S., & Samsudin, “Sejarah Bukit Puteri Sebagai Tapak Warisan Kebudayaan
Semulajadi di Negeri Terengganu,” J. Perad., vol. 12(1), pp. 103–118, 2019.
[9] P. Burdea, G. C., & Coiffet, Virtual reality technology (Vol. 1). John Wiley & Sons., 2003.
[10] D. Gutierrez, M., Vexo, F., & Thalmann, Stepping into virtual reality. London: Springer
Science & Business Media., 2008.
[11] A. B. (2018) Sherman, W. R., & Craig, Understanding Virtual Reality: Interface,
Application, and Design (The Morgan Kaufmann Series in Computer Graphics) 2nd Edition.
Morgan Kaufmann Publication, 2018.
[12] M. R. Mine, “Virtual Environment Interaction Techniques,” Virtual Environ. Interact. Tech.,
vol. UNC Chapel, 1995.
[13] E. Marchiori, E. Niforatos, and L. Preto, “Measuring the Media Effects of a Tourism-Related
Virtual Reality Experience Using Biophysical Data,” in Information and Communication
Technologies in Tourism 2017, 2017.
[14] R. Yung and C. Khoo-Lattimore, “New realities: a systematic literature review on virtual
reality and augmented reality in tourism research,” Curr. Issues Tour., vol. 22, no. 17, pp. 2056–
2081, 2019, doi: 10.1080/13683500.2017.1417359.
[15] N. E. M. Mofokeng and T. K. Matima, “Future tourism trends: Virtual Reality based tourism
utilizing Distributed Ledger Technologies,” African J. Hosp. Tour. Leis., vol. 7, no. 3, pp. 1–14,
2018.
[16] J. Beck, M. Rainoldi, and R. Egger, “Virtual reality in tourism: a state-of-the-art review,”
Tour. Rev., vol. 74, no. 3, pp. 586–612, 2019, doi: 10.1108/TR-03-2017-0049.
9. RECENT TRENDS AND RESEARCH ISSUES IN VIDEO ASSOCIATION
MINING
Arindam Sarkar1
and J. K. Mandal2
Vijayakumar.V 1
and Nedunchezhian.R 2
1
Research Scholar, Bharathiar University, Coimbatore, & Department of Computer
Applications, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India - 641 022
2
Professor and Head, Department of Information Technology, Sri Ramakrishna Engineering
College, Coimbatore, Tamil Nadu, India-641 022
ABSTRACT
With the ever-growing digital libraries and video databases, it is increasingly important to
understand and mine the knowledge from video database automatically. Discovering association
rules between items in a large video database plays a considerable role in the video data mining
research areas. Based on the research and development in the past years, application of association
rule mining is growing in different domains such as surveillance, meetings, broadcast news, sports,
archives, movies, medical data, as well aspersonal and online media collections. The purpose of this
paper is to provide general framework of mining the association rules from video database. This
article is also represents the research issues in video association mining followed by the recent
trends.
KEY WORDS
Temporal Frequent Pattern; Video classification; Event Detection
Full Text: https://aircconline.com/ijma/V3N4/3411ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current11.html
10. REFERENCES
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11. Authors
Vijayakumar.V, Assistant Professor in the Department of Computer Applications, Sri
Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India. He is currently pursuing his
doctoral degree at Bharathiar University, Coimbatore, Tamil Nadu, India in the area of
Multimedia Data Mining. He obtained his M.C.A degree and M.Phil degree in Computer-Science
from Bharathiar University, Coimbatore. His research interests are Data Mining, Multimedia
Information Retrieval, Image and Video Processing. He has presented four papers in National /
International Conference and one in journal. He has guided several undergraduate, post-graduate
projects and seven M.Phil research scholars. He is a student member of IEEE and life member of
ISTE.
Dr. Nedunchezhian. R. is working as the Professor and Head in the department of Information
Technology, Sri Ramakrishna Engineering College, Coimbatore. He has more than 18 years of
experience in research and teaching. Currently, he is guiding many Ph.D scholars of the Anna
University, Coimbatore, and the Bharathiar University. His research interests are knowledge
discovery and data mining, distributed computing, and database security. He has published many
research papers in national/international conferences and journals. He has edited a book entitled
“Handbook of Research on Soft Computing Applications for Database Technologies: Techniques
and Issues” which was published by IGI publications, USA in April, 2010. He is a Life member
of Advanced Computing and Communication Society and ISTE.
12. AR-SIS: AUGMENTED REALITY APPLICATION TO ENCOURAGE
STEM TEACHING AND LEARNING
Nadia Akma Ahmad Zaki, Nor Zuhaidah Mohamed Zain and Asmafitri Zanilabdin Computing
Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan
Idris, Tanjong Malim, Perak, Malaysia
ABSTRACT
Augmented reality in STEM education has been identified to be useful to students as indicated in
many studies. However, the interest of the students towards STEM education is reportedly
declining. Thus, this study supports the concept of STEM education through the development of
an AR application namely ARSiS that aims to encourage students to study Science subjects. The
objective of this study is to develop and evaluate the usability AR-SiS application in teaching the
solar system sub-topic. The respondents of this study consist of two categories, namely five
teachers and twenty students (Year 4 to 6). The result found that both categories of respondents
showed a high mean score on learnability and satisfaction toward the use of AR-SiS application.
Hence, it is hoped that this study will benefit the students who are interested in STEM education
and contribute the teachers a chance to diversify the teaching aids in the classroom.
KEYWORDS
Augmented Reality, Encourage, Teaching, Learning, STEM
Full Text: https://aircconline.com/ijma/V10N6/10618ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
13. REFERENCES
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[10] Hsu, Y.-S., Lin, Y.-H., & Yang, B. (2017). Impact of augmented reality lessons on
students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12(1), 2.
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[12] Gebril, Z. M., Ah-choo, K., May-chan, Y., & Parhizkar, B. (2012). Innovative Learning
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[13] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing
Library Instruction in Elementary Schools. Computers & Education, 59, 638–652.
[14] Freeman, B., Marginson, S., & Tytler, R. (2014). The Age of STEM: Educational Policy
and Practice Across the World in Science, Technology, Engineering and Mathematics.
Routledge.
[15] Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented
reality for the classroom. Computers & Education, 68, 557–569.
https://doi.org/https://doi.org/10.1016/j.compedu.2013.02.015
14. A SHORT SURVEY OF IRIS IMAGES DATABASES
Mustafa M. Alrifaee, Mohammad M. Abdallah and Basem G. Al
OkushAl-Zaytoonah University of Jordan, Amman,
Jordan
ABSTRACT
Iris recognition is the most accurate form of biometric identification. The robustness of iris
recognition comes from the unique characteristics of the human iris texture as it is stable over the
human life, and the environmental effects cannot easily alter its shape. In most iris recognition
systems, ideal image acquisition conditions are assumed. These conditions include a near infrared
(NIR) light source to reveal the clear iristexture as well as look and stare constraints and close
distance from the capturing device. However, recent advances on iris recognition have proposed
different methods to process iris images captured in unconstrained environments. These
environments include a visible wavelength (VW) light source, on the move and over distance from
the capturing device. This research states the most used iris databases and describes their imaging
framework along with all characteristics of iris images in each database.
KEYWORDS
Iris recognition, unconstrained environments, near infrared light, visible wavelength.
Full Text: https://aircconline.com/ijma/V9N2/9217ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current17.html
15. REFERENCES
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16. ANALYTIC OF CHINA CYBERATTACK
Robert Lai, CISSP-ISSAP, ISSEP, CAP, CEH, CSSLP1
and Syed (Shawon) Rahman,
Ph.D.21
School of Business & Technology, Capella University, Minneapolis, MN 55402,
2
Assistant Professor, University of Hawaii-Hilo, Hilo,
USA and Adjunct Faculty, Capella University,
ABSTRACT
China cyberattack has become aggressive, disruptive, stealthy, and sophisticated. Apparently,
China’s advantage is more on the cognitive domain than technical domain since information
systems security is art and science—in some case, it is more art than science. Knowledge is the best
weapon for cyber warfare since one of the Sun Tze’s Art of War principles is “know your enemy”.
Therefore, an analytic of China cyberattack must scrutinize the national interest, goals and
philosophies, culture, worldview, and behavioral phenomena of China.
KEYWORDS
China, Cyberattack, Cyberattack, Analytic, Strategic Advantage, Information Warfare
Full Text: https://aircconline.com/ijma/V4N3/4312ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
17. REFERENCES
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hotel-internet-254110.html.
18. SELECTION SORTING ALGORITHM VISUALIZATION USING FLASH
Hadi Sutopo
Department of Informatics, Universitas Persada Indonesia YAI, Jakarta, Indonesia
hadi@topazart.info
ABSTRACT
This paper is intended to develop an algorithm visualization, particularly selection sorting for an
Algorithm and Programming course. Algorithm visualization technology graphically illustrates how
algorithms work. This visualization can be used to explain how all data move to the proper position
in order to be sorted in a display computer for education. This research consists of 6 steps which
are concept, design, obtaining content material, assembly, testing, and distribution. During the
testing step, the application is run and checked to confirm that it performs exactly what the author
has intended and the students can learn selection sorting algorithm by studying the visualization.
Subjects of the research were students at Department of Informatics Universitas Persada Indonesia
YAI for implementation of the learning. The data were analysed using the analytic descriptive
method and interpreted in a narrative way based on the research findings. The algorithm
visualization indicates that students increase their motivation and ability to program variety of
sorting in programming language they learn.
KEYWORDS
Multimedia, Algorithm, Sorting, Flash movie, ActionScript
Full Text: https://aircconline.com/ijma/V3N1/3111ijma03.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
19. REFERENCES
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Authors
Hadi Sutopo was born in Cilacap, Indonesia on April 15, 1945. He is Doctor of Education in
Educational Technology of the Jakarta State University, graduated in November 2009. In 1998 he
earned Master of Information Systems at Post Graduate Program Gunadarma University, Jakarta. In
1995 he graduated from the Universitas Persada Indonesia YAI. Jakarta, majoring in Informatics.
Hadi is currently a lecturer of Multimedia at the Universitas Persada Indonesia YAI and some other
universities in Jakarta, Indonesia since 1998. He wrote many books on multimedia and information
technology. The books are Pemrograman Berorientasi Objek dengan Java (Yogyakarta, Indonesia:
Graha Ilmu, 1995), Desain Buku dengan Adobe InDesign Jakarta, Indonesia: Elex Media Komputindo,
2006), and Pemrograman Flash dengan PHP dan MySQL (Yogyakarta, Indonesia: Graha Ilmu, 2007).
Current interest research is information technology especially multimedia.
Dr. Hadi Sutopo, MMSI is a member of Indonesian Association of Educational Technology (IPTPI)
and Association of Education and Communication Technology (AECT). He works in editorial team of
Educational Technology Journal and Multimedia Journal in Jakarta, Indonesia.
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