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Educational Technology International update

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수록정보
수록범위 : 1권1호(1999)~23권2호(2022) |수록논문 수 : 241
Educational Technology International
23권2호(2022년 10월) 수록논문
최근 권호 논문
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KCI등재

저자 : Meehyun Yoon , Hua Zheng , Il-hyun Jo

발행기관 : 한국교육공학회 간행물 : Educational Technology International 23권 2호 발행 연도 : 2022 페이지 : pp. 129-155 (27 pages)

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This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

KCI등재

저자 : Seungyeon Sa , Hyun Suk Ryoo , Ji Hoon Ryoo

발행기관 : 한국교육공학회 간행물 : Educational Technology International 23권 2호 발행 연도 : 2022 페이지 : pp. 157-181 (25 pages)

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Scale scores for cognitive domains have been used as an important indicator for both academic achievement and clinical diagnosis. For example, in education, Cognitive Abilities Test (CogAT) has been used to measure student's capability in academic learning. In a clinical setting, Cognitive Impairment Screening Test utilizes items measuring cognitive ability as a dementia screening test. We demonstrated a procedure of generating cognitive ability test items similar as in CogAT but the theory associated with the generation is totally different. When creating cognitive test items, we applied automatic item generation (AIG) that reduces errors in predictions of cognitive ability but attains higher reliability. We selected two cognitive ability test items, categorized as a time estimation item for measuring quantitative reasoning and a paper-folding item for measuring visualization. As CogAT has widely used as a cognitive measurement test, developing an AIGbased cognitive test items will greatly contribute to education field. Since CLASS is the only LMS including AIG technology, we used it for the AIG software to construct item models. The purpose of this study is to demonstrate the item generation process using AIG implemented within CLASS, along with proving quantitative and qualitative strengths of AIG. In result, we confirmed that more than 10,000 items could be made by a single item model in the quantitative aspect and the validity of items could be assured by the procedure based on ECD and AE in the qualitative aspect. This reliable item generation process based on item models would be the key of developing accurate cognitive measurement tests.

KCI등재

저자 : Djoko Priyono , Triyana Harlia Putri , M. Ali Maulana , Irma Yanti , Thoriq Tri Prabowo

발행기관 : 한국교육공학회 간행물 : Educational Technology International 23권 2호 발행 연도 : 2022 페이지 : pp. 183-205 (23 pages)

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Mental status examination is an important stage in the assessment process because it serves as the foundation for establishing nursing diagnosis and intervention. Until now many students still feel difficult to understand the terms in the assessment of mental status. Interactive Mobile Learning in one of the media that is currently being developed. The use of this media will provide more in-depth learning opportunities, and students can practice their skills in carrying out practicals because of the mobility principle possessed by smartphones. The purpose of this study was to develop a smartphone-based app and evaluate the app's effectiveness by measuring nursing students' knowledge of mental status examination. Design: A randomized trial with a pre-and post-test design was conducted at a university in Indonesia. A total of seventy junior nursing students participated in this study. The intervention group received a smartphone-based app, and the control group received one-time lecture-based learning. We offered the experimental group the app and information about how to use it, and we encouraged them to use it. The control group received classroom instruction. Results: The intervention group scored significantly higher than the control group on knowledge score (t = 19.40, p = 0.000) and satisfaction with the learning method (t = 0.640, p = 0.021) Conclusion: These findings suggest that smartphone-based education could be an effective method in nursing education for teaching mental status examinations.

KCI등재

저자 : Areum Kim , Soo-young Lee

발행기관 : 한국교육공학회 간행물 : Educational Technology International 23권 2호 발행 연도 : 2022 페이지 : pp. 207-237 (31 pages)

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As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively “in-person” education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

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