3D visualization types in multimedia applications for science learning: A case study for 8th grade students in Greece

2009 ◽  
Vol 52 (2) ◽  
pp. 390-401 ◽  
Author(s):  
G. Korakakis ◽  
E.A. Pavlatou ◽  
J.A. Palyvos ◽  
N. Spyrellis
2015 ◽  
Vol 1 (3) ◽  
pp. 160 ◽  
Author(s):  
Eriselda Vrapi ◽  
Xhevdet Zekaj

This study aims to explore the use of video in English language teaching (ELT) elementary school (grades 8 to 9)... In addition, the thesis aims to find out how videos in English lessons helped to achieve the goals of English curriculum. The main hypothesis was that teaching with video would develop pupils’ communicative skills and, therefore, was appropriate for the communicative approach to ELT. The study addressed five research questions regarding the use of videos in English lessons in the case study school: why the teachers used videos in ELT, what kinds of videos were used in English lessons, how and how often videos were used, what was taught and learned through the use of videos and, finally, what the teachers’ and pupils’ attitudes to lessons with videos were. The research was performed as a case study at an Elbasan elementary school. The data for the research was obtained through the use of mixed methods: qualitative, in the form of interviews with four English teachers and observations of three of the interviewed teachers’ lessons with videos, and quantitative, in the form of a pupil questionnaire answered by 105 pupils from two 8th grade and two 9th grade classes.


Author(s):  
Magda Mostafa

The objective of this paper is to demonstrate the application of the Autism ASPECTSS™ Design Index in the Post-Occupancy Evaluation of existing learning environments for children along the autism spectrum. First published in 2014 this index outlines 7 design criteria that have been hypothesized to support environments conducive of learning for children with autism spectrum disorder (ASD). Using the index as a framework, this paper outlines a case study of a Post-Occupancy Evaluation (POE) of an existing pre-K-8th grade public charter purpose-built school for children on the autism spectrum. The tools used for the evaluation were: the ASPECTSS scoring of the school through a survey of teachers and administrators; on-site behavioral in-class observation; and focus groups of parents, teachers, staff and administrators. The results informed a design retro-fit proposal that strived to assess any ASPECTSS compliance issues and implement the index across the learning spaces, therapy spaces, support services and outdoor learning environments of the school. This paper will outline the application of the index and the resultant design from this process. The results will strive to present a scalable and replicable methodology and prototype for improving existing built environments for learners with ASD.


2019 ◽  
Vol 18 (2) ◽  
pp. 20
Author(s):  
Reda Harwinanda

The purpose of this study was to examine the effect of motivation on the result cognitive learning of the model TGT assisted YuGiOh Card. The population in this study were students of class VII semester 1 with the number of 16 students at MTs Baitul Amin Bali. The type of research design used was pre-experimental design with a one-shot case study. The study used 2 (two) variables examined in this study, namely motivation and result cognitive learning. The method used in data collection in this research is questionnaire (questionnaire), documentation and test. The collected data were analyzed using simple linear regression. Based on the motivation data obtained using themodel TGT assisted by the YuGiOh card in this study, it shows that students who are in the very good motivation category are 62.5% and good categories are 37.5%. Data on students' resultcognitive learning from post-test results can be categorized very well by 6%, both by 31%, enough by 44% and less by 19%. The influence of motivation on result cognitive learning using the model TGT assisted YuGiOh card is 27.2% while the remaining 72.8% is influenced by learning readiness, social support and learning facilities. The results showed that learning motivation had a positive effect on result cognitive learning in science learning using the model TGT assisted by YuGiOh card.


2018 ◽  
Vol 6 (7) ◽  
pp. 108
Author(s):  
Zübeyde Er ◽  
Perihan Dinç Artut

The purpose of this research was to determine strategies used by 8th grade students in Number Sense problems. This was a case study of 28 8th grade students at three similar secondary schools in a city centre south of Turkey. A Number Sense test consisting of 25 items designed according to five main Number Sense components was used as a data collection tool. The data were analyzed using qualitative analysis methods. The students preferred Strategies Based on Rules while solving the Number Sense test compared to strategies based on number sense or Strategies Partially Based on Number Sense.


Author(s):  
Nomxolisi Mtsi ◽  
Shakespear Maliketi Chiphambo ◽  
Mabel-Wendy Nombutho Mashologu

Ecopsychology ◽  
2018 ◽  
Vol 10 (4) ◽  
pp. 228-242
Author(s):  
Rupanwita Gupta ◽  
Nicole LaMarca ◽  
Shelley J. Rank ◽  
Kate Flinner
Keyword(s):  

Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 209
Author(s):  
Plamen D. Petrov ◽  
Tatiana V. Atanasova

The effect of one of the most popular 3D visualization and modelling technologies with haptic and touch feedback possibilities—augmented reality (AR)—is analysed herein. That includes a specific solution, incorporating augmented reality. A case study for delivering STEM (science, technology, engineering, and mathematics) content using this tool at one secondary school in Sofia is presented. The experience gained in one school year of using facilities for a STEM enrichment program has been examined.


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