scholarly journals Basic Information and Communication Technology Skills among Canadian Immigrants and Non-Immigrants

2018 ◽  
pp. 1-45
Author(s):  
N.T. Khuong Truong ◽  
Arthur Sweetman
2021 ◽  
Vol 27 (2) ◽  
Author(s):  
Onyedimekwu Okechi ◽  
Oruan K. Memoye

This research work titled “Empirical Evaluation of Basic Information and Communication Technology (ICT) Skills of Final Year Students of Federal College of Education (Technical), Omoku” used UNESCO ICT-Competency Framework for Teachers version 3, 2018 as a conceptual framework to assess basic ICT skills and competency level of students. It employed evaluative survey design using questionnaire as the instrument of data collection, designed and administered to all the 51 Part-Time final year students. Analysis of the research result using SPSS Version 20 shows that 4 (7%) of the students lack basic ICT skills, 13 (25%) of them are average in the use of ICT tools and 14 (27%) of them have above average ICT skills. A mean of 3.7 shows that 74% of the students agree that their ICT Instructors possesses the requisite professional skills and competencies to teach. Since 25% of the students can averagely use ICT tools, the researcher recommends that the Government should implement the Monitory and Evaluation of its huge investment in ICT in Education by making sure ICT Facilities are used for teaching and learning in schools.


2020 ◽  
Vol 11 (1) ◽  
pp. 75-91
Author(s):  
Polyxeni Kaimara ◽  
Emmanuel Fokides ◽  
Antonia Plerou ◽  
Pinelopi Atsikpasi ◽  
Ioannis Deliyannis

“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness. The results revealed that game-playing experience had a more positive impact in the case of males, while perceived learning effectiveness of 2D was higher compared to the 3D serious game for both genders. Moreover, there are differentiations among females concerning the scientific background, Information and Communication Technology skills and game-playing experience.


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