A Peer-Assessment Mobile Kung Fu Education Approach to Improving Students' Affective Performances

2017 ◽  
Vol 15 (1) ◽  
pp. 1-14 ◽  
Author(s):  
Fon-Chu Kuo ◽  
Jun-Ming Chen ◽  
Hui-Chun Chu ◽  
Kai-Hsiang Yang ◽  
Yi-Hsuan Chen

Peer-assessment and video comment-sharing are effective learning strategies for students to receive feedback on their learning. Researchers have emphasized the need for well-designed peer involvement in order to improve students' abilities in the cognitive and affective domains. Although student perceptions of peer-assessment have been studied extensively in higher education, few studies have focused on the effects of the peer-assessment strategy on students' performance from the affective perspective, especially in Physical Education courses. Therefore, in this study, a peer-assessment mobile physical education approach is proposed for developing a mobile learning system for a Kung Fu Tai-Chi physical education course. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 42 college students to participate in this learning activity. The experimental results show that the proposed approach not only promoted the students' learning interest and motivation, but also improved their learning self-efficacy and socialization.

Author(s):  
Fon-Chu Kuo ◽  
Jun-Ming Chen ◽  
Hui-Chun Chu ◽  
Kai-Hsiang Yang ◽  
Yi-Hsuan Chen

Peer-assessment and video comment-sharing are effective learning strategies for students to receive feedback on their learning. Researchers have emphasized the need for well-designed peer involvement in order to improve students' abilities in the cognitive and affective domains. Although student perceptions of peer-assessment have been studied extensively in higher education, few studies have focused on the effects of the peer-assessment strategy on students' performance from the affective perspective, especially in Physical Education courses. Therefore, in this study, a peer-assessment mobile physical education approach is proposed for developing a mobile learning system for a Kung Fu Tai-Chi physical education course. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 42 college students to participate in this learning activity. The experimental results show that the proposed approach not only promoted the students' learning interest and motivation, but also improved their learning self-efficacy and socialization.


Author(s):  
Nguyen The Luong ◽  
Nguyen Ngoc Vu ◽  
Nguyen Thi Hong Lien

The rise in mobile learning has seen an impressive increase as smartphones and tablets have increased in popularity in recent years. The cheap, easy access to these devices for students contributes to the need for use for educational and learning purposes. This trend is no exception for physical education. This study surveyed 125 physical education students in 4 badminton classes from 2018 to 2020 to evaluate their readiness for mobile learning in terms of hardware devices, technology skills, learning styles, and habits. Data coming from questionnaires in the courses and server logs of a mobile learning system show that the majority of physical education students in the study are ready for mobile learning despite some challenges regarding internet infrastructure and lack of formal online learning skills training. <p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0731/a.php" alt="Hit counter" /></p>


2021 ◽  
Vol 12 (04) ◽  
pp. 215-222
Author(s):  
Leli Rahman ◽  
Taufik Rihatno ◽  
Fatah Nurdin

This study aims to find out how the level of learning activity using the method asynchronous in distance learning. The research method uses descriptive analysis method. The research population was students of SMAN 1 Cisarua in the 2020/2021 academic year with a total sample of 90 people, while the instrument used in this study was a learning activity questionnaire. The data analysis technique used relative frequency distribution and trend test. The results showed that the "Very Good" category obtained a percentage of 8%, in the "Good" category a percentage of 22% was obtained, in the "Enough" category a percentage was obtained 41%, in the "Less" category the percentage was 23%, while in the "Very Poor" category, a percentage of 6% is obtained. From the results of this study, it can be concluded that the level of physical education learning activities through the use of asynchronous media is in the sufficient category, although in terms of implementation it is still not optimal and there are several shortcomings, but the most important thing is that learning activities must continue to be carried out even in limited conditions


Author(s):  
Na Wei ◽  
ZhongWu Li

Mobile learning applications enable people to spend fragmented time to improve their knowledge and competitiveness. Enterprises aim to design innovative applications and create a new learning mode for the public, and the open innovation strategies may help companies achieve their goals. In the current study, the English learning application “LAIX” was investigated, and an online survey was used to obtain data from 289 university students in Guangzhou. This study combines the technology acceptance model (TAM) with flow theory (FT), investigating the psychological experience factors and the system characteristics that influence users’ behavior intentions. The exploration of perceptual variables will promote the establishment of an open innovation model of mobile learning applications. The aim of the study was to establish a theoretical framework to more deeply explore users’ intentions in mobile learning applications. Structural equation modeling (SEM) was used to help measure the relationship between variables and determine the model fit. This research reveals that telepresence is the most important variable that impacts user intentions to use mobile learning applications. In addition, the mediating effect of the flow experience was tested. Telepresence and interactivity indirectly influence behavioral intention through the variable “flow”. Users appear to be more concerned with the flow experience, which shows the highest correlation with intention to use the application. This study may assist companies to innovate system characteristics and improve customers’ user experience, for instance, by integrating virtual reality (VR) technology into the mobile learning system to improve their open innovation level and market popularity.


2011 ◽  
Vol 271-273 ◽  
pp. 1160-1163
Author(s):  
Yan Xin Hu

Introduced the mobile learning content, analyzed the basic features of mobile learning, designed mobile leaening system based on campus, and each function module of mobile learning system.


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