Culture is a collective social norm of human societies that often influences a person's values, thoughts, and social behaviors during interactions at an individual level. In this work, we present a computational a...
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A large number of organizations have adopted e-learning programs, and far fewer have addressed the usability of their learning applications. To ensure the quality of e-learning training material, we utilized the usabi...
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ISBN:
(纸本)9781424452279;9781424452286
A large number of organizations have adopted e-learning programs, and far fewer have addressed the usability of their learning applications. To ensure the quality of e-learning training material, we utilized the usability evaluation heuristic in the design and development processes. The application of exploratory, and usability evaluations during the design-based research study is described. Additionally, participant selection, data collection and analysis; and results relevant to usability portions of this study are presented.
In this study, we aimed to explore the effects of virtual reality (VR) on the skill learning process and outcome of mechanical arms. We adopted the unequal groups for the experiment, and analyzed the process and outco...
In this study, we aimed to explore the effects of virtual reality (VR) on the skill learning process and outcome of mechanical arms. We adopted the unequal groups for the experiment, and analyzed the process and outcome of skill learning based on behavior sequences. We invited 56 students from a university of science and technology as the participants to study the learning of mechanical arm technology. The main conclusions are as follows: 1) According to the evaluation results of skill learning, VR had a highly positive effect on skill learning from seven aspects, including perception, set, guided response, mechanism, complex overt response, adaptation, and origination; the results of the experimental group were superior to those of the control group. 2) During the learning of VR operations, the behavioral transfer from the autonomous phase to the autonomous phase was the most significant, followed by that from the correction phase to the fixation phase.
East Japan Transport technology Co., Ltd., Japan has introduced engineer training programs in its facility. The company's personnel training measures include the main business whose contents are divided into the m...
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East Japan Transport technology Co., Ltd., Japan has introduced engineer training programs in its facility. The company's personnel training measures include the main business whose contents are divided into the maintenance and manufacturing of vehicles. Maintenance of various railway vehicles involves inspection and repair of vehicles and parts of various railway companies including JR East, running on conventional lines, linear motor car type subways, and new transportation systems. Design, installation, and maintenance of equipment required for maintenance involves planning a whole car depot with stretching from the cleaning and carrier equipment of vehicles and their parts to the part inspection equipment. Another such measure involves Vehicle manufacturing cooperating with the JR East vehicle factory. It works jointly with Niitsu Rolling Stock Plant to take care of the wide range works, including the partial manufacturing process of the vehicle which is operating in the Keihin Tohoku line, Sobu line, Yamanote line and Chuo line.
Nanotechnology is a broad, emerging area of technologydevelopment that cuts across nearly every sector of the economy and is gaining ground in the marketplace. During the last ten years, health safety personnel have ...
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Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and info...
Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers a large amount of knowledge, practical skills, and programming skills in STEM fields, both teaching and learning the content can be difficult. Thus, this study used gamification with the 6E model and the software development method as the teaching strategies to explore their effects on high school students’ computer programming self-efficacy, IoT knowledge, and hands-on performance in IoT learning activities. In this study, a quasi-experimental design was used for 12 weeks, and the 132 students who participated in the experiment were divided into Experimental Group 1 (EG1, 66 students using gamification with the 6E model), Experimental Group 2 (EG2, 31 students using the 6E model only), and the Control Group (CG, 35 students using the software development method). Through Analysis of Covariance, the results showed that the students in EG 1 achieved higher academic performance in terms of computer programming self-efficacy, IoT knowledge, and hands-on skills. The results of the lag sequence analysis of behavioral patterns showed that all the students required frequent two-way communication with the teachers and needed to communicate with their group members. The students in EG 1 exhibited positive interactions and took the initiative in asking for help from other students, which indicated that the students in this group achieved better learning outcomes. In addition, those interested in exploring STEM hands-on activities would benefit from our findings.
The international medical tourism industry has developed rapidly in recent years, becoming one of the emerging industries in the world. Especially in Asian countries, business models and strategic alliances have been ...
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The Web2.0 technologies explore a wide range of actions. This study discussion of employees eLearning2.0 awareness and use of the current situation to investigate Internet use behavior in Health Tatsu Standard enterpr...
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The Web2.0 technologies explore a wide range of actions. This study discussion of employees eLearning2.0 awareness and use of the current situation to investigate Internet use behavior in Health Tatsu Standard enterprise at Taiwan. The research investigates the case staff's social network behavior, the staff's Web 2.0 technical services, and the use of Web2.0 tools and services.
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