Innovative Technologies and Learning: 4th International Conference, ICITL 2021, Virtual Event, November 29 – December 1, 2021, Proceedings ... Applications, incl. Internet/Web, and HCI)
معرفی کتاب «Innovative Technologies and Learning: 4th International Conference, ICITL 2021, Virtual Event, November 29 – December 1, 2021, Proceedings ... Applications, incl. Internet/Web, and HCI)» نوشتهٔ Yueh-Min Huang (editor), Chin-Feng Lai (editor), Tânia Rocha (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics. Preface Organization Contents Artificial Intelligence in Education Oral Practice Language Learning Companion Implementation on Voice Assistant Platform 1 Introduction 1.1 Motivation 1.2 Literature Review 2 Design & Implementation 2.1 Voice Assistant 3 Results and Discussion 4 Conclusion References Amending Dynamic Capability Theory for Information Systems Research on the Reskilling of Coal Miners in an AI-Driven Era 1 Introduction 2 Background 3 Definition of Dynamic Capabilities 3.1 Definition of Capability 4 Constructs of Dynamic Capabilities 5 Discussion 6 Proposed Model 7 Conclusion References Exploring the Impact of Artificial Intelligence Learning Platforms on Interest in and Attitudes Toward Learning 1 Introduction 2 Literature Review 2.1 Artificial Intelligence (AI) 2.2 AI Learning Platforms 3 Research Method 3.1 Sample 3.2 Research Platform 3.3 Research Instrument 4 Results 5 Conclusions References Lightening Up a New AI Cognitions and Performances for Engineering Students’ Problem-Based Learning in Nature General Education Programs 1 Introduction 2 Research Purposes and Question 3 Literature Review of PBL 4 Methodology 4.1 Participants of Research and Ethical Approval 4.2 Instrument Design 4.3 Data Analysis 5 Results and Discussion 5.1 Designing AI-PBL Innovative Texts 5.2 Analysis of Pretest and Posttest for Open-Ended Questions 5.3 Analysis and Discussion for Learning Attitude Questionnaire 6 Conclusions References Use Object-Detection to Identify Materials and Tools for STEAM Hands-on Activity 1 Introduction 2 Related Work 2.1 STEAM Education 2.2 STEAM Hands-on Learning 3 Methodology 3.1 Participants 3.2 STEAM Activity 3.3 System Design 4 Results 4.1 The Description of Datasets 4.2 The Results of YOLOv4 Object Detection 4.3 The Results of YOLOv4-Large Object Detection 5 Discussion and Conclusion References Perusall’s Machine Learning Towards Self-regulated Learning 1 Introduction 2 Methodology 3 Data Analysis 4 Results 5 Final Considerations References Augmented, Virtual and Mixed Reality in Education Developing an AR Tutoring System to Support Maker Education 1 Introduction 2 Application Development 2.1 Development Enviroment 2.2 System Diagram 3 Discussion and Suggestion 3.1 System Analysis 3.2 Development Suggestion 4 Conclusion References Facilitating 3D Geometry Learning with Augmented Reality in Authentic Contexts 1 Introduction 2 Literature Review 2.1 Geometry Learning in Authentic Context 2.2 Geometry Ability in Geometry Learning 2.3 Augmented Reality for Geometry Learning in Authentic Context 3 System Design 4 Methodology 5 Results and Discussions 5.1 Learning Achievement of Geometry Learning Between EG and CG 5.2 Learning Behavior of Geometry Learning in EG 6 Conclusions References A Simulation Learning in Communication Technique Skill by Virtual Reality - Certification of Telecommunication Line Plant 1 Introduction 2 Research Methodology 2.1 Building up the VR Training System 2.2 Discussion on Learning Effect 3 Experimental Results and Discussions 4 Conclusions References Integration of Mixed Reality in Teaching and Learning Effectiveness: A Systematic Literature Review of the Analyses 1 Introduction 2 Method 2.1 Literature Collation Process 2.2 Establishing the Selection and Exclusion Criteria 2.3 Screening for Usable Articles 3 Results 3.1 Trends of Articles on MR in Education 3.2 Trends in the Educational Field 3.3 Educational Stage 3.4 Location 3.5 Learning Orientation of the Courses 3.6 Experimental Design of the Courses 4 Discussion 5 Conclusion References A Study of Learner’s Scientific Thinking Using Constructivist Virtual Learning Environment for Grade 11 Students 1 Introduction 2 Literature Review 2.1 Scientific Thinking 2.2 Constructivist Virtual Learning Environment 3 Method and Result 3.1 Research Participants 3.2 Assessment Tool – Scientific Thinking Test 3.3 Experimental Process 3.4 Learning Assistive 4 Results and Discussion 4.1 Scientific Thinking 4.2 Discussion and Future Work References Regarding the Virtual Reality Environment Design and Evaluation Based on STEAM Learning 1 Introduction 2 Literature Review 2.1 Definition of STEAM 2.2 Definition of VR 3 Research Design 3.1 Research Structure and Subjects 3.2 Research Method 4 Results and Discussion 4.1 Analysis of the Importance of STEAM Capability Indicator 4.2 STEAM VR Learning Environment Practicability Analysis 4.3 STEAM Competency Assessment Criteria and VR-Assisted Learning Planning 5 Conclusion and Suggestions References Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction 1 Introduction 2 Literature Review 2.1 Steam-6E 2.2 STEAM and Maker 2.3 Virtual Reality (VR) 2.4 Augmented Reality (AR) 3 Research Methods 3.1 Research Process 3.2 Subjects 3.3 Research Tool 4 Results 4.1 Evaluation of Learning Motivation 4.2 Evaluation of Learning Activity Satisfaction 5 Conclusion References Computational Thinking in Education The Use of E-learning Tools in a Basic Logic Course During the COVID-19 Lockdown 1 Introduction 2 The ProofLearning Tool 3 The Venn Learning Tool 4 Exam Comparisons 5 The Questionnaire 6 Conclusion References Improve University Humanities Students’ Problem-Solving Ability Through Computational Thinking Training 1 Introduction 2 Related Works 3 Experiment 3.1 Research Questions 3.2 Participants 3.3 Procedure 3.4 Materials 3.5 Instruments 4 Results 4.1 Analysis of Computational Thinking Scores 4.2 Analysis of Student Project Productions 5 Discussion and Conclusion References The Development of a Computational Thinking Learning Package that Integrates a Learning Experience Design for Grade K 1 Introduction 2 Purpose 3 Methodology 3.1 Research Participants 3.2 Research Instruments 3.3 Data Collection and Analysis 4 Results 4.1 Learning Experience About the learner’s Preference 4.2 Development of the Computational Thinking Learning Package Integrated Learning Experiences Design 4.3 The Quality of the Computational Thinking Learning Package Integrated Learning Experiences Design 5 Discussion References Development of Online Learning to Enhancing Computational Thinking for High School Students 1 Introduction 2 Purpose 3 Methodology 3.1 Research Participants 3.2 Research Instruments 3.3 Data Collection and Analysis 4 Results 4.1 Development of the Online Learning to Enhancing Computational Thinking 4.2 The Quality of the Online Learning to Enhancing Computational Thinking 5 Discussion and Future Work References Exploring the Usability of Web-Based Java Compiler as a Learning Tool 1 Research Background and Purpose 2 Literature Review 3 Research Method 4 Evaluation and Discussion 5 Conclusions References Young Kids’ Basic Computational Thinking: An Analysis on Educational Robotics Without Computer 1 Introduction 2 Basic Computational Thinking Skills 3 Research Method of the First Scenario 3.1 Research Design 3.2 Research Participant 3.3 Technology Tool 3.4 Assessment Tool 3.5 Instructional Strategy 4 Research Method of the Second Scenario 4.1 Research Design 4.2 Research Participant 4.3 Technology Tool 4.4 Assessment Tool 4.5 Instructional Strategy 5 Findings of the First Scenario 6 Findings of the Second Scenario 7 Conclusion References Design Framework and Model for Innovative Learning The Validation of Constructivist Web-Based Learning Environment Model to Enhance Creativity Thinking for Undergraduate Student with Integration of Pedagogy and Neuroscience 1 Introduction 2 Research Purposes 2.1 To Study the Internal Validity of the Design Elements: Contents, Instructional Design, and Media 3 Methodology 3.1 Research Design 3.2 The Participantions 3.3 Research Instruments 3.4 Data Collection and Analysis 4 Results 4.1 The Result of Internal Validation 4.2 The Result of External Validation Shows as Follows 4.3 Results of the Study of EEG and Its Position During the Students’ Creative Tasks Performance 4.4 Students’ Learning Achievement Pre- and Post-study 5 Conclusion and Discussion 5.1 The Results of the Internal Validation 5.2 The Results of the External Validation Are as Follows References Resource Designing Framework of Constructivist Web-Based Learning Environment to Enhance the Problem-Solving for Robot Programming in Secondary Grade 3 1 Introduction 1.1 Problem Formulation 1.2 The Purpose the Study 1.3 Method 1.4 Results 1.5 Summary and Discussion References AHP4Edu: An AHP-Based Assessment Model for Learning Effectiveness of Education 1 Introduction 2 AHP4Edu: An AHP-Based Learning Effectiveness Analysis Model for Education 2.1 Hierarchy 2.2 Pairwise Comparison 2.3 Score Determination 3 Apply AHP4Edu to Distance Learning: Simulation 4 Conclusion References A Designing Framework for Flipped Classroom Learning Environment Model Combined with Augmented Reality to Enhance Creative Thinking in Product Design for High School Students 1 Introduction 2 Literature Review 2.1 Flipped Learning Model 2.2 Creative Thinking 2.3 Constructivist Theory 3 Purposes 4 Methodology 4.1 Scope of Research 4.2 Target Group of the Study 4.3 Research Design 4.4 Research Instruments 4.5 Data Collection and Analysis 5 Results 5.1 Synthesis of Theoretical Framework 5.2 Synthesis of Designing Framework 5.3 Evaluate the Efficiency of the Designing Framework 6 Conclusions References Development of Constructivist Web-Based Learning Environment Model to Enhance Critical Thinking: Integration Between Pedagogy and Neuroscience Topic on Substance for Primary Students 1 Introduction 2 Research Methodology 2.1 Research Objectives 2.2 Research Instruments 2.3 Data Collecting and Analysis 3 Results of the Study 3.1 Designing Framework of Web-Based Learning Environment Model 4 Discussion and Conclusion References Using Design Patterns to Teach Conceptual Entity Relationship (ER) Data Modelling 1 Introduction 2 Literature Review 2.1 Problems with Learning Entity Relationship (ER) Modelling 2.2 Using Case Studies to Teach 2.3 Using Patterns to Teach 3 Pattern Development and Context 4 Discussion 4.1 The Consequences of Applying This Pattern 4.2 Guidelines for Lecturers to Use Patterns to Teach ERDs 5 Conclusion and Future Research References Education Practice Issues and Trends Conceptualising a Model for Meaningful Digital Pedagogy 1 Introduction 2 Technology Integration Matrix in the Context of Meaningful Digital Pedagogy 3 Research Methodology 3.1 Participants 3.2 Data Collection 3.3 Data Analysis 4 Results 5 Discussion and Conclusion References Research on the Data Literacy Index System of Pre-service Teachers Under the Background of Big Data 1 Introduction 2 Concept Definition 2.1 Data Quality 2.2 Teachers’ Data Literacy 2.3 Pre-service Teachers’ Data Literacy 2.4 Data Literacy Ability Structure 3 Study Design 3.1 Research Methodology 3.2 The Preliminary Construction of Data Literacy Index System 3.3 Repair of Data Literacy Index System of Pre-service Teachers 4 Conclusion References An Integrated Conceptual Framework to Assess Small and Rural Municipalities’ Readiness for Smart City Implementation: A Systematic Literature Review 1 Introduction 2 Literature Review 2.1 Smart City Definitions 2.2 Aspects of Small and Rural Municipalities 3 Method 4 Discussion 5 Conceptual Framework 6 Conclusion References Digital Application Literacy 1 Introduction 1.1 To First-Timers, Doors Look Like Barriers 1.2 Digital Application Literacy 2 Applying DAppLit 2.1 Identifying Goals and Consequences...Before It Counts 2.2 Modeling Assessment to Build Digital Application Literacy Skills 2.3 Providing a Low-Stakes Experience Before a High-Stakes Assessment 2.4 Reflecting and Diagnosing the Process for Improvement 3 Conclusions References Big Data in the Innovation Process - A Bibliometric Analysis 1 Introduction 2 Theoretical Background 2.1 Innovation Process 2.2 Big Data in Business Processes and Innovation 3 Research Design 3.1 Data Extraction and Scope Definition 3.2 Bibliometric Analysis 4 Results and Discussion 5 Conclusion References The Student Role in Technology Supported Learning 1 Introduction 2 Method 2.1 Theory and Concepts 3 The Change of the Student Role 3.1 The Adaptation to Technology Supported Learning for the Students in 10thGrade 3.2 Increasing Complexity in the Learning Work 3.3 The Student Role When Having Special Needs 3.4 The Student Role in Collaborations 4 Conclusion References Effects of E-recruitment Interface Attributes on the Attractiveness of Taiwanese Job Seekers 1 Introduction 2 Literature Review 2.1 E-recruitment 2.2 Aesthetic Form 2.3 Recruitment Information 2.4 Interactive Function 2.5 Information Fitness 3 Method 4 Results 5 Conclusion References Evolution of Lean Startup over the Years – A Bibliometric Analysis 1 Introduction 2 Theoretical Background: Lean Startup 3 Research Design: A Bibliometric Analysis 3.1 Data Selection 3.2 Bibliometric Analysis Performed 4 Results and Discussion: Lean Startup Evolution over the Years and Trends of Development 5 Conclusion References Educational Gamification and Game-Based Learning Effect of Game Elements on Game-Based Learning for Computer Programming Using Task-Technology Fit 1 Introduction 2 Theoretical Background 2.1 Task-Technology Fit 2.2 GBL for Learning Computer Programming 2.3 Differentiating factors 3 Method 3.1 Participants 3.2 Experimental Design 3.3 Data Analysis 4 Results and Discussion 5 Conclusion References A Development of Smart Coding Creative Kit to Enhance Creative Problem Solving Thinking for Children 1 Introduction 2 Research Objectives 3 Research Scopes 3.1 Target Groups 3.2 Research Design 3.3 Research Tools 4 Data Collection 4.1 The Evaluation of Media and Innovation – The Experts 4.2 Interview Form of Board Game Use 5 Data Analyses 6 Results 7 Discussion 8 Recommendations for Further Research References Board Game and Family Involvement Motivate Target Language Learning 1 Introduction 1.1 Board Game, Family Involvement and L2 Learning 2 The Research Methodology 2.1 Design of the Research 2.2 Research Data Collection 3 Experimental Results and Discussions 3.1 Qualitative Data 4 Conclusions References Gamifying Digital Learning Platform for Information Security Awareness 1 Introduction 1.1 Objectives 1.2 Significance of the Study 1.3 On the Definition of Gamification 1.4 Difference Between Cyber Resilience, Cyber Security, and Information Security 2 Literature Review 3 Methodology 4 Result 5 Conclusion References A Study on the Application of Collaborative Learning by Using Moment Cam to Improve Mathematics Acceptability 1 Introduction 2 Literature Review 2.1 Impact of Anime and Manga on Learning 2.2 Specify Assignments for Collaborative Learning 3 Research Process 3.1 Research Subjects 3.2 Research Method 3.3 Research Assignment 4 Results 5 Conclusions and Suggestions 5.1 Conclusions 5.2 Suggestions References Developing an Application for Teaching Mathematics to Children with Dyscalculia: A Pilot Case Study 1 Introduction 1.1 Dyscalculia 1.2 Related Work 2 Case Study 2.1 Participants 2.2 Apparatus 2.3 Application 2.4 Experimental Design 2.5 Procedures 2.6 Results and Discussion 3 Conclusions and Future Work References Innovative Technologies and Pedagogies Enhanced Learning Analytical Skills in Statistical Applications Based on End-of-Term Students’ Self-evaluations 1 Introduction 2 Literature Review 2.1 Research Objectives 3 Research Methodology 4 Results 4.1 Evaluation of the Importance of Statistics-Related Subjects 4.2 Statistical Methods Students Feel Comfortable with in Application 5 Conclusion and Implications References Exploring Affordances and Student Perceptions of MALL in Familiar Environments 1 Introduction 2 Method 3 Results and Discussion Appendix A References The Study of Smart Coding Creative Kit to Enhance Creative Problem Solving Thinking for Children 1 Introduction 2 Research Objectives 3 Research Scopes 3.1 Target Groups 3.2 Research Design 3.3 Research Tools 4 Data Collection 5 Data Analyses 6 Results 6.1 To Study the Creative Problem-Solving Thinking of Students 6.2 To Study the Correlation of Creative Problem-Solving Thinking and Learning Achievement of Students 6.3 To Study the Satisfaction of Students 7 Discussion 8 Recommendations for Further Research 9 Discussion References Learner’s Ill- Structures Problem Solving with a Constructivist Web-Based Learning Environment Model 1 Introduction 2 Research Purpose 3 Research Methodology 4 Research Instruments 5 Data Collection 6 Result 6.1 Result of Comparison of the Students’ Problem Solving from the Interview 6.2 Result of Comparison of the Students’ Problem Solving from the Problem Solving Measure 7 Discuss 8 Suggestion References The Development of Internet of Things Learning Kit to Enhancing Programming Skills for High School Students 1 Introduction 2 Methodology 2.1 Research Participants 2.2 Research Instruments 2.3 Data Collecting and Analysis 3 Results 3.1 The Development of Internet of Things Learning Kit to Enhancing Programming Skills for High School Students 3.2 The Efficiency of Internet of Things Learning Kit to Enhancing Programming Skills 3.3 The Learner’s Preference Learning Experience Using the Internet of Things Learning Kit to Enhancing Programming Skills 4 Discussion and Future Work References Computer Integrated Education Evaluation: A Case Study 1 Introduction 2 Background 2.1 E-learning and the Blended Classroom 2.2 Technology Tools and Teaching Practice 2.3 Challenges of Integrating Technology Tools Teaching 3 Reseach Approach 4 Data Analysis and Findings 5 Computer Integrated Education Design Evaluation 6 Conclusion References Impact of the IRS Idiom Teaching on Elementary Students’ Learning Achievement and Motivation 1 Introduction 2 Literature Review 2.1 Interactive Response System (IRS) 2.2 Chinese Idiom Learning 2.3 Learning Motivation Theory 3 Research Method 3.1 Research Design 3.2 Research Tools 4 Experimental Analysis and Results 4.1 Discuss the Difference in “Chinese Idiom Learning Efficiency” Between Experimental and Control Group 4.2 Discuss the Differences Between Experimental and Control Group on “Chinese Idiom Learning Motivation” 5 Conclusions References Multimedia Technology Enhanced Learning On the Convenience of Speeding Up Lecture Recordings: Increased Playback Speed Reduces Learning 1 Introduction 2 Related Works 3 Method 3.1 Experimental Design 3.2 Participants 3.3 Material 3.4 Procedure 3.5 Analysis 4 Results 5 Discussion 6 Limitations 7 Conclusion References My Morning Routine: An Interactive UDL Compliant E-Book on Health and Hygiene for Learners with Visual Difficulties 1 Introduction 1.1 Literature Survey 2 Methodology 2.1 E-Book Design and Development 2.2 Research Methodology 2.3 Data Collection Tools and Analysis 3 Results 3.1 Focus Group Surveys 3.2 One-on-One Interviews 4 Conclusions References Applying E-Book System to Facilitate Student’ Flipped Learning Performance in Software Engineering Courses 1 Introduction 2 Literature Review 2.1 Software Engineering Education 2.2 Flipped Classroom 2.3 E-Book 3 BookRoll E-Book System 4 Experiment 5 Results 5.1 Analysis of Learning Achievement 5.2 Analysis of Learning Motivation 6 Conclusions References Effectiveness of Online Multimedia Courses for Improving Children’s Self-regulation Through Social-Emotional Learning 1 Introduction 2 Method 2.1 Participants 2.2 Procedure 3 Measurement 4 Result 4.1 Quantitative Analysis 4.2 Qualitative Analysis 5 Discussion 5.1 Theoretical Implications 5.2 Practical Implications References Combining Flipped Learning and Formative Assessment to Enhance the Learning Performance of Students in Programming 1 Introduction 2 Literature Review 2.1 Flipped Learning 2.2 Formative Assessment 3 Research Method 3.1 Participants 3.2 Learning Material and Online Formative Assessment System 3.3 Experimental Process 4 Experimental Results 5 Conclusion References Online Course and Web-Based Environment The Framework for Development of the Constructivist Learning Environment Model to Enhance Ill-Structured Problem Solving in Industrial Automation System Supporting by Metacognition 1 Introduction 2 Research Methodology 2.1 Research Objectives 2.2 Target Group 2.3 Data Collecting and Research Instruments 2.4 Data Analysis 3 Research Results 3.1 Theoretical Framework of Constructivist Learning Environment Model 3.2 Designing Framework of Constructivist Learning Environment Model 4 Discussion 5 Conclusion References Using the Diffusion of Innovation Theory to Explain Foundation Phase Teachers’ Perceptions of Online Zoom Classes During a Pandemic – A Case of a South African Private School 1 Introduction 2 Background of the Study 2.1 Zoom Classes 2.2 Diffusion of Innovation Theory 3 Purpose of the Study 4 Methodology 5 Analysis 6 Findings 6.1 What Are the Foundation Phase Teachers’ Perceptions of Online Zoom Classes? 6.2 How Does Roger’s (2003) Major Attributes of Innovation Explain Foundation Phase Teachers’ Perceptions of Online Zoom Classes? 6.3 What Factors Impact the Use of Zoom for Teaching Foundation Phase Classes? 7 Conclusion References Enhancing Learners’ Creative Thinking in the Massive Open Online Course (Moocs) Learning Environment Model for Higher Education 1 Introduction 2 Literature Review 2.1 Creative Thinking 2.2 Learning Environment Model 2.3 Massive Open Online Course 3 Purposes 4 Method and Result 4.1 Scope of Research 4.2 Target Group of the Study 4.3 Research Design 4.4 Research Instruments 4.5 Data Collection and Analysis 4.6 Research Results 5 Conclusions References Designing of Learning Environment Model to Enhance Student’ Self Regulation by Using Massive Open Online Course 1 Introduction 2 Literature Review 2.1 Self-regulation 2.2 Learning Environment Model 2.3 Massive Open Online Course 3 Purposes 4 Method and Result 4.1 Scope of Research 4.2 Target Group of the Study 4.3 Research Design 4.4 Research Instruments 4.5 Data Collection and Analysis 4.6 Research Results 5 Conclusions References Higher Education Students’ Perceptions Towards Using Facebook as a Learning Platform 1 Introduction 2 Students’ Views on Using Facebook as an Educational Platform 2.1 Research Methodology 2.2 Data Processing 3 Conclusion References STEAM Education Gender Differences in Engineering Design Thinking in a Project-Based STEAM Course 1 Introduction 2 Literature Review 2.1 PjBL and Its Benefit for STEAM Education 2.2 Engineering Design Thinking 2.3 Gender’s Difference in STEAM Learning 3 Method 3.1 Participants and Procedures 3.2 Engineering Design Process Inventory 3.3 Data Analysis 4 Results 4.1 Descriptive Analysis 4.2 Progress Between Pretest and Posttest 4.3 Difference Between Female and Male 5 Discussion and Conclusion 6 Limitations and Future Direction References STEM Learning in Digital Higher Education: Have It Your Way! 1 Introduction 2 The “Docência+” Program 2.1 Objectives and Context 2.2 “Docência+”: Pack and Padlet 3 Methodology 4 The Learning Contexts 4.1 The Research Methodologies for Social Sciences (RMSC) Course 4.2 The Didactics and Technology of Mathematics Course 5 Final Remarks References Bilingual Instruction Model for a STEAM Course: A Preliminary Study 1 Introduction 2 STEAM–CLIL Natural Science Curriculum 3 Practical Implications References Employing STEAM 6E Teaching Methods to Analyze the Academic Emotions of the Digital Video Practice Course 1 Introduction 2 Literature Review 2.1 STEAM 6E Teaching Method 2.2 STEAM Courses Integration 2.3 Academic Emotions 2.4 Related Works 3 Methods 3.1 STEAM 6E Courses Teaching Module 3.2 Traditional Teaching Mode 3.3 Teaching Tools 3.4 Experiment Design and Research Tools 4 Results 4.1 Data Collection and Analysis 4.2 AEQ Analysis 4.3 Analysis of 8 Academic Emotions 5 Conclusions and Discussion References Satisfaction of Engineering Design Thinking Course for High School Students 1 Introduction 2 Literature Review 2.1 Engineering Design Thinking 2.2 Engineering Design Process 2.3 Concept of Engineering Design Thinking Course 3 Purposes 4 Method and Result 4.1 Scope of Research 4.2 Target Group of the Study 4.3 Research Design 4.4 Research Instruments 4.5 Data Collection and Analysis 4.6 Research Results 5 Conclusions References Author Index
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