Technological innovation, driven towards the educational context, has favored the concept of interactive technological environments that may significantly contribute towards the teaching-learning processes. In that se...Technological innovation, driven towards the educational context, has favored the concept of interactive technological environments that may significantly contribute towards the teaching-learning processes. In that sense, mapping interactivity indicators that consider technical and operational aspects, supported by the available technical literature and based on the perspective of undergraduate engineers and teachers, becomes a fundamental activity in order to build interactive environments that may in fact adequately contribute for the professional education of our students, mainly the ones in engineering courses. Specifically, this paper shows preliminary studies within this perspective, showing how technological innovation may be understood and applied in the educational context. The study also shows the first interactivity indicator for a collaborative learning perspective, obtained from data collected through a qualitative content analysis methodology.展开更多
The integration of compute.r technology in education allows students to have better comprehension of the subject content, and suitable learning material can make learning activity more attractive. The objectives of th...The integration of compute.r technology in education allows students to have better comprehension of the subject content, and suitable learning material can make learning activity more attractive. The objectives of this development research were the evaluation of short movie production as innovative learning material and the knowledge comparison between traditional learning and learning through short movie. Three licensed pharmacists, i.e., the experts, proofread the screenplay of the movie. The study subjects consisted of 68 public health students--A control group and 31 of whom saw the movie--An experiment group. The results showed that the highest mean score was o^L understanding about the "group of anti-bacterial agents", while the lowest mean score was on "recommendation of time used". Evaluation of the short movie innovation showed the highest mean score in the item "the film can be used as the objective's direction" and the lowest mean score in the item "the film is usefully material". The students who watched the short movie had significantly higher level of knowledge at the end than those who underwent conventional learning (p 〈 0.001). For future studies, films that are useful for other subject areas should be produced.展开更多
Mobile cloud learning and innovation and entrepreneurship education are undoubtedly one of the hot issues in the current development of human resources and education. At present, domestic colleges and universities sti...Mobile cloud learning and innovation and entrepreneurship education are undoubtedly one of the hot issues in the current development of human resources and education. At present, domestic colleges and universities still lack the industrialization model and platform that apply theory to practice areas, and apply the new mobile cloud learning technology to the research and practice of innovation and entrepreneurship training.展开更多
As the information on telecommunication products updates rapidly, using E-learning in staff training becomes an edge for company operation. However, previous studies showed that staff's attitude toward E-learning sig...As the information on telecommunication products updates rapidly, using E-learning in staff training becomes an edge for company operation. However, previous studies showed that staff's attitude toward E-learning significantly affected the outcomes of training. The purpose of this study is to investigate the acceptance of E-learning in a telecommunication company. The researchers adopted the technology acceptance model (TAM) and diffusion of innovation theory to evaluate the perceived usefulness and perceived ease of use on E-learning, in addition to employees' self-directed learning motivation, attitude toward computers, and organizational influence. We randomly chose 571 employees of the telecommunication entrepreneur at the Taichung office in Taiwan to participate in this survey. The result showed that employees' background factors such as age, job position, marital status, education level and the scale of job unit had the significant impact on behavioral intention to use E-learning. Employees' self-directed learning, attitude toward computers, and organizational influence respectively also had positive effects on perceived usefulness of E-learning and perceived ease of use of E-learning. Furthermore, employees' perceived usefulness of E-learning and perceived ease of use of E-learning also had a positive effect on behavioral intention to use E-learning systems.展开更多
The EVP (experimental vehicles program) was created in 2004 as an umbrella program for five different undergraduate experimental vehicle design teams. These projects consist of the Solar Vehicle, Moonbuggy, Baja SAE...The EVP (experimental vehicles program) was created in 2004 as an umbrella program for five different undergraduate experimental vehicle design teams. These projects consist of the Solar Vehicle, Moonbuggy, Baja SAE (sina app engine), Formula SAE and Solar Boat. The goal of the EVP is to foster undergraduate student development through hands-on construction of experimental vehicles with the guidance of faculty mentors and partnerships with both national and international industry leaders. Each EVP project performs a vital function in the professional development of students. The projects provide a forgiving environment in which students can test their classroom knowledge in a real-world setting and learn important skills such as leadership, effective communication and working as a team member. Furthermore, the students in the EVP develop highly versatile and qualified skill sets that will allow them to fill various positions within the workplace. In the past, 90% of EVP graduates have been able to obtain highly regarded national and international positions upon graduation due to their real-world experience gained throughout their involvement in the EVP. Each year the EVP sponsors up to 60 interdisciplinary students that come together in peer-led teams to combine and expand upon their classroom knowledge in building innovative vehicles. The successes of the MTSU (Middle Tennessee State University) EVP have been recognized by becoming the national model for hands-on engineering education; helping engineering students take classroom knowledge and apply it to real-world situations. Students work to design, construct, and test novel vehicle designs for participation in national and international competitions. Due to the competitive nature of each of the events, students must use cutting edge technology and design methods in order to create the best entries possible. Often times, this means creating partnerships with industry leaders who help mentor the students from the design conception, the fabrication through the manufacturing of each vehicle.展开更多
文摘Technological innovation, driven towards the educational context, has favored the concept of interactive technological environments that may significantly contribute towards the teaching-learning processes. In that sense, mapping interactivity indicators that consider technical and operational aspects, supported by the available technical literature and based on the perspective of undergraduate engineers and teachers, becomes a fundamental activity in order to build interactive environments that may in fact adequately contribute for the professional education of our students, mainly the ones in engineering courses. Specifically, this paper shows preliminary studies within this perspective, showing how technological innovation may be understood and applied in the educational context. The study also shows the first interactivity indicator for a collaborative learning perspective, obtained from data collected through a qualitative content analysis methodology.
文摘The integration of compute.r technology in education allows students to have better comprehension of the subject content, and suitable learning material can make learning activity more attractive. The objectives of this development research were the evaluation of short movie production as innovative learning material and the knowledge comparison between traditional learning and learning through short movie. Three licensed pharmacists, i.e., the experts, proofread the screenplay of the movie. The study subjects consisted of 68 public health students--A control group and 31 of whom saw the movie--An experiment group. The results showed that the highest mean score was o^L understanding about the "group of anti-bacterial agents", while the lowest mean score was on "recommendation of time used". Evaluation of the short movie innovation showed the highest mean score in the item "the film can be used as the objective's direction" and the lowest mean score in the item "the film is usefully material". The students who watched the short movie had significantly higher level of knowledge at the end than those who underwent conventional learning (p 〈 0.001). For future studies, films that are useful for other subject areas should be produced.
文摘Mobile cloud learning and innovation and entrepreneurship education are undoubtedly one of the hot issues in the current development of human resources and education. At present, domestic colleges and universities still lack the industrialization model and platform that apply theory to practice areas, and apply the new mobile cloud learning technology to the research and practice of innovation and entrepreneurship training.
文摘As the information on telecommunication products updates rapidly, using E-learning in staff training becomes an edge for company operation. However, previous studies showed that staff's attitude toward E-learning significantly affected the outcomes of training. The purpose of this study is to investigate the acceptance of E-learning in a telecommunication company. The researchers adopted the technology acceptance model (TAM) and diffusion of innovation theory to evaluate the perceived usefulness and perceived ease of use on E-learning, in addition to employees' self-directed learning motivation, attitude toward computers, and organizational influence. We randomly chose 571 employees of the telecommunication entrepreneur at the Taichung office in Taiwan to participate in this survey. The result showed that employees' background factors such as age, job position, marital status, education level and the scale of job unit had the significant impact on behavioral intention to use E-learning. Employees' self-directed learning, attitude toward computers, and organizational influence respectively also had positive effects on perceived usefulness of E-learning and perceived ease of use of E-learning. Furthermore, employees' perceived usefulness of E-learning and perceived ease of use of E-learning also had a positive effect on behavioral intention to use E-learning systems.
文摘The EVP (experimental vehicles program) was created in 2004 as an umbrella program for five different undergraduate experimental vehicle design teams. These projects consist of the Solar Vehicle, Moonbuggy, Baja SAE (sina app engine), Formula SAE and Solar Boat. The goal of the EVP is to foster undergraduate student development through hands-on construction of experimental vehicles with the guidance of faculty mentors and partnerships with both national and international industry leaders. Each EVP project performs a vital function in the professional development of students. The projects provide a forgiving environment in which students can test their classroom knowledge in a real-world setting and learn important skills such as leadership, effective communication and working as a team member. Furthermore, the students in the EVP develop highly versatile and qualified skill sets that will allow them to fill various positions within the workplace. In the past, 90% of EVP graduates have been able to obtain highly regarded national and international positions upon graduation due to their real-world experience gained throughout their involvement in the EVP. Each year the EVP sponsors up to 60 interdisciplinary students that come together in peer-led teams to combine and expand upon their classroom knowledge in building innovative vehicles. The successes of the MTSU (Middle Tennessee State University) EVP have been recognized by becoming the national model for hands-on engineering education; helping engineering students take classroom knowledge and apply it to real-world situations. Students work to design, construct, and test novel vehicle designs for participation in national and international competitions. Due to the competitive nature of each of the events, students must use cutting edge technology and design methods in order to create the best entries possible. Often times, this means creating partnerships with industry leaders who help mentor the students from the design conception, the fabrication through the manufacturing of each vehicle.