Browsing by Subject "Blended learning"
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ItemAdopting a blended learning approach for teaching Chinese classical danceThe main purpose of this study was to determine the effectiveness of the blended Chinese classical dance course in improving the dance performance of dance students at the College of Art and Design at Guangdong University of Petrochemical Technology, China. Opinions of students regarding their learning experiences in the blended learning environment were also obtained through a face-to-face interview. This research utilized a mixed methodology design. The quantitative part was the quasi-experiment to determine if the Chinese classical dance performance of students would improve after using the China Dance Network Application in a blended learning environment. The sample was selected using purposive sampling. The participants selected had not used China Dance Network Application before. There were four freshmen, two sophomores and five juniors who participated in the quasi-experiment. It was conducted for eight weeks to determine the effectiveness of the blended dance course. Before the quasi-experiment, participants took the pre-test and after eight weeks were completed, the participants took the post-test. Pre-test and post-test scores were compared and analyzed using the paired t-test. The qualitative part involved a face-to-face interview with all 11 participants. Results of the paired t-test showed that there were significant differences in the pre-test and post-test scores of the participants in terms of body rhyme, soft opening, dancing posture, rhythm style, and expressive force. Based on the interviews with 11 participants, they admitted that their dance performance had improved, the use of China Dance Network helped them in learning more about Chinese classical dance and they were more motivated in learning dance online and offline anytime. They used the Chinese Dance Network to learn dancing online, broadening their horizons, watching many dance videos, and learning more contents. The interviewees also added that compared with a single traditional classroom teaching, their interest in learning was stimulated.
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ItemAn augmented reality 3D pop-up book: the development of a multimedia project for English language teachingAugmented Reality (AR) for academic purposes is growing in the same upward direction as the expansion of smart multimedia into education and lifelong learning. This paper reports on an AR curriculum materials research and development project which employs storytelling as a teaching technique in a blended learning environment for Grade Three students in Bangkok learning English. It involved an AR 3D pop-up book as a tool for teachers to deliver the story of a children’s book, namely The Seed Shooting Game, to teach various English language aspects to young children. The primary rationale supporting this research was the high demand and appreciation of the potential to integrate Augmented Reality into classrooms effectively to enhance learning. This article aims to detail each phase of the production process: pre-production, production and post production. The population for this study were 484 Grade Three Thai students of whom 99 were purposively selected. An added finding was the depth of learning - comprehension and engagement gained from the English lesson were higher than their pre-test scores. The majority of participants indicated that the Augmented Reality book was a stimulating educational resource that increased the desire to learn.
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ItemA blended learning design to improve non-music students' knowledge of Chinese Traditional Music in Hunan Agriculture UniversityThis study is a quasi-experiment research. The aims of the study are to determine if the blended Chinese Traditional Music Appreciation Course using Superstar Learning Application improves the Chinese traditional music knowledge of non-music majors and to explore the students’ opinions towards the use of Superstar Learning Application as a teaching and learning tool in a blended Chinese Traditional Music Appreciation Course. The research site is at Hunan Agriculture University, China, involving freshmen students taking the Chinese Traditional Music Appreciation Course. The study used a mixed methodology design. The Pre-test and post-test were administered to determine the effectiveness of the blended learning course. An in-depth interview was also conducted to explore the opinions of volunteer participants about the blended Chinese Traditional Music Appreciation Course and the application used. Comparison of the pre-test and post-test scores showed that the Chinese traditional music knowledge of non-music major students improved after learning in the blended Chinese Traditional Music Course. Students who volunteered to be interviewed showed positive opinions towards the blended learning course and the Superstar Learning Application as a teaching and learning tool.
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ItemA case study of the schoology LMS at Assumption College English Program( 2019) Androsoff, Andrei ; Satha PhongsathaBlended learning (BL) is a major educational trend that uses technology to enhance and complement traditional classroom learning, and may help Thailand achieve educational goals of the “Thailand 3.0” policy. Foreign teachers at Assumption College English Program (ACEP), a private K-12 school near Bangkok, have adopted Schoology Basic, a free learning management system (LMS) to support teaching and learning for all of their courses. This qualitative study used questionnaires and interviews to gather data on the usage, satisfaction and preferences of students and teachers regarding the LMS, and examine how it fits into BL at the school. Descriptive statistics and thematic analysis were conducted. The study found high satisfaction overall, with higher satisfaction and usage in teachers, but more variation in usage patterns for students. Students and teachers alike prized features relating to submitting work, grade calculation and staying organized, while communication features were largely unused. Both groups had come to value the LMS highly and wished strongly to continue using it, despite various technical annoyances. Regarding improvements, students wished for a chat feature and improved mobile app quality; teachers would like usability and efficiency improvements in the web app. LMS adoption is highly recommended for similar schools.
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ItemThe Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book(The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013) Poonsri Vate-U-LanThe purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as a foreigner language for Year Three students, in Bangkok, Thailand. The population of this quasi experimental research was 484 Year Three Thai students who were studying in the second semester of 2011. 99 students were derived from purposive selection method as the samples. The statistics used to present data of this current paper were mean, standard deviation, t-test and bivariate correlation. This innovation was designed for blended learning environment which combined electronic curriculum material in traditional teaching mode. The research results presented the divergence between pre-test and post-test score of participants, the diversity of satisfaction levels of students who studied in this blended learning environment. This paper also presented the correlation between achievement and satisfaction towards to the developed curriculum material which reflected the confident to use AR technology for education in future.
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ItemThe effectiveness of blended learning: a case studyRecent policy announcements by the Thai government: Thailand 4.0, and its education component: Education 4.0, advocate the use of innovation and digital technology in schools and universities to improve the quality of education. We explore here the effectiveness of blended learning at an institute of higher education with a case study for one subject taught at the undergraduate level at Assumption University. Blended Learning in this study is defined as supplementing traditional classroom lectures with an online eLearning course in the same subject, using the same lecturers and course materials. Students had the opportunity to watch online video lectures before and/or after attending classes throughout the semester. At the end of the semester an online survey was conducted to determine the frequency of access to the online course, the level of student satisfaction, and the effectiveness of blended learning in terms of their understanding of the subject. Lecturers were interviewed to determine their view of the success or otherwise of the program and to inquire about exam results. Evaluation of survey questionnaires and lecturers’ opinions revealed that students were satisfied with the program because it had impacted positively on their understanding of the subject and had improved their exam results above prior expectations.
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ItemEffectiveness of the Pro Tools software to enhance vocal music students singing performance of a Polytechnic Institution in middle of ChinaThe purposes of this research were to 1) determine the effectiveness of the integration of ProTools software as a supplementary tool enhancing vocal music students’ singing performance, and 2) to identify the students’ satisfaction toward using ProTools software. A mixed-method research design of the quasi-experiment and the interview were conducted. The participants were 80 vocal music students aged 18-20 years at a Polytechnic Institution in Middle of China. Forty samples were assigned into the control group, and the other 40 were the experimental group. The 10 students from the experimental group were selected for the interview. The control group was taught traditionally while the experimental group was taught using ProTools software. The independent sample T-test was applied for hypotheses testing, while the content analysis was used for qualitative data analysis. The results revealed that the students from the experimental group had higher scores than the control group in all skills—pitch, rhythm, enunciation, singing ability, performance ability, and emotion controlling. Therefore, ProTools software serves as an effective learning tool to improve student vocal music performance. In addition, the students showed a positive satisfaction towards using ProTools software as the blended learning to enhance singing performance.
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ItemFactors influencing the acceptance of blended learning by early childhood undergraduate studentsThe mixed-method research approach was applied to explore early childhood major students' levels of acceptance and attitudes towards blended learning based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT 2) and College and University Classroom Environment Inventory (CUCEI). Three hundred sixty-three undergraduate early childhood major students in China participated in the study. The Structural Equation Modeling (SEM) analysis was used to determine which variablesin the UTAUT2 and CUCEI significantly impacted blended learning acceptance. The interview data supplemented the findings of the quantitative data. It was found that socialinfluence and classroom environment significantly impacted blended learning acceptance. Results also indicated that blended learning is more likely to be accepted and used because of the ease of its use and the convenience it offers, as well as promoting a better social and classroom environment. However, the blended learning acceptance was not correlated with performance expectancy, effort expectancy, hedonic motivation, facilitating condition, and price value. Based on these findings, the researcher provided suggestions for decision-makers regarding using and accepting blended learning in their institutions. Administrators and educators can use this study's findings to guide their implementation and improvement of blended learning.
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ItemOpinion towards open educational resources: a case study of augmented reality 3D pop-up book-the seed shooting game( 2013) Poonsri Vate-U-LanAugmented Reality (AR) for academic learning purposes is growing in the same directions and at the same pace as the expansion of smart innovations into education and lifelong learning. An Augmented Reality 3D Pop-up Book- The Seed Shooting Game-employed a systematic research and development (R&D) process creating an Open Educational Resource (OER). This paper reports on an Internet-based survey of users’ attitudes towards a developed AR 3D Pop-up Book namely The Seed Shooting Game. The developed OER is available for free access through the browser. The participants were invited onto the Internet. The research instruments consisted of 1) an AR 3D pop-up book, namely The Seed Shooting Game, 2) a user guide for an AR 3D pop- up book and 3) an Internet-based 5- point rating-scale questionnaire. The average reliability score for this survey form calculated by Cronbach’s co- efficient Alpha was 0.762. There were 199 respondents, 66.8 per cent were female and 33.2 per cent were male. The average score of the survey results reflected positive appraisals on all aspects. The conclusion can be made that the users of the AR 3D pop-up book felt excited when viewing this OER. The content analysis of the responses to the open-ended questions highlighted the users’ very positive interest in AR technology for other subjects and for different educational levels.
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ItemPhygital Learning Concept: From Big to Smart Data( 2016-12-15) Poonsri Vate-U-Lan ; Quigley, Donna ; Masouras, Panicos‘Phygital’ or physical plus digital, is a combination of a physical circumstances or tangible objects and digital or online technology-driven experience. This paper introduces a challenge on potential phygital learning environments that may induce superior learning experiences for students as compared to experienced realized through either physical or digital experiences. ‘Phygital learning’ is a novel design concept to induce a new dimension of learning experiences while students interact with the physical context simultaneously as the digital information similarly enhances levels of competence. The authors also illustrate a conceptual idea of phygital learning which transforms theory to practice. Finally, the paper argues that the new concept of phygital can elevate learning outcomes in alignment with 21st Century technology by adding a form of smart data as opposed to big data into the mix to address a broader array of learning styles.
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ItemA study on interactions between anonymous and non-anonymous pre-service teachers in blended learning using creative problem solving technique to enhance pre-service teachers’ ability in professional practices( 2015) Nuttaphong Kanchanachaya ; Taminee ShinasharkeyIn Thailand, many pre-service teachers are still shy and afraid to ask questions in the classroom. To enhance preservice teachers’ ability, pre-service teachers need to show their potential and should be encouraged to participate in the class. This paper aims to study the pre-service teachers’ interaction and participation in the online mode in terms of blended learning using creative problem solving technique. The sample group of this study was 28 pre-service teachers. The first group was treated anonymously when they were online while the second group was treated non-anonymously. The findings found that the group that was treated anonymously had the mean ( ) of online interactions increasing from 196.33 counts to 218.66, 313, and 331.33 for the subsequence weeks. For Non-anonymous group, the mean ( ) of online interactions was decreased from 333.50 counts to 292, 205, and 232.50 for the subsequence weeks. Further in-depth interview showed that pre-service teachers in the anonymous group were happier to participate in the discussion. They enjoyed interacting with others online. Therefore, the different settings and the environment of online class could provide the different trend of interactions for different types of identity presented in the online group.
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ItemTeaching English with augmented reality technology: evaluative feedback of elementary school students.The application of new educational technologies to the teaching of English in classrooms around the world is an important endeavor. One of the outstanding innovations is Augmented Reality technology, which is a computer-generated technology that enhances user perception and experience. The researcher selected Augmented Reality technology since it is very attractive to young learners in teaching English as a foreign language in classrooms due to its capacity for learners to see and experience the real world with embedded 3-dimensional content. After explaining Augmented Reality in the context of new technologies development, this paper provides analytical details from a survey of 484 elementary school learners in Bangkok classrooms concerning an Augmented Reality 3D pop-up book called The Seed Shooting Game. This was designed for a blended learning environment that involved a combination of electronic curriculum material within a traditional teaching context. The statistical feedback given by these young learners through this survey was very positive with no gender variations apparent. The evaluative feedback of these elementary school students towards the application and use of Augmented Reality confirmed the need of innovative technology for future education.
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ItemThe application of virtual reality technology to enhance students' chorus conducting performance in a technology institute in southeast ChinaThis research aimed to investigate the effectiveness of the application of VR technology as a supplementary tool for enhancing students' chorus conducting performance and determining the students' satisfaction with using VR technology to enhance students' chorus conducting performance. A mixed research design was used for this study: quasi-experiment as quantitative research and face-to-face interview as qualitative research. The participants in this study were 60 music students at Changshu Institute of Technology. Aged 18- 20 years and are music teacher majors. The participants in the quasi-experiment were divided into two groups: 30 participants for the control group and 30 participants for the experimental group. Ten students were recruited from the experimental group to conduct face-to-face interview. A traditional classroom was used for the control group and blended learning with VR technology integration was developed as a supplement for the experimental group. The researcher employed an independent sample T-test to test the hypotheses and content analysis to analyze qualitative data. The results revealed that four variables had higher scores and there was significant improvement in the conducting skills of students in the experimental group than in the control group. The results revealed that blended learning using VR technology serves as an effective learning tool to improve student chorus conducting performance. The students presented a positive reflection and satisfaction toward using VR technology to enhance students' chorus conducting performance throughout the teaching and learning process.
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ItemTrends and directions of technology in elementary schools under the Bangkok metropolitan administration(Paper presented at the Fifth TCU International E-learning Conference 2014 “Overcome the Uncertainty of Technology in Education”, 2014) Poonsri Vate-U-LanThe future can be forecast from a decision based on current knowledge in relation to the trends and directions of computer technology implementation in a school. It depends frequently on the influence of administrators and their knowledge level. It is crucial to study the demand and the confidence level of e- learning implementation in the schools from an administration perspective. In 2013, a group of 120 school administrators attended a seminar workshop on e-learning at a university in Bangkok, Thailand. Fifty-six participants returned the questionnaire. The survey elicited level of their interest towards a combination of instructional approaches and computer technology. The research results are presented in this paper and outline the different levels of their interest towards each computer-technology application. The questionnaire contained questions regarding the potential of e-learning implementation based upon the available infrastructure in their schools. The results showed that e-learning was considered to be an education tool where implementation was not seen as problematic and it was likely to be an addition to the education offerings in schools. The survey also found that social networking was influential among schools, parents and students in relation to the potential benefits of e-learning implementation in schools. The survey indicates that the demand and confidence levels of e-learning implementation at the schools under Bangkok Metropolitan were rated at a high level.
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ItemTuning creativity through eCartooning: a successful blended learning process(The International e-Learning Conference “Empowering Human Capital Through Online Learning Technology”, 2011) Poonsri Vate-U-LanThis paper considers the issues of how to augment student creativity in the blended learning environment of Internet-based digital cartooning or eCartooning and, secondly, the eCartooning characteristics required in implementing such a learning project. The phrase, “Internet-based digital cartooning or eCartooning” refers to online applications which provide the scope for creating, developing, editing, sharing and distributing cartoon stories on the Internet. “ToonDoo” was selected as a pilot web application for this quasi experimental research because of its flexibility and potentiality. The population was all graduate students studying at a selected university in Bangkok, Thailand. The data collecting instruments were 1) an online creativity self-assessment 2) tutorials of eCartooning and 3) a survey of opinions about using eCartooning. The data were analyzed using means, percentiles and paired-samples t-tests. The findings were described both in qualitative and quantitative format. On comparing pre- and post-test scores of creativity, it was found that the creativity scores increased after using eCartooning for two months. The features of web 2.0 technology which were integrated with ToonDoo have significantly generated this form of blended learning.