The Editorial Board of International Journal of Research in E-learning (IJREL) is privileged to present a new volume 10(1) 2024. The content of the current issue was divided into three chapters. The first chapter is devoted to Theoretical, Methodological and Practical Aspects and Psychological Determinants of ICT and E-Learning in Education and includes three articles. The second contains also three articles concerned with Innovative Methods and Technology in Education. The third concerns Research on Distance, Online and Blended Learning before, during and after the pandemic time of COVID-19 and includes two articles.
MOOCs are prepared by universities, research centers, business and governmental bodies. That is a device with which academic centers spread state-of-the-art knowledge, while business entities facilitate the development of competencies, particularly in business, economics and IT. The paradox is that although MOOCs courses are open to global users, they contain distinctive features of their inventors’ and administrators’ culture because they have been created locally. In order to identify the cultural characteristics evident in the content of MOOC courses, 267 courses on creative writing posted on five platforms were analyzed: Coursera (USA), FutureLearn (UK), XuetangX (China), JMOOC (Japan) and Skill Academy (Indonesia). Skill Academy and Coursera were focused on business-marketing goals, although they represented different cultures. Chinese, Japanese and Indonesian courses reflected the responsiveness of those cultures and were people- and affiliation-oriented. They employed a holistic approach to teaching (emphasis on context), i.e. operated with live lectures, which had not happened on Western platforms. Therefore, the conviction that MOOC is a mirror of the culture in which it was created should be considered a myth. It is the MOOC platform that presents the interests of the administrators and owners. Platform owners differ in their goals: academic (general knowledge transfer becoming a thing of the past after the commercialization of Coursera and edX), marketing (focused on gaining customers and employees) or economic-political (XuetangX). For a MOOC to be useful to representatives of another culture, not only translation into another language is needed, but also a proper modification of learning objectives and methods.
S nástupem digitálního vzdělávání se integrace herních prvků stala potenciální strategií pro zvýšení zapojení studentů a jejich porozumění v různých akademických oborech. Tato studie si klade za cíl hodnotit dopad gamifikace na efektivitu výuky v oblasti technické slovní zásoby během online kurzu. Byl použit smíšený přístup, zahrnující sběr dat od studentů, kteří se zapsali na online program technické slovní zásoby nabízený Jazykovým centrem na Gdaňském technickém univerzitě. Byla provedena kvantitativní analýza výsledků přijímacích testů, frekvence používání výukového materiálu a závěrečných známek, aby byl porozuměn jejich vliv na výsledky učení, a data z průzkumů poskytla náhled na vnímání a zkušenosti studentů s herními aktivitami. Výsledky naznačují, že začlenění gamifikace pozitivně ovlivnilo efektivitu výuky během online kurzu. Účastníci prokázali vyšší míru motivace, aktivní účast a hlubší porozumění technické terminologii dosažené prostřednictvím herních interakcí. Výsledky studie přispívají k rostoucímu množství výzkumu o potenciálních výhodách gamifikace v online vzdělávacím prostředí, zejména v kontextu výuky technické slovní zásoby, a nabízejí cenné dopady pro pedagogy a tvůrce kurzů, kteří hledají inovativní přístupy ke zlepšení zážitků z učení ve virtuálním prostředí.
The research highlights the essence of gamification and the approbation of the curriculum with elements of gamification "Social successfulness" in the educational process of educational institutions. Theoretical methods are applied – analysis, synthesis, comparison, systematization, generalization of materials from psychological and pedagogical sources regarding the problem of social successfulness and the possibilities of its formation in adolescents in the conditions of out-of-school and general secondary education institutions, specification for harmonizing the content of the curriculum "Social successfulness" and its process approvals; empirical methods – observation, questionnaires for collecting empirical information, blitz surveys concerning the awareness of the characteristics of a successful personality. The authors consider gamification as a set of various tools and mechanics that contribute to the significant enrichment of the educational process with entertaining, educational, educational, motivational, and social-communicative components. The researchers characterized the educational program "Social successfulness", in particular, determined its target orientations and key competencies of teenagers, highlighted the gamification tools necessary for the implementation of the program, found out that the mixed format is the optimal format for its implementation, as it combines the advantages of offline and online learning and can be effective in conditions of increased danger associated with martial law. The article carried out a pedagogical reflection and found out that, according to the results of the blitz survey, teenagers verbalize the two most common portraits of a socially successful personality (based on external indicators of success and personal qualities), according to the results of the questionnaire, the majority of respondents positively perceived game tools and recognized her own activity during training with the use of gamification as productive. The issue of using gamification tools for children of different ages, including those with special educational needs, and the creation of an algorithm for using gamification elements in various educational institutions require further research.
Článek pojednává o použití jazyka R, zejména nástroje RShiny, k vytváření interaktivních zpráv v oblasti analýzy lékařských dat. Autoři zdůrazňují potřebu interdisciplinárního přístupu k výuce statistiky mezi studenty medicíny. Byla představena alternativa k tradičním statickým zprávám s návrhem na vytvoření interaktivních webových aplikací, které umožňují průzkum, analýzu a vizualizaci lékařských dat měnících se v reálném čase. Využití jazyka R jako open source nástroje umožňuje rozvoj kompetencí studentů medicíny v oblasti analýzy dat a přizpůsobení výzkumných nástrojů individuálním potřebám. Byl také předložen návrh plánu lekcí s využitím vzorových lékařských dat o rakovině děložního čípku spolu s návrhem konkrétních analýz těchto dat a jejich vizualizace pomocí interaktivních zpráv RShiny. Článek končí diskusí o roli osvojení jazyka R ve vzdělávání studentů polských lékařských univerzit a potřebě rozšířit pro ně vzdělávací nabídku o kurzy analýzy dat v prostředí open source.
Artificial intelligence is increasingly and relentlessly entering all areas of our lives, including the field of education. These technologies offer numerous advantages and opportunities in carrying out various activities and tasks throughout the entire educational process. This article discusses some aspects of applying AI technologies to enhance personalization, accessibility, and interactivity in school education, especially in STEAM interest clubs. The authors aim to propose approaches for the successful integration of AI in the work of teachers and facilitators during the pre-planning phase of lessons, the preparation of personalized assignments for students, the process of testing and assessing knowledge, as well as in students' group and project work. The article shares the experience of teaching in a robotics club with 6th-grade students in a middle school. It also highlights the potential of certain chatbots to support and enrich the programming process. The authors also draw attention to some problems and challenges associated with the ethical and responsible use of these technologies
This paper addresses the issue of modern didactics and student motivation for self-learning as well as tackling significant practical challenges. In technical and STEAM education, achieving high levels of motivation is particularly important, as students often become overwhelmed by the vast amount of information and opportunities which lead to diminished interest. At the Institute of Computer Science at the University of Silesia in Katowice, a Hackathon – a 24-hour programming marathon – was organized to enhance student engagement. During this event, students confronted a critical problem in modern societye: emotion recognition. The goal was to develop solutions and help for fostering emotion recognition skills in young people with real-world implementation potential. Additionally, students tested their abilities under time pressure, honed their group work competencies, and faced real-time problem-solving scenarios. This paper presents an evaluation of the event’s impact and analyzes the results of a post-event survey, providing feedback to improve the quality of future Hackathons. The main research questions we posed during the research were: RQ1: At what level of quality was the Hackathon event organized? Whether students were well informed and felt cared for during this event? RQ2: What aspects and properties motivate students most to take part in events organized at the university like Hackathon? RQ3: What competencies, knowledge and skills were developed by participants in the Hackathon? RQ4: Do students consider issues related to recognizing emotions important and the created applications possible to use in practice? In this paper, we answer these questions using statistical analysis as well as simple machine learning models.
The research presented in this article aimed to answer the following question: what is the role of social support and quality of family relationships in the context of depressive symptoms and abuse of the Internet during the COVID-19 pandemic and remote learning among adolescents?
The study was conducted among 619 adolescents aged 11-15. The survey questionnaire was constructed from standardised research tools. The study showed that 40.0% of the students had increased depressive symptoms. Heavy Internet use affected 16.0% of the respondents, including 9.2% of those who had aggravated symptoms of depression and addiction at the same time. At the same time, it was noted that girls, compared to boys, were more often found amongst adolescents experiencing symptoms of depression.Students belonging to the group with depressive and addictive symptoms experienced significantly more difficulties in their relationships with family members compared to the group without symptoms. Students showed less severity of depressive symptoms if they rated their relationship with their parents as positive. The results showed that the quality of family relationships is most important for the normal functioning of adolescents without depressive symptoms, also in a pandemic situation.
The article aimed to investigate the perspectives of e-tutors regarding the importance of Technological Pedagogical Knowledge in an Open Distance e-Learning Institution. The article employs a quantitative survey method to allow students to articulate their impressions of how e-tutors leverage their topic expertise to impart knowledge. The study includes 350 students who are enrolled in a module. Its objective was to gain insights, using quantitative analysis, into the techniques used by e-tutors in delivering content. During the delivery of content, e-tutors provided explanations and support for different viewpoints, taking into account students’ input on the choice, execution, and overall impact of teaching methods. The collected data were arranged and presented in tables. E-tutors recognized the use of Technological Pedagogical Knowledge (TPK) to assist and enhance online student activities. Therefore, it was found that constructivism could help to incorporate the TPK framework, thereby enhancing students’ understanding of the instructional design process. However, the study discovered a lack of comprehension among e-tutors regarding the TPK concept in relation to curriculum design.