Research Article
Gizem Yildiz, Ebru Kilic Cakmak
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep293
ABSTRACT
This study aims to reveal the investigating the distance education process according to the demographic characteristics for the staff of the notary and the notaries in Turkey. In this research survey method is used. The sample group consists of 317 notary and notary employees who responded voluntarily to the scale in the distance education platform. Demographic information form and distance education satisfaction scale were used as data collection tools. In the analysis, ANOVA, T-Test, Mann Whitney-U, Kruskal-Wallis and Pearson Correlation were performed in accordance with sub-problems. As a result of the analysis, it was concluded that the satisfaction of the participants was between the sub-factors and the general satisfaction between the middle and high level. All factors were found to have a high positive and significant relationship between general satisfaction and each other. The satisfaction of the participants showed a significant difference according to age, but did not show a significant difference according to gender, task type, duration of work in the profession, number of notary employees, educational level and participating in distance education previously. As a result of the research, planning the gamification, measurement and evaluation and certificate programs that the participants would provide more interaction on the platform were considered important. The contents of education were found to be effective on satisfaction.
Keywords: distance education, satisfaction, notary, notary employee, institution
Research Article
Héctor Galindo-Domínguez, María-José Bezanilla
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep294
ABSTRACT
It is though that those students who better manage their time and perceive themselves to be more effective in the tasks they perform are thought to be due, in part, to a stronger understanding and command of digital competence. This competence allows students to know and use a greater number of tools and techniques to respond to the problems that arise in their academic career, favouring the reduction of perceived stress. To test this hypothesis, a total of 200 students from different degrees of Education and universities participated in the study, who answered the Digital Competence Questionnaire in University Students, the Spanish version of Time Management Behaviour Questionnaire, the Scale of Perceived Self-efficacy in academic situations, and the Scale of Global Perception of Stress. The results show how the starting hypothesis is fulfilled in that time management and academic self-efficacy function as mediators between digital competence and types of positive or negative stressors. Finally, these findings implications are discussed.
Keywords: digital competence, self-efficacy, time management, stress, university, higher education, technology, ICT
Research Article
Nuri Kara
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep295
ABSTRACT
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index- Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources Citation Index (ESCI) listed in the Web of Science database. The results showed that experiential science was the most emphasized subject area in the articles. The results also indicated that learning/academic achievement was the common examined topic in the articles. For the research designs, more than half of the articles implemented quantitative research design. Considering the data collection tools, achievement tests were the most used data collection tool. Regarding the use of sampling methods, convenience sampling was preferred in more than half of the articles. Secondary and primary school students were the most used sampling groups. The sample size of 31-100-person group was commonly chosen in the articles. Considering the data analysis methods, a majority of articles implemented descriptive analyses methods. It was also found that computer game was the most used game type. Regarding the game genres, adventure was the most preferred one in serious games.
Keywords: serious games, educational games, science education, literature review
Research Article
Arturo García-Santillán, Ester Espinosa-Ramos
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep296
ABSTRACT
Nowadays, the serious situation that affects the entire world goes beyond the social, cultural, economic problems and other conflicts that occur day by day. These were left aside to move to a global alert; we refer to the pandemic crisis that all the nations of the world are facing. Confinement forced people all over the world to stay at home; therefore, communications through electronic devices became very necessary. This study does not seek to analyze the pandemic crisis; its purpose is to analyze the use that students give to their mobile phone, to determine if this has generated addiction, in addition to identifying if use differs in men and in women. Participants were 184 high school students enrolled in a public sector institution in the Port of Veracruz, Mexico. To obtain the data, the SAS-CV test was used. This contains questions related to the profile of the respondent and 10 items in Likert format. It was distributed via electronic devices for their response. The data were statistically analyzed using polychoric correlation matrices and factor analysis with component extraction. The main findings demonstrate the obtaining of three components: physiological, dependence and distraction, which account for 68% of the total variance, and it was also shown that there are no differences by gender.
Keywords: addiction smartphone, polychoric correlations matrices, principal component, factorial analysis
Research Article
Joseph Njiku, Védaste Mutarutinya, Jean François Maniraho
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep297
ABSTRACT
Developing teachers’ competencies in technology integration has recently been one of the areas of attention in teacher training. This paper presents an investigation of the development of mathematics teachers’ technological pedagogical content knowledge (TPACK) through collaborative lesson design activities. The study employed a pre and post-test for non-equivalent groups quasi-experiment with three groups. Participants were secondary school mathematics teachers from Dar es Salaam -Tanzania who responded to a TPACK questionnaire before and after the intervention. Group 1 participated in collaborative lesson design teams to integrate technology and implemented the designed lesson in the classroom. Group 2 participated in lesson planning and implementation and group 3 operated conventionally. Using paired sample t-test, although all groups appear to have improved their TPACK significantly, the effect size was large for group 1 and group 2 only. When the comparison between groups and across the two points of time for data collection was done using the split-plot analysis of variance, it was found that group 1 improved the most in TPACK. These finding favoured the use of collaborative lesson designs in school-based teacher design teams. The study recommends that professional development needs to be authentic by involving teachers in routine professional activities, optimizing their peer teams to support each other within the real school contexts.
Keywords: collaborative activities, lesson design, TPACK, mathematics education, professional development
Research Article
Mailizar Mailizar, Abdulsalam Almanthari, Suci Maulina
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep298
ABSTRACT
The aim of this study was to examine factors that influenced experienced teachers’ intention to use E-learning in their teaching of mathematics. Data were collected using a questionnaire from 161 secondary school mathematics teachers who completed a six-month in-service online training provided by the Indonesian Ministry of Education. The Technology Acceptance Model (TAM) was used as the framework while E-learning experience was included as an additional construct. An extended TAM model was proposed and tested in this study. It consisted of five constructs, namely: intention to use, perceived usefulness, perceived ease of use, attitude toward using, and experience. Data were analyzed using Structural Equation Modelling with SMARTPLS 3.0. The findings showed that attitude toward E-learning use and E-learning experience were the two most significant constructs in predicting E-learning use. Contrary to previous studies, perceived ease of use and perceived usefulness were non-significant factors for the prediction of the behavioral intention. Implications for future research and practices are discussed.
Keywords: behavioral intention, teachers’ intention to use e-learning, extended TAM model, teachers’ e-learning experience, e-learning in mathematics classroom