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number: /2023 CIT number: 0 Number of views: 706
number: /2023 CIT number: 0 Number of views: 674
This study explored the experiences of 13 core teachers of Enhancing Teacher Education Program when supporting their peers to fulfill online learning courses via the learning management system. It used a qualitative and interpretive methodological approach through semi-structured interviews to investigate the forms and factors affecting peer support in online learning. Research findings showed two forms of peer support via online and offline modalities. Exploring enabling factors for peer support in online learning is a great support of local administrative agencies and school leaders, core teachers’ personal experiences and reputations. However, core teachers identified a number of challenges including the limited digital skills and low learning motivation of recipients, core teachers’ heavy workload, and unreasonable compensation. These research findings contribute to the knowledge of teacher professional development and put forward recommendations to improve the online training courses and the work of core teachers in Vietnam.
number: /2023 CIT number: 0 Number of views: 615
Using virtual reality technology (Virtual Reality - VR) in general and VR headsets in particular in teaching and learning has been implemented around the world. Actual results in many countries show that VR technology provides students with a new and effective learning platform. Students have diverse learning opportunities and practice through interaction to increase the ability to experience, observe and absorb knowledge. With the help of VR technology, students have the opportunity to perform experiments that are difficult to do in real life. Vietnam is not an exception to that general trend; however, there exists a gap between theory and real practice. In order to improve the current situation, suitable assessments and changes are required. This article presents the results of theoretical research and the actual situation of equipping and using VR headsets in secondary schools in Vietnam and proposes relevant recommendations.
number: /2023 CIT number: 0 Number of views: 698
Scientific technology is increasingly developing, and the application of virtual reality in education for children with disabilities generally and children with autism spectrum disorders particularly is also increasing enormously. By reviewing 18 studies that have been published in prestigious international journals between 2013 and 2022, it is found that 1) most of the studies bring good results, users are satisfied and well adapted to virtual reality software; 2) studies aimed at supporting social skills education for children with autism spectrum disorders are focused more than ones in other fields; 3) several studies have shown that the application of virtual reality should also be applied together with other therapies for optimal effectiveness; 4) in order to confirm the effectiveness clearly, studies on large samples and longer duration are needed. Then, the paper proposes that there should be studies on building or applying existing virtual reality software in the education of children with autism spectrum disorders in Vietnam.
number: /2023 CIT number: 0 Number of views: 543
number: /2023 CIT number: 0 Number of views: 753
In recent years, there has been a rekindled interest in gamification in English Language Teaching (ELT) and, it may be argued, Emergency Remote Teaching (ERT) has triggered the use of interactive tools and games to engage students remotely. This paper will share the lessons learned from the design and implementation of digital tools and games in the online classes of English as a Foreign Language (EFL) during ERT in 2021 at a training college in Argentina for about 100 students. Considering the main insights and tenets in gamification, some theories and research on language learning and the three modes of interaction in distance education, different EFL games were designed using some of the latest digital tools available. The games were played synchronously in the online classes on Meet and the students’ participation and engagement were quite positive. At the end of the term, an anonymous survey was administered to the students’ opinions; the survey data, together with the teacher’s experience, have shown that a few digital games and tools designed in an informed way using different modes of interaction can motivate students to learn, revise and enjoy learning English at a distance.
number: /2023 CIT number: 0 Number of views: 641
Many researchers believe that using technology to improve educational quality is one of the things that should and must be done (Mustapha et al., 2020). However, it should be emphasised that in order to optimise the function of the application of new technical features, it is required to increase users’ technological skills. In other terms, its users’ ability. One of the factors influencing the success of teaching and learning methodologies is the human factor. Before putting a new technology into a specific educational setting, a standard scale for recognising and evaluating the user factor is also required (Mardiana, 2020). The purpose of this study is to investigate the flexibility and readiness of teachers in various countries to incorporate technology into universitylevel teaching contexts, with the goal of drawing experience and lessons from research in order to evaluate university lecturers’ and Vietnamese teachers at all levels’ abilities to incorporate technology into the classroom.
number: /2023 CIT number: 0 Number of views: 675
Many fascinating games meet the basic requirements of the learning environment and support the teaching and learning process. Different from traditional games, the use of digital games in teaching is an innovation in teaching methods, bringing many interests to students and creating a new perspective on learning culture. This article summarizes and analyzes the research of authors around the world showing the effectiveness of using digital games in teaching, from which there is a scientific basis to give the rules of construction, construction procedure and steps to implement digital games in teaching mathematics in primary schools in Vietnam. The aim of this article was to help primary education teachers have a different perspective on the use of digital games in teaching, understand the construction principles, how to construct and use a digital game in the teaching process, from there, using digital games in teaching to increase learning motivation for students and contribute to improving the quality of teaching.
number: /2023 CIT number: 0 Number of views: 665
In underdeveloped countries such as Colombia, less than 6% of the population with disabilities have access to higher education, which is why educational strategies are required for this population. According to the International Labour Organization, an average of 7600 people die every day because of work accidents or occupational diseases. In this sense, INKLUDO arises, a project that seeks to develop a series of immersive and inclusive tools supported by virtual reality and multi-touch screen technology to improve the learning processes of Health and Safety at Work. For this purpose, an analysis of the environment on inclusive educational needs was carried out, from which the conceptual architecture of the technological tools will be built. After that, a functional prototype of each of these tools will be developed and validated. The execution of this project is intended to contribute to inclusive education to the extent that the needs of students with hearing and/or motor disabilities are met by developing an innovative classroom strategy for learning a cross-cutting theme in any training area.
number: /2023 CIT number: 0 Number of views: 726