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number: /2023 CIT number: 0 Number of views: 727
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: 775
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: 740
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: 811
number: /2023 CIT number: 0 Number of views: 659
Digital transformation has become an inevitable trend in Vietnam and worldwide. Digital society is one of the three pillars of a digital nation, in which digital citizens are the core of a digital society. The requirements of digital citizenship pose a new problem for education and training: how to form and foster digital literacy for learners while they are still in school to study, research and develop a career in the digital world and master the country’s digital transformation. In this article, we find answers to the following questions (1) Is it possible to simultaneously develop digital literacy and subject-specific domain competency for learners during high school? (2) Can information technology be a foundation, tool, and objective to develop learners’ competence? (3) How should blended learning be organized in the current Vietnamese context? The study also conducted experiments to adjust and explore a blended teaching model to develop digital and domain-specific competencies of Vietnamese students in the current digital transformation context.
number: /2023 CIT number: 0 Number of views: 722
The article reflects and analyzes the characteristics and requirements of organizations teaching technical and technological specialties according to multi-intelligence theory, especially prior to the development of education and training activities in the Revolutionary Industry 4.0 and digital transformation in the context of higher education today. The article analyzes the concepts and content of teaching technology and technical majors according to the multiple intelligence theory; the requirements of the teaching staff in teaching majors of technology and technical. In addition, the article offers the solutions to develop digital capacity for teaching staff of technology and technical majors according to the multi-intelligence theory.
number: /2023 CIT number: 0 Number of views: 712
The present article explores the impacts and factors influencing the effectiveness of digital games and augmented reality (AR) games in mathematics education for primary school students. The study employed a mixed-methods approach, incorporating quantitative data from mathematics test results and survey responses, as well as qualitative data from classroom observations and interviews with teachers and students. The research involved 168 teachers conducting 168 experimental classes from different regions of Vietnam. The investigation focused on the effects of digital and AR games on students’ academic performance, skill development, engagement, and motivation in mathematics. Additionally, it examined the influence of factors such as gender and geographical location on the effectiveness of these games in teaching mathematics. The findings offer valuable insights into the potential benefits, influencing factors, and limitations associated with integrating digital and AR games in the mathematics classroom. These insights can inform educators and policymakers in their efforts to enhance the quality of education.
number: /2023 CIT number: 0 Number of views: 906
The outbreak of the COVID-19 pandemic has hit education globally hard. Students could not go to school due to the social distancing measures taken by governments to prevent the spread of the pandemic. Therefore, in order to ensure that the learning process of students is maintained, online learning has become the key solution for this circumstance. As a result, periodic testing for students has also been changed into the remote online exams (ROEs). While the benefits of ROEs are widely recognized, the urgent use of this test presents problems and challenges for both students and teachers. This research aimed to explore a number of factors that may affect the results of online remote tests performed by high school students in Vietnam, thereby examining how those factors affect their test results compared to the traditional testing method. By using exploratory factor analysis (EFA), the research identified five potential factors affecting the online remote exam results of Vietnamese high school students with 17 items that met statistical standards, namely: Attitude towards ROEs, Preparedness, Anxiety, Technical Problems, Perceived ROEs Software. The analysis results of the linear regression model show that the only factor namely attitudes towards ROEs is positively correlated with their exam results. The results of this study not only provide a foundation for the online education and online examination research community, but also provide recommendations for educational practitioners, school administrators, and technical service providers on how to effectively support the remote online examination of high school students in Vietnam
number: /2023 CIT number: 0 Number of views: 818
The 2030 Agenda for Sustainable Development,  adopted by all United Nations Member States in 2015 has proposed Quality Education as one of the Sustainable Development Goals. In the Post-COVID era, the major apprehension was to add values to learners’ lives with connection and continuity. A matter of concern was that though the physical distancing did matter, social and emotional correctness was even more critical. One positive development was that the number of the technology users and technology usage in the context of India had increased exponentially. The ownership and the use of touchscreen technologies such as smartphones and tablets are rapidly increasing and the technology users are now much younger in age. Children have become techsavvy at early ages. The rapid expansion of technology has made the new generation more dependent and proficient in making the use of computers, mobile devices and other digital technologies. Nevertheless, in the context of early childhood settings, there are some influences that may differentiate the technology use behaviors of preschool children, which are generally constructed at home or school environment. This paper deals with how the preschools in the COVID-19 pandemic situation have taken hold of the foundational education of children with the innovative ideas and integrating technology into their pedagogy. The ICT applications in teaching-learning processes in preschool were also studied by the researchers. The pedagogical interventions offered by them were analyzed and the practices of technology integrating teaching learning at preschools were observed. In addition to this, the information through a questionnaire and structured interviews was also obtained from the teachers. The paper has explained the innovative technological interventions incorporated such as virtual shows and tours, smart books, speaking pens, touch and feel books etc. for stimulating the young minds. Further to this, it seeks to define the possible influences, effects and praxis of technology use in early childhood settings, and also intends to explore the current mindset of teachers about technology use in the field of early childhood education.
number: /2023 CIT number: 0 Number of views: 746
Digital transformation is gaining attention and becoming a trend in higher education, but not many results in Vietnam have been recorded. On the basis of the review of the main views on digital transformation and digital transformation in higher education and relevant theories of business process management (BPM), this paper clarifies the similarities between business process management and digital transformation, thereby showing a highly feasible approach in laying the foundation for digital transformation at universities. The results from the application of the BPM model at Hanoi University of Industry, with initial success in digital transformation in higher education, possibly offer meaningful and practical lessons for Vietnamese universities.