Title: Effects of a game application for speaking competency of autism children using picture exchange communication system process
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.1080/20473869.2025.2483273
Description: Autism is a developmental disorder in children characterized by an inability to develop appropriate social and communication skills for their age. Part of promoting development in autistic children is fostering appropriate play. This research aims to 1) Develop a game application using the Picture Exchange Communication System (PECS) process to promote speech abilities in autistic children, 2) Study the effectiveness index of the game application using the PECS process, 3) Observe learning behaviors during gameplay, and 4) Assess satisfaction after playing the game. The sample group consisted of five required support children selected by purposive sampling. The research instruments included 1) the game application that was developed using the PECS process, 2) a quality assessment form for the application, 3) a speech ability test, 4) an observation form for learning behaviors, and 5) a satisfaction questionnaire post-gameplay. Statistical methods used were percentage, mean, and standard deviation. The research results showed that the effectiveness index of the game application developed using the PECS process was 0.8701, indicating an 87.01% improvement in speech abilities in autistic children. Satisfaction after gameplay was at the highest level, indicating that the game application using the PECS process effectively promotes speech abilities in autistic children.
Citations: 0
Aggregation Type: Journal
-------------------


Title: Gamification-Driven Strategies for Reducing Office Syndrome Risks: A Digital Health Innovation
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.18421/TEM142-30
Description: A large number of people who are of working age spend significant amounts of time sedentarily, which leads to stress, affecting both physical and mental health. Therefore, researchers have developed a healthcare notification and motivation application to prevent health issues. This project aims to create a mobile application that will reduce the dangers of office syndrome behaviors brought on by extended periods of sitting at a desk. Gamification principles are employed to create an application mainly meant for supporting staff who may be at risk for physical health problems due to long hours. The present study employs the Research and Development (R&D) methodology with the Software Development Life Cycle (SDLC) and gamification in application development. The program that has been developed incorporates gamification. This study aims to utilize an application for educating individuals about office syndrome and muscle stretching exercises to prevent symptoms among support staff at the Faculty of Information Science, a university in Thailand, totaling 38 participants. The evaluation of behavior reduction before and after using the experts’ application was excellent, with x̅ = 4.55, S.D. = 0.22. Post-application analysis demonstrated a decline in risky behaviors, from 47% to 70%.
Citations: 0
Aggregation Type: Journal
-------------------


Title: Analysis of Factors and Components of Digital Media Influencing International Students’ Learning of Chinese
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.18421/TEM142-50
Description: With the widespread application of digital media, its role in language learning has become increasingly significant. New learning modalities, such as mobile learning, online learning, and fragmented learning have emerged, reflecting substantial changes in learners’ study times, methods, and resources in recent years. Compared to traditional classroom-based education, the new paradigms offer greater flexibility and diversity in terms of time and space. Additionally, advancements in information technology have led to learning methods and resources that are contextualized, fragmented, and micro-sized. This paper examines the impact of digital media on Chinese language learning among international students in China. By analyzing the digital media factors influencing students’ learning experiences, this study aims to explore the digital development of Chinese language education, scene-based teaching, and the digitization of educational resources. The findings provide insights into enhancing digital engagement and resource integration in the context of international Chinese language education.
Citations: 0
Aggregation Type: Journal
-------------------


Title: Research on the construction of participatory digital platform for Shanxi Puju protection
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.53894/ijirss.v8i4.7914
Description: Shanxi Pu Opera is an important traditional Chinese opera facing challenges in inheritance due to modernization. This study proposes a participatory digital platform model (PDPM-Puju) to facilitate its preservation and dissemination. The platform integrates an opera archive, interactive learning, live performances, and community engagement, leveraging AI, VR, and blockchain technologies to enhance the user experience. Research findings indicate that high-quality content, interactivity, and technological innovation effectively attract audiences and strengthen cultural identity. In the future, the platform will optimize community interaction, improve the user experience, and explore sustainable business models to ensure the long-term preservation of Pu Opera in the digital era.
Citations: 0
Aggregation Type: Journal
-------------------


Title: INTEGRATING ACOUSTIC MODULATION AND LISTENER DEMOGRAPHICS FOR ENHANCED PODCAST EMOTIONAL RESONANCE
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.5281/zenodo.15192431
Description: Examining the impact of voice modulation on audience response offers great promise in the transformation of speech media, providing key insights into digital content optimisation for emotional response and listener involvement. The research contradicts conventional views in previous studies by including an overall framework for the improvement of auditory features in podcasts. The underlying framework combines analytical methods, computational modelling, and machine learning in order to systematically enhance audio quality and consequently increase listener engagement. In this regard, the study utilizes a mix of electrodermal response (EDR) measurements and listener feedback analysis as a basis for assessing emotional states prior to and following exposure to optimised voice modulation. Moreover, Random Forest (RF) and Long Short-Term Memory (LSTM) models are used to forecast audience mood, while Bayesian optimisation fine-tunes speech features to determine the most effective vocal characteristics. The research reveals that optimising storytelling parameters maximizes audience engagement to a large extent, resulting in a 14% boost in emotional scores and a 23% increase in interaction rates. This method not only enhances perception of the audience but also assesses the strength of the Acoustic Modulation for Emotion Optimisation (AMEO) model in speech conditioning. Unlike other studies that were mostly based on subjective surveys, this study takes a data-driven approach by combining physiological data with predictive modelling. Responding to the demand for better speech-content delivery, research here suggests an organized framework having real-world utility in audiobooks, human-computer communication, and smart assistants. Computational voice modulation finds its potential boosted through these conclusions to deliver further emotional impact and hence contribute towards acoustic optimisation. The research points to the revolutionary potential of data-driven voice modulation strategies, offering important lessons for creating more compelling and emotionally engaging digital media experiences.
Citations: 0
Aggregation Type: Journal
-------------------


Title: Clustering-Based Approach for Identifying Key Information to Develop Short Video Prototypes in Science Communication for Aging Populations
Cover Date: 2025-01-01
Cover Display Date: 2025
DOI: 10.1007/978-3-031-90295-6_12
Description: This study proposes an innovative approach to designing short videos for science communication tailored to aging populations. By leveraging web scraping and text mining techniques, key elements such as content style, font selection, visuals, background music, color schemes, and video length are extracted and clustered using constraint-based k-means clustering. Domain experts contribute predefined centroids, enhancing the clustering process's relevance and accuracy. The methodology involves text pre-processing, vectorization using Term Frequency, and evaluation via recall analysis, achieving values between 0.71 and 0.75. Clusters focusing on visuals, color schemes, and video length show the highest recall, reflecting their well-defined nature, while broader topics like content style perform slightly lower. The results highlight the efficiency and scalability of combining automated methods with expert input, providing a robust framework for creating engaging and accessible science communication content. Future work includes integrating semantic embedding techniques to improve clustering outcomes and address broader categories more effectively.
Citations: 0
Aggregation Type: Book Series
-------------------


Title: Data-Driven Design for Educational Game: Leveraging Insights from Educational Game Reviews by the k-means Clustering
Cover Date: 2024-01-01
Cover Display Date: 2024
DOI: 10.1109/InCIT63192.2024.10810523
Description: This study proposes a data-driven approach to educational game design, utilizing user feedback and reviews to identify key factors contributing to the success or failure of educational games. By analyzing reviews of popular educational games from Common Sense Media, we employed k-means clustering to group similar reviews and extract meaningful insights. The clustering process, validated through Silhouette Scores and Davies-Bouldin Index metrics, revealed distinct themes in user feedback, highlighting areas for potential enhancement in educational game design. Our results demonstrate that clustering reviews can effectively differentiate between positive and mixed feedback, providing actionable guidance for game developers. This study underscores the value of incorporating systematic user feedback analysis into the educational game design process, offering a pathway to creating more engaging and educationally effective games. The findings contribute to a more structured and evidence-based approach to educational game development, ultimately enhancing learning outcomes and user satisfaction
Citations: 0
Aggregation Type: Conference Proceeding
-------------------


Title: Efficiency and effectiveness index of web-based instruction blended learning in the basic design course of undergraduate students
Cover Date: 2011-12-01
Cover Display Date: 2011
DOI: 10.3923/sscience.2011.375.378
Description: The purpose of this study was to develop a web-based instruction blended learning design to demonstrate an undergraduate student's performance on a 80/80 basis to determine the effectiveness index of the web-based instruction blended learning on the development of undergraduate students to compare the academic achievement of students between their performance both before and after the test and finally to study the satisfaction and improvement of the students towards learning lessons on the web. The sample that was used for this study was one group of 30 undergraduate students majoring in New Media at the Faculty of Informatics, Mahasarakham University. The 30 students were selected using a purposive sampling technique from the students basic design semester 2 academic year 2010. The materials used in this study were web-based instruction blended learning achievement tests and satisfaction questionnaires. The statistics were used to analyze data including finding an average and standard deviation. The test (t-test dependent) results showed that lessons on the internet combined with process optimization represented 87.52% and effective results represented 85.23% which indicates that a combination of web-based lessons were effective (E1/E2) at an index academic achievement score of 0.71, 87.52/85.23. The students were statistically significant at the 0.01 level and the students were highly satisfied with learning from lessons on the web. This study uses a lesson of web-based instruction blended learning to measure efficiency and effectiveness. Students were highly satisfied after learning from this lesson and it can be said that this technique can be used to teach students to achieve their goals independently. © Medwell Journals, 2011.
Citations: 0
Aggregation Type: Journal
-------------------


Title: Developing a web-based instruction blended learning model using the creative problem - solving process for developing creative thinking and problem - solving thinking of undergraduate students
Cover Date: 2011-09-01
Cover Display Date: September 2011
DOI: N/A
Description: Creative thinking and problem-solving thinking is necessary for developing or constructing new body of knowledge, it is an essential factor for improving work, solving problems and creating the growth of all kinds of work, all kinds of occupational organizations, including the way of peaceful life of all people. The purposes of this research were these: 1) to construct a web-based instruction blended learning model using the creative problemsolving process for developing creative thinking and problem-solving thinking of undergraduate students, 2) to examine outcomes of implementing the developed web-based instruction blended learning model, and 3) to verify the developed web-based instruction blended learning model. A sample consisted of three groups: Group One was 15 experts in the field of education, Group Two 5 experts in educational technology and Group Three was 30 undergraduate students who enrolled in the Basic Design Course in Mahasrakham University in the second semester of the academic year 2010. Research instruments were a developed learning-teaching model, a Torrance's creative thinking test, a problem-solving thinking test, a learning achievement test, a participative-evaluation form, a workevaluation form and a questionnaire on learners' opinions. The statistics use for analyzing the collected data were percentage, mean, standard deviation, simple correlation and dependent sample to test. Results: 1) The developed learning-teaching model was a blended model of traditional approach and web-based instruction consisted of self-paced e-learning and live e-learning which had 4 components were these: (1) the model principles, (2) the purpose of model, (3) the process of learning and teaching and (4) authentic measurement and evaluation. 2) the outcomes of implementing the developed web-based instruction blended learning model revealed that students learned through the web-based instruction showed gains in creative thinking, problem-solving thinking and learning achievement from before the experiment at the.01 level of statistical significance. 3) The developed learning-teaching model had an appropriateness at the highest level and it could be implemented in organization of learning and teaching for undergraduate students.
Citations: 2
Aggregation Type: Journal
-------------------