Topic Review
Ethnomathematics in Mathematics Education
Ethnomathematics is broadly defined as the study of the relationship between culture and mathematics. It is used to describe the ways in which mathematics is practiced among similar and dissimilar cultural groups.
  • 9.5K
  • 31 May 2022
Topic Review
Literacy
Literacy is traditionally defined as the ability to read and write. In the modern world, this is one way of interpreting literacy. A more broad interpretation is literacy as knowledge and competence in a specific area. The concept of literacy has evolved in meaning. The modern term's meaning has been expanded to include the ability to use language, numbers, images, computers, and other basic means to understand, communicate, gain useful knowledge, solve mathematical problems and use the dominant symbol systems of a culture. The concept of literacy is expanding across OECD countries to include skills to access knowledge through technology and ability to assess complex contexts. A person who travels and resides in a foreign country but is unable to read or write in the language of the host country would also be regarded by the locals as illiterate. The key to literacy is reading development, a progression of skills that begins with the ability to understand spoken words and decode written words, and culminates in the deep understanding of text. Reading development involves a range of complex language underpinnings including awareness of speech sounds (phonology), spelling patterns (orthography), word meaning (semantics), grammar (syntax) and patterns of word formation (morphology), all of which provide a necessary platform for reading fluency and comprehension. Once these skills are acquired, the reader can attain full language literacy, which includes the abilities to apply to printed material critical analysis, inference and synthesis; to write with accuracy and coherence; and to use information and insights from text as the basis for informed decisions and creative thought. The inability to do so is called illiteracy or analphabetism. The United Nations Educational, Scientific and Cultural Organization (UNESCO) defines literacy as the "ability to identify, understand, interpret, create, communicate and compute, using printed and written materials associated with varying contexts. Literacy involves a continuum of learning in enabling individuals to achieve their goals, to develop their knowledge and potential, and to participate fully in their community and wider society".
  • 5.4K
  • 05 Dec 2022
Topic Review
COVID-19 Pandemic Impact Tourism Stakeholder
The impact of the COVID-19 pandemic on the tourism industry is still sustained, and the response of the tourism industry is an indispensable element that is increasingly recognized. This response has led to the emergence of literature about the impact of COVID-19 on the stakeholders of the tourism industry, thereby contributing to the industry. Nonetheless, criterion factors and investigated practices on the implementation of decision-making by stakeholders in the tourism industry have not been fully explored. Practically, the irresistible risk industry is already synonymous with tourism. Indeed, it is an unstable industry. 2003, 2 million tourists reduce of SARS. 2009, Global Economic Crisis tourist 37 million reduce. 2020, the COVID-19 pandemic, the world's borders are blocked, all international travel is stopped, and the mobility of tourists is prohibited. However, effective decision-making is lacking, and few studies have determined the solutions in the tourism industry of stakeholder. How the tourism industry survives under the crisis context is an urgent issue.
  • 2.3K
  • 11 Aug 2021
Topic Review Peer Reviewed
Gaming for the Education of Biology in High Schools
Game-based learning refers to an educational approach where games (digital or analogue) are used in order to engage students in interactive and immersive experiences designed to teach specific concepts, skills or subjects. Gamification refers to the application of game design elements, such as point systems, rewards, narratives, and competition, to non-game contexts. Game elements, mechanics and structures, when incorporated into the learning process, can enhance student understanding and increase engagement, motivation and retention of educational content. Teaching Biology can present challenges mainly due to the complexity of the subject matter, the different scales of biological organisation, and because it often includes challenging and counterintuitive concepts that may contradict students’ preconceived notions. Integrating gaming into the high school Biology curriculum not only tackles the challenges of teaching complex concepts but can also promote student engagement. Customising gaming experiences to Biology intricacies enhances critical thinking and creates a dynamic learning environment tailored to the demands of high school biological education. This entry explores the integration of gaming and gamification in high school Biology education to overcome challenges in sustaining student interest. Additionally, the article highlights the diverse applications of games in education, showcasing their versatility in enriching the educational process. Future research should evaluate specific games, explore design principles, and consider challenges associated with implementation. In conclusion, using games in Biology education promises to enhance engagement, promote active learning, and deepen understanding, contributing to narrowing the gap in biological literacy.
  • 2.0K
  • 03 Apr 2024
Topic Review
Chemish in Chemistry Teaching and Learning
Chemish, as defined by Markic & Childs as the scientific language of chemistry, is essential for communicating in and understanding chemistry. At the same time, Chemish is one of the major difficulties in teaching and learning chemistry in the school context.
  • 1.4K
  • 26 May 2022
Topic Review
Serious Games and Mathematics
The possibilities that serious games offer have been an area of ​​increasing interest in recent years in the field of education. Unlike video games, which are created for entertainment purposes, serious games focus on the educational aspect in one of the possible developments that this type of software is capable of offering. The serious games recover characteristic elements of the free time of the students and take them to the classroom, generating an experience that favors learning.
  • 1.1K
  • 25 Jun 2021
Topic Review
Mathematics Problems Solving
Mathematics problems solving (MPS) has been considered for decades as the centre of mathematics teaching, as it demonstrates the ability to analyse, understand, reason and apply. At the same time, it is also considered to be specific content when highlighting it as a basic competence that students should acquire.
  • 876
  • 12 Nov 2021
Topic Review
Digital Game-Based Support for Learning The Phlebotomy Procedure
Practice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in biomedical laboratory science (BLS) education. The Digital Game-Based Learning (DGBL) application has been taken as an engaging and effective learning method for learning how to perform the phlebotomy procedure, and even—for some students—to reduce phlebotomy-related anxiety. The game motivated students to train more, and teachers were positive towards using it in education.
  • 861
  • 23 May 2022
Topic Review
I4.0, Servitisation, and Circular Economy
Industry 4.0 (I4.0) technologies have been highlighted in recent literature as enablers of servitisation. Simultaneously, businesses are advised to implement a circular economy (CE) to bring new opportunities. However, it is pertinent to mention that little attention has been given to assess the role of I4.0 in adopting the CE and servitisation in a fully integrated manner. This research fills this gap by developing a conceptual framework through a systematic literature review of 139 studies investigating the relationship between the I4.0, CE, and servitisation. This study identifies the impact of these variables on a firm’s operational and financial performance (revenue stream, growth, and profitability). Our research findings advocate that adopting I4.0 technologies to the business and manufacturing model enables sustainability, energy and resource efficiency while enhancing performance and offering innovative products through smart services. Thus, firms must systematically adopt I4.0 technologies to support a CE model that creates value through servitisation. This study identifies the research gaps that are unexplored for practitioners and future researchers while providing insight into the role of I4.0 in implementing CE in the servitisation business model.
  • 851
  • 23 Jun 2021
Topic Review
Augmented Reality in Professional Training
Professional training is defined as a set of behaviors and acts with the purpose of increasing the employees’ professional skills to carry out a particular job in a better manner. Such a definition highlights three important features of professional training. First, its purpose is educational, which focuses on employee development (e.g., skill acquisition and knowledge growth) rather than performance improvement. Augmented reality (AR) is defined as a technology-enhanced environment where virtual objects (augmented components) can be overlaid into the real world. Azuma (1997) identified three technical features of AR: a combination of the real and virtual world, real-time interaction, and accurate 3D registration of virtual and real objects.
  • 826
  • 27 Jan 2022
Topic Review
Disaster Risk Reduction Education
The integration of disaster risk reduction efforts with natural science learning tools can effectively increase students’ preparedness in facing disasters. Learning tools developed for students might include syllabus, lesson plans, student worksheets, and handouts. In addition, the design of inclusive tools for disaster education programs focused on children and young people with disabilities needs to be worked with a differentiated instruction strategy so that their perceptions and knowledge regarding disasters and their role to build resilience is proper for their reality.
  • 822
  • 15 Dec 2021
Topic Review
Environmentalization and Waldorf Education: Dialogues and Practices
Owing to concerns regarding degradation and exploitation of nature, different Environmental Education initiatives have been developed over the years with and in the context of basic education, aiming to help confront the environmental crisis. Based on this scenario, this study aimed to understand the environmentalization process of a Brazilian Waldorf school in dialogue with Steiner principles, as well as an analysis of the concepts and practices linked to the socio-environmental issue.
  • 807
  • 03 Jan 2023
Topic Review
Education on Sustainable Development Goals
Sustainable development goals express a spatial concern about the main challenges facing the world today: ecological, economic, social, and political. Geography is the science of place (of where). Education for sustainable development is the responsibility of many educational and social agents, although there is a broad consensus that universities play a fundamental role as institutions training qualified professionals; building the capacity of new generations; and mobilizing young people who, once in the workplace, can multiply the effects of their actions and decisions to contribute to the achievement of the SDGs. 
  • 803
  • 05 May 2022
Topic Review
Technology for Science Education
The COVID-19 confinement has represented both opportunities and losses for education. Rarely before has any other period moved the human spirit into such discipline or submission—depending on one’s personal and emotional points of view. Both extremes have been widely influenced by external factors on each individual’s life path. Education in the sciences and engineering has encountered more issues than other disciplines due to specialized mathematical handwriting, experimental demonstrations, abstract complexity, and lab practices. 
  • 785
  • 22 Sep 2021
Topic Review
Effective STEM Research Experience Programs for High Schools
High school research experience programs (HSREPs) provide opportunities for true science education and expose students to scientific investigations in laboratory settings. Various HSREPs models have been practiced to shape students’ research understandings; however, a systematic comparison of the success, challenges, and opportunities of these HSREPs has not been gauged. This entry compares the effectiveness of such science, technology, engineering, and mathematics (STEM) based HSREP models reported in the last two decades.
  • 724
  • 23 Nov 2021
Topic Review
Transdisciplinary Teaching and Learning in UX Design
Today’s user experience (UX) educators and designers can no longer just focus on creating more usable systems, but must also rise to the level of strategists, using design thinking and human–computer interaction (HCI) solutions to improve academic and business outcomes. Both psychological, designer, and engineering approaches are adopted in this study. An invited program review committee met to review progress of the UX program at the Beijing Normal University (BNUX). They considered issues and challenges facing the program today, and the steps that it could make to develop further. During a recent augmented reality (AR) project on designing future life experience on smart home and wearables, several experiential concepts and prototypes were generated to demonstrate HCI and UX research directions.
  • 694
  • 06 Dec 2021
Topic Review
STEM Program
STEM (Science-Technology-Engineering-Mathematics) education has received great attention in recent years not only for promoting interest and learning in these areas but also for encouraging children and young people to pursue careers in them.
  • 648
  • 24 Apr 2022
Topic Review
Mathematics Anxiety and Self-Efficacy of Engineering Students
There is a gender gap in jobs associated with science, technology, engineering, and mathematics (STEM) areas, favoring the male workforce, and the literature suggests that this gender gap starts to show in STEM-related high school courses, where a decrease in the population of women is observed. Likewise, it has been shown that the decision of women to study a STEM career is highly influenced by self-efficacy that weighs a relationship with the work, social, and family environment, even though they may have good grades in STEM-related courses.
  • 632
  • 08 Jul 2022
Topic Review
Factors That Affect Secondary School Mathematics Achievement in Indonesia
Students’ achievement is defined by the extent to which predetermined learning goals are obtained, and it is usually measured through test scores and ongoing assessments.
  • 623
  • 29 Dec 2022
Topic Review
TECuidamos
TECuidamos has four main modules: Data Acquisition, Wireless Transmission Network, Cloud Server, and User Access.
  • 587
  • 05 May 2022
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