Showing posts with label edtech. Show all posts
Showing posts with label edtech. Show all posts

Thursday, 7 August 2025

A Study on the Use of EdTech Platforms for Learning Patterns in Western Maharashtra | Chapter 1 | An Overview of Literature, Language and Education Research Vol. 3

EdTech or educational technology generally are utilised by educators, schools, and other organisations to enable and support their efforts to teach students in fresh and engaging ways. Technology-enabled education has been trending worldwide for many years but the recent pandemic of COVID 19 has brought a paradigm shift in teaching-learning processes. EdTech has facilitated learning by breaking walls of geographical and cultural boundaries across all sections of societies in India. The paper aims at understanding the perception and responsiveness of people towards EdTech. The study also focuses on identifying opportunities and challenges of EdTeching future. The structured questionnaire was circulated using a convenient sampling method to collect primary data from 44 respondents. The questionnaire included aspects of devices used, frequency of use, preference to learn and so on. It was found that the respondents had a fair idea about the functioning of EdTech and respondents used EdTech as a primary and secondary source of knowledge equally. The key challenges faced in using EdTech were found to be technical issues, lack of personal touch and attention and inability to pose questions on the spot. If the interface is made user-friendly and lectures are made available on offline platforms too then the utility can be multiplied so as to reach to last leg of society.

 

Author(s) Details

Shreyam Chaudhary
Amity University, India.

Atul Sathe
H.R. College of Commerce & Economics, India.

 

Please see the book here:- https://doi.org/10.9734/bpi/aoller/v3/244

Tuesday, 3 August 2021

Enhancing the Elementary School’s Students’ Analytic Thinking and Decision-making Abilities through AI-assisted Program in the GM5 Game Playing Activities: Recent Development | Chapter 5 | Modern Perspectives in Language, Literature and Education Vol. 6

 The GM5 game is intended to assist children in overcoming computational thinking and decision-making difficulties. Through step-by-step examination, pupils' thinking, calculating, and identifying solutions to avoid defeat by opponents can be deeply systemically designed in their minds. Selecting cards, analysing card combinations' risk vectors, appraising opponents, planning allocations, and deceiving opponents are the five time-limited processes in this game. The game's logic analysis, mathematical processes, and strategic/tactical moves form a sophisticated chain reaction. As a result, this game has the potential to increase the player's analytical strategic thinking and decision-making skills dramatically. To reach more significant educational goals, however, a structured learning plan and support aids are required.

As a result, this study creates an AI software to help students reflexively rethink and improve their game strategies, as well as a 5-E learning cycle enabling students to gain systemic game-playing abilities, experiences, and mindsets. This will be an excellent teaching strategy for teachers who wish to prepare kids to learn independently.

Author (s) Details

Wu Pei-Yu
Taipei Municipal Kuanfu Primary School, Taipei, Taiwan.

Chen Chien-Chi
Taipei Municipal Kuanfu Primary School, Taipei, Taiwan.

Lai Ah-Fur
University of Taipei, Taipei, Taiwan.

View Book :- https://stm.bookpi.org/MPLLE-V6/article/view/2308