Bilgisayar Mühendisliği Bölümü Yayın Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/253
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Conference Object Investigating the Factors That Impact E-Learning Systems in Oil and Gas Industry(American Institute of Physics Inc., 2022) AlRawi, L.N.; AlBella, A.H.; Ashour, O.I.The use of digital media such as audio and video as a teaching media helps to achieve teaching goals better than following traditional teaching. It improves the engagement with the lecture and helps to deliver the education by lower cost and shorter time. Many companies use electronic Learning (e-learning) as an effective way to improve the knowledge, skills, and performance of their employees. For that, it became essential to investigate the factors that affect the usage of these systems. Many researches have performed on the factors affecting e-learning systems in different sectors, but studies into e-learning systems for Oil and Gas industry is limited. In this study, the Oil and Gas sector is targeted since we have found the use of distance training and learning is projected to increase in this industry especially with current unprecedented circumstances and the lockdown that are associated with Coronavirus 2019 Disease (COVID-19). Human factors that influence e-learning systems for Oil and Gas companies are targeted and investigated. An investigation had conducted in order to gain insights into human factors. Questionnaires were collected from 76 employees from the field. The findings show that learner’s education, system interface, computer literacy, organization support, and teaching methods were identified as factors affecting e-learning systems. This research will play an essential role in helping oil and gas companies to develop and improve the use of their e-learning systems. © 2022 American Institute of Physics Inc.. All rights reserved.Conference Object Gamification in e-learning: The Effect on Student Performance(2018) Saran, Murat; Al-Magsoosi, Daleh; Mohammed, DeenaThe aim of this study is to analyze the effects of gamification elements such as points, level-up, badges and leaderboard in Moodle learning management system on students' performance. Forty-seven computer science students were participated in the online Computer Architecture course in two different settings. Students of the experimental group studied with gamification tools (points, level-up, badges and leaderboard) and students of the control group had access to the same content and activities without the gamification elements. The results indicated that students in the experimental group had higher grades than the control group students indicating a statistically significant difference regarding the students' performance on post-test scores
