'quasi experimental design' Search Results
Developing Gross and Fine Motor Skills Using Sensory Integration in Children With Moderate Autism Spectrum Disorder
autism spectrum disorder fine motor skills gross motor skills sensory integration...
Sensory integration (SI)-based intervention programs aim to improve the motor performance of children with moderate autism spectrum disorder (MASD), which may contribute to the development of their gross and fine motor skills. This study aimed to explore the effectiveness of a SI-based training program in developing gross and fine motor skills in 70 children with MASD aged 6–9 years (M = 7.11, SD ± 1.19) and selected intentionally from a daycare center in Al-Ahsa in Saudi Arabia. The study used the quasi-experimental approach and followed the experimental design with two groups, which were randomly distributed and examined for equivalence. The study also used the Gross Motor Skills Scale (GMSS), the Fine Motor Skills Scale (FMSS), and the training program based on SI. The study found that the experimental group had significantly higher post-test scores in the GMSS and the FMSS than the control group, with these differences being statistically significant. However, no significant difference was observed between the post-test scores and the follow-up test scores within the experimental group, indicating stability in their performance over time. This indicates the effectiveness of the training program used in developing the targeted skills and the continuation of the training effect after the program’s application period. The study suggests that children should use SI-based training programs to enhance their motor skills.
Research Trends in Design Thinking Education: A Systematic Literature Review from 2014 to 2024
design thinking education systematic literature review 21st century skills...
This study examines the research trends of Design Thinking (DT) in education during the period 2014–2024 through a systematic literature review. This study aims to analyze annual publication patterns, implementation across educational levels, research methodologies, authorship distribution, geographical spread, journal type distribution, and key themes from highly-cited publications in DT education research. The results show a significant increase in publications, especially in 2023–2024, reflecting growing academic interest in DT as an innovative approach to developing 21st-century skills. Qualitative research methods dominate, with most studies involving collaborative authorship. DT application was initially focused on higher education but expanded in secondary education while remaining limited in primary education. Asia leads in research contribution, while Africa shows lower output. Publications are distributed across educational, design-focused, and interdisciplinary journals. These findings underscore the importance of cross-disciplinary and global collaboration to accelerate DT adoption equitably. This study recommends strengthening educator training, developing holistic evaluation methods, and expanding quantitative research for more inclusive DT implementation.
The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students
attitude toward science classes elementary students gamification scientific concept...
This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods.
Diorama: An Effective Approach to Reduce Social Withdrawal Behavior in Children With Autism Spectrum Disorder
autism spectrum disorder diorama social withdrawal behavior...
Children diagnosed with moderate autism spectrum disorder (MASD) exhibit a range of socially unacceptable behaviors, which notably include social withdrawal behavior (SWB); these individuals tend to disengage from various social contexts, consequently impeding their communication and social interaction capabilities. The primary objective of this research was to employ miniatures (diorama) as a methodological approach to construct semi-naturalistic scenarios for children with MASD that authentically represent their quotidian experiences and facilitate interaction, contributing to the alleviation of their SWB. The research sample comprised 21 children with MASD, aged between 6 and 9 years, who were enrolled at the Al-Jabr Institute in Al-Ahsa, Saudi Arabia. A quasi-experimental methodology was adopted to align with the research's inherent characteristics, using a three-group design. The instruments utilized included the Social Withdrawal Behavior Scale (SWBS) alongside a training program devised by the authors. The results showed a significant reduction in SWB among those children to whom the diorama program was applied. Results also indicated the continuation of this effect after the end of the diorama program period for two consecutive months. The outcomes encourage further implementation of the diorama methodology on more extensive samples and across a broader geographic scope within Saudi Arabia, thereby facilitating the generalization of the findings to the entire population of children diagnosed with MASD. Findings also encourage the enhancement of the diorama's role in forthcoming experimental inquiries to ascertain its efficacy in mitigating other socially maladaptive behaviors exhibited by children with MASD.
Effect of STEAM Project-Based Learning on Engineering Students’ 21st Century Skills
steam steam education steam project-based learning 21st century skills...
STEM/STEAM education is an interdisciplinary pedagogical approach that cultivates skills in science (S), technology (T), engineering (E), arts (A), and mathematics (M) while also fostering 21st century skills like teamwork, problem-solving, critical thinking, and creativity in learners. Enhancing STEAM and 21st century skills for engineering students facilitates their swift adaptation to STEM/STEAM employment demands in the 4.0 industrial revolution and the ongoing digital transformation in Vietnam. This study aims to investigate the effect of STEAM project-based learning on the 21st century skills of 47 mechanical engineering technology students at a public university in Vietnam. The findings of a one-group pretest-posttest design and an analysis of engineering student groups’ STEAM project-based learning products revealed that there was a significant improvement in students' 21st century skills at a 95% confidence level. Among the three 21st century skills studied, engineering students’ collaboration skill showed a moderate effect size, while problem-solving and creative thinking skills demonstrated a large effect size after implementing STEAM project-based learning in the “Workplace Skills” course. Some significant limitations were identified, including (a) the lack of a comparison group, which may have influenced the difference between the pretest and posttest; and (b) the sustainability of 21st century skills developed through STEAM project-based learning in the “Workplace Skills” course was not investigated. Therefore, studying the effect of other factors on engineering students’ 21st century skills and exploring their sustainability were main recommendations for further research.
Intermediality in Student Writing: A Preliminary Study on The Supportive Potential of Generative Artificial Intelligence
artificial intelligence automated writing evaluation chatgpt intermedia transmedia...
The proliferating field of writing education increasingly intersects with technological innovations, particularly generative artificial intelligence (GenAI) resources. Despite extensive research on automated writing evaluation systems, no empirical investigation has been reported so far on GenAI’s potential in cultivating intermedial writing skills within first language contexts. The present study explored the impact of ChatGPT as a writing assistant on university literature students’ intermedial writing proficiency. Employing a quasi-experimental design with a non-equivalent control group, researchers examined 52 undergraduate students’ essay writings over a 12-week intervention. Participants in the treatment group harnessed the conversational agent for iterative essay refinement, while the reference group followed traditional writing processes. Utilizing a comprehensive four-dimensional assessment rubric, researchers analyzed essays in terms of relevance, integration, specificity, and balance of intermedial references. Quantitative analyses revealed significant improvements in the AI-assisted group, particularly in relevance and insight facets. The findings add to the research on technology-empowered writing learning.