The present study is aimed to design an adaptive mobile scaffolding System (AMSS) to provide educational scaffolding to students that is compatible with their cognitive style simplicity vs complexity (CSSC), and to measure the effectiveness of the model in enhancing students' digital well-being (DWB) in the Faculty of education, University of XXXX. Semi-experimental design of two groups was used: the first experimental group received unified mobile scaffold regardless of their cognitive styles. The second experimental group received mobile scaffold that was organized and directed to the students based on their characteristics related to their CSSC. Both experimental groups received mobile scaffold as a complementary component to the lectures delivered for the Technological Innovations in Education course in the General Diploma in Education. The study sample consisted of (71) students who met the requirements and they were randomized to two experimental groups. To examine the effectiveness of the AMSS, a DWB scale was developed. Kelly's scale of CSSC was used to identify students who fell within the scope of this style. The results were statistically analyzed using T-test to compare between the groups and to determine the significance of differences. The results showed the effectiveness of the proposed model of AMSS in developing the students’ DWB compared to the unified scaffold model.
Actinomycosis is a subacute or chronic suppurative bacterial infection which caused because of filamentous gram-positive, anaerobic to microaerophilic nonacid fast bacilli primarily of the genus Actinomyces that normally colonize the mouth, colon, and vagina. Primary cutaneous actinomycosis is a rare entity and is generally associated with trauma. A 61- year-old Yemeni male firstly presented to the surgical department in King Fahd Central Hospital with multiple swelling, petted lesions and boring of sensation in the right foot. Local examination showed multiple erythematous nodules and plaques with discharge in the right leg, and active sinus was not determined.
The multi-shift schooling system was adopted in Saudi Arabian southern borders schools as a result of the Arab coalition efforts to end the coup and restore the state institutions in Yemen. This has left the education community with the perception of inadequate learning time and the possible of creation of learning deficits for all students involved. Using the flipped classroom approach, this study explores this perception of learning and educational gaps resulting from the reduction of the class time and the school day. This study was executed in 2018 and used a quasi-experimental approach to explore the impact of the flipped classroom approach on students’ academic achievement in English language. A pre and post test was utilized to obtain the data. The result revealed that students taught in a flipped classroom approach achieved higher than their counterpart peers taught in the traditional approach. The study recommended the use of the flipped classrooms approach in hazardous areas or areas where there is a need to adopt multi-shift schooling system.
The expansion of the use of electronic games has led to a surge in the rates of gaming addiction among adolescents. Electronic games addiction (EGA) presents, of course, psychological, hygienic, social, educational, and moral dangers. Therefore, it is very important to educate adolescents and enhance their awareness of the dangers of electronic games addiction (DEGA). Given the unique characteristics of augmented reality technology, the present study aims to develop a sustainable environment based on augmented reality (SEBAR) within educational institutions to educate adolescents about the DEGA. The SEBAR in the present study is based on the possibility of using the applications of augmented reality (AR) technology to generate digital objects of some images and barcodes projected on the school walls, classroom doors, school yards, and computer labs, in addition to specially developed missions to educate adolescents on the DEGA. In the present study, the embedded design as one of the mixed research methods was used to examine the effect of AR on adolescents’ awareness of the DEGA. Research treatments were applied to seventy-five high school students in two different schools in Jeddah, Saudi Arabia. The experimental processing was carried out in a school where it was possible to develop a sustainable environment while the other schools were assigned to the control group. For comparing the experimental group that used the SEBAR and the control group that used the normal environment based on a set of articles and tasks without any link to AR, the quasi-experimental approach was used. In addition, to gain a deep understanding of the effects of AR on the awareness of the DEGA, the phenomenological approach was used. Furthermore, an electronic gaming addiction scale (EGAS) and an awareness test for the DEGA were developed as study instruments. The findings showed an increase in the adolescents’ knowledge and awareness regarding the DEGA in the experimental group that used the SEBAR in comparison with the awareness of their peers in the control group.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.