This study aims to explore the design and application of a learning achievement evaluation model, in order to improve the quality of teaching in the field of education and promote student development. This article starts with the importance of constructing a learning effectiveness evaluation model, and then clarifies the basic concepts and related theories of learning effectiveness evaluation, providing theoretical support for subsequent model design. In the model design section of learning effectiveness evaluation, propose the model design principles, indicator selection, and construction process to ensure the accuracy and comparability of the evaluation model construction. In the application and evaluation section of the learning effectiveness evaluation model, the application and evaluation methods of the main models in practical teaching were explored. Finally, the issues that need to be noted in the design process of the evaluation model were proposed in order to design a more high-quality evaluation system and promote the improvement of education quality.
This research focused on the design and implementation of the flipped classroom approach for higher mathematics courses in medical colleges. Out of 120 students, 60 were assigned to the experimental group and 60 to the control group. In the continuous assessment, which included homework and quizzes, the average score of the experimental group was 85.5 ± 5.5, while that of the control group was 75.2 ± 8.1 (P < 0.05). For the final examination, the average score in the experimental group was 88.3 ± 6.2, compared to 78.1 ± 7.3 in the control group (P < 0.01). The participation rate of students in the experimental group was 80.5%, significantly higher than the 50.3% in the control group (P < 0.001). Regarding autonomous learning ability, the experimental group spent an average of 3.2 hours per week on self-study, compared to 1.5 hours in the control group (P < 0.005). Other potential evaluation indicators could involve the percentage of students achieving high scores (90% or above) in problem-solving tasks (25.8% in the experimental group vs. 10.3% in the control group, P < 0.05), and the improvement in retention of key concepts after one month (70.2% in the experimental group vs. 40.5% in the control group, P < 0.01). In conclusion, the flipped classroom approach holds substantial promise in elevating the learning efficacy of higher mathematics courses within medical colleges, offering valuable insights for educational innovation and improvement.
This study examines the viability and user acceptance of a Cultural Healing Virtual Museum as a novel method for enhancing employee well-being and psychological health in organizational environments. The research shows how combining art and design can create engaging cultural experiences, looking at how visual appeal, space layout, and interactive technology can help reduce stress, build emotional strength, and teach employees about culture. The study focuses on middle-aged working individuals, especially those facing stress and sub-health issues, utilizing a mixed-methods approach with 381 participants. Notably, 87.14% of participants reported awareness of the concept of cultural healing, and over 78% indicated a willingness to engage with immersive cultural wellness tools. Research indicates a pronounced inclination toward culturally relevant virtual settings that integrate traditional healing practices—such as Traditional Chinese Medicine (TCM), calligraphy, and meditation themes—with modern digital aesthetics. The findings demonstrate that art-based immersive components markedly improve emotional well-being, cultivate trust in organizational health programs, and elevate the propensity to participate in preventative self-care activities. Principal elements influencing engagement comprised visual coherence, symbolic significance, and emotional impact. Even though most feedback was positive, some participants expressed concerns about how comfortable they were with technology and using virtual reality, pointing out the need for easy training and designs that include everyone. These findings suggest that immersive wellness strategies rooted in art and heritage can contribute directly to human capital development by boosting proactive health behavior and reducing psychological strain. This research highlights the possibility of incorporating art, cultural heritage, and immersive technology into workplace wellness initiatives to bolster employee well-being, improve psychological health, and facilitate human capital development.
With the continuous development and rapid progress of Internet technology, the technology of “Internet +” has been widely used in almost all walks of life, including education. The new learning mode of “Internet + education” is changing learners’ learning habits, and this learning mode has become a hot issue that scholars pay attention to. Although there is much research on blended learning, the research on the influencing factors of blended learning in Chinese private colleges and universities is limited. In this paper, the questionnaire was designed based on the theory of planning behavior and the technical acceptance model theory, and distribute these questionnaires to undergraduates at Harbin Cambridge University, a private university in China, and 162 valid questionnaires were collected. Analysis was performed by multiple linear regression and structural equation model method. It is found that college students’ blended learning effect is positively correlated with perceived usefulness, interactive behavior, and learning acceptance, while perceived ease of use and learning atmosphere have no significant influence on the learning effect. This study further found that perceived usefulness and interactive behavior can influence the effect of blended learning through the mediating effect of learning acceptance. The results of this study provide a new idea for the study of blended learning; that is, students will know how to improve the effectiveness of blended learning, and also provide a valuable reference for teachers to solve the problem of how to improve the quality and effectiveness of blended classroom teaching.
The number of accidents at level railway crossings, especially crossings without gate barriers/attendants, is still very high due to technical problems, driving culture, and human error. The aim of this research is to provide road maps application based on ergonomic visual displays design that can increase awareness level for drivers before crossing railway crossings. The double awareness driving (DAD) map information system was built based on the waterfall method, which has 4 steps: defining requirements, system and software design, unit testing, and implementation. User needs to include origin-destination location, geolocation, distance & travel time, directions, crossing information, and crossing notifications. The DAD map application was tested using a usability test to determine the ease of using the application used the System Usability Scale (SUS) questionnaire and an Electroencephalogram (EEG) test to determine the increase in concentration in drivers before and immediately crossing a railway crossing. Periodically, the application provides information on the driving zone being passed; green zone for driving distances > 500 m to the crossing, the yellow zone for distances 500m to 100m, and the red zone for distances < 100 m. The DAD map also provides information on the position and speed of the nearest train that will cross the railway crossing. The usability test for 10 respondents giving SUS score = 97.5 (satisfaction category) with a time-based efficiency value = 0.29 goals/s, error rate = 0%, and a success rate of 93.33%. The cognitive ergonomic testing via Electroencephalogram (EEG) produced a focus level of 21.66%. Based on the results of DAD map testing can be implemented to improve the safety of level railroad crossings in an effort to reduce the number of driving accidents.
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