In this paper, we assess the results of experiment with different machine learning algorithms for the data classification on the basis of accuracy, precision, recall and F1-Score metrics. We collected metrics like Accuracy, F1-Score, Precision, and Recall: From the Neural Network model, it produced the highest Accuracy of 0.129526 also highest F1-Score of 0.118785, showing that it has the correct balance of precision and recall ratio that can pick up important patterns from the dataset. Random Forest was not much behind with an accuracy of 0.128119 and highest precision score of 0.118553 knit a great ability for handling relations in large dataset but with slightly lower recall in comparison with Neural Network. This ranked the Decision Tree model at number three with a 0.111792, Accuracy Score while its Recall score showed it can predict true positives better than Support Vector Machine (SVM), although it predicts more of the positives than it actually is a majority of the times. SVM ranked fourth, with accuracy of 0.095465 and F1-Score of 0.067861, the figure showing difficulty in classification of associated classes. Finally, the K-Neighbors model took the 6th place, with the predetermined accuracy of 0.065531 and the unsatisfactory results with the precision and recall indicating the problems of this algorithm in classification. We found out that Neural Networks and Random Forests are the best algorithms for this classification task, while K-Neighbors is far much inferior than the other classifiers.
STEAM (science, technology, engineering, arts, and mathematics) education has recently been encouraged and attracted much national attention. This qualitative study aimed to conduct a thematic analysis of college student STEAM open responses to provide an examination of college students’ perceptions of their STEAM experiences into the STEAM field. Based on transformative learning theory, a thematic analysis of 756 written responses to seven prompts by 108 college student participants revealed three primary themes: (1) exciting and challenging difficulties, and transdisciplinary learning in STEAM; (2) STEAM learning of gradual process, problem-oriented instruction, and creative problem solving; and (3) metacognition development in STEAM. The findings revealed that undergraduates’ STEAM perceptions provide strong support for STEAM implementation to enhance teaching effectiveness in higher education.
We present an interdisciplinary exploration of technostress in knowledge-intensive organizations, including both business and healthcare settings, and its impact on a healthy working life. Technostress, a contemporary form of stress induced by information and communication technology, is associated with reduced job satisfaction, diminished organizational commitment, and adverse patient care outcomes. This article aims to construct an innovative framework, called The Integrated Technostress Resilience Framework, designed to mitigate technostress and promote continuous learning within dynamic organizational contexts. In this perspective article we incorporate a socio-technical systems approach to emphasize the complex interplay between technological and social factors in organizational settings. The proposed framework is expected to provide valuable insights into the role of transparency in digital technology utilization, with the aim of mitigating technostress. Furthermore, it seeks to extend information systems theory, particularly the Technology Acceptance Model, by offering a more nuanced understanding of technology adoption and use. Our conclusion includes considerations for the design and implementation of information systems aimed at fostering resilience and adaptability in organizations undergoing rapid technological change.
Quality human resources will be formed if education focuses on improving students’ skills. Of course, the foundation of education must be quality. Qualified human resources will later be responsible for making Indonesia a good country in all fields. This study aims to examine the effect of applying the REACT learning model (Relating, Experiencing, Applying, Cooperating, Transferring) on learning outcomes and critical thinking skills of students of SMAN 9 KENDARI. Quantitative research method with experimental research type. The research design used was post experimental control design. The research location was at SMAN 9 KENDARI. The instruments used include learning outcomes test and critical thinking skills test. The data obtained were explained using statistical tests to see the differences between the experimental group and the control group in chemistry subjects. The results showed that the application of REACT model significantly improved students’ learning outcomes and critical thinking skills compared to conventional learning methods in chemistry subjects. The findings indicated that the REACT model was effective in improving the quality of learning and developing critical thinking skills of students of SMAN 9 KENDARI, especially in chemistry learning.
This study explores the impact of Project-Based Learning (PBL) and locally sourced reading materials on improving speaking proficiency in English as a Foreign Language (EFL) learners. The participants consist of college students aged 18 to 19 years. Forty-four participants from two groups—experimental and control—were evaluated using pre-and post-tests. The experimental group engaged with local cultural reading materials and followed a PBL framework, while the control group used standard commercial textbooks from Western publishers. The findings reveal that the experimental group demonstrated significantly improved fluency, vocabulary, and speaking confidence compared to the control group, with 37.04% showing improvement. PBL facilitated collaborative learning in real-life scenarios, reducing anxiety and fostering more significant participation in speaking tasks. In contrast, the control group showed minimal improvement, highlighting the limitations of traditional lecture-based methods. This study concludes that integrating PBL and locally relevant content into language instruction can enhance speaking proficiency, learner motivation, and engagement. The results suggest that PBL is a dynamic approach that supports developing linguistic and collaborative skills, providing a more holistic learning experience.
This study aims to explore the feasibility of using virtual reality technology to educate students with learning difficulties in the Asir region. To achieve the study aims, the researcher employed a descriptive design and deployed a quantitative technique, depending on the questionnaire as the main instrument for data collection. The research was carried out on a cohort of 240 educators hailing from the Asir region who were enlisted through a process of random sampling. The results of this study show that factors like infrastructure, human resources, administrative regulation, and student population have an impact on the use of virtual reality technology. The results suggest that there are no statistically significant differences in the development of using virtual reality technology among teachers of students with learning disabilities in the Asir region when taking into account factors such as experience and level of qualification.
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