In light of the rapid and increasing spread of technology in all aspects of life, developing the skills for producing e-courses for teachers has become an important need. This empirical research aims at designing a digital repository based on interactive learning objects and measuring its impact on developing the skills necessary for producing e-courses based on Quality Matters (QM) standards for middle school mathematics teachers. We apply both a descriptive analytical approach and an experimental approach to achieve this objective. This empirical research was conducted on a random sample of 60 schoolteachers, who were randomly divided into two groups: an experimental one, consisting of 30 schoolteachers who were trained using the digital repository based on interactive learning objects; and the control, consisting of 30 schoolteachers who were trained using the traditional training method. The research tools consisted of an achievement test and a quality assessment card for e-courses based on QM standards. To analyse the data, an independent sample t-test was used. The results revealed that, in contrast with the control group, the experimental group acquired superior skills in designing and producing e-courses, as well as in the quality of e-courses. These results confirm the importance of using digital repositories based on interactive learning objects as one of the modern directions for future development in the production of e-courses based on QM standards for middle school teachers.
This study aims to evaluate the effect of the interaction between crowdsourcing style and cognitive style on the development of research and scientific thinking skills among postgraduate students at Alexandria University, by designing an e-learning environment. The current research used an experimental approach with a quasi-experimental design. The research sample consisted of a random sample of 80 postgraduate students who were specializing in mathematics, educational technology, and other areas at the Faculty of Education. The measurement tools consisted of an achievement test, the observation card, cognitive style scale, and scientific thinking scale. Data were analyzed using two-way ANOVA analysis of variance. The results showed that there was a significant difference between crowdsourcing patterns (collaborative/competitive) in favor of the collaborative pattern. There was a significant difference between cognitive style (focusing/scanning) in favor of students who adopted the focusing style. There was a significant effect on the interaction between crowdsourcing patterns and cognitive style for each of the cognitive aspects of research skills in global databases through the e-learning environment based on the crowdsourcing pattern, the observation card of students' performance of those skills, and their scientific thinking. The researchers recommend benefiting from the results of the current research in the design of e-learning environments based on crowdsourced (competitive/collaborative) in general, and crowdsourced collaborative in particular because of their impact on the development of achievement, practical performance, and scientific thinking.
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