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The usability of computer simulations and

blended learning to understand the curriculum


and consolidation of knowledge
2020 18th International Conference on Emerging eLearning Technologies and Applications (ICETA) | 978-1-6654-2226-0/20/$31.00 ©2020 IEEE | DOI: 10.1109/ICETA51985.2020.9379262

Miroslav Beňo*, Miroslav Ölvecký*, Iveta Dirgová Luptáková*


* Department of Applied Informatics, University of SS. Cyril and Methodius, Trnava, SK-917 01, Slovak Republic
miroslav.beno@ucm.sk, miroslav.olvecky@ucm.sk, iveta.dirgova@ucm.sk

Abstract— The purpose of this paper was to measure the the specific discipline. Highly proficient
impact of computer simulations and blended learning on performance outcomes of the learning process in
university students. The pedagogical experiments we made any subject discipline require knowledge that is
lasted for 8 weeks with randomly selected 225 students of both available and usable by students. It's
the 1st year and 93 students of the second year at the important that the teacher gives the correct
bachelor's degree at the university. Especially nowadays are information about the curriculum and learning
computer simulations and also distance learning methods outcome to students. Learning texts were
broadly widened and they are supporting the learning structured and mediated by professional teachers in
process in an important way. Without these tools and our researches.
methods could be the learning process more difficult and
2. Prior Knowledge – students are using the
maybe not possible because of closed schools. But it's
knowledge that they already know to create new
different to compare the theoretical and practical
knowledge of students and understanding of them and
understandings of information from learning texts.
applications in practice. This paper points to possibilities of
It’s important that students have a collection of
how to improve the quality of cognitive abilities by students
knowledge (theories, concepts, skills) that can
especially in the way of understanding the curriculum and significantly influence their perception about
consolidation of knowledge by Niemierko’s taxonomy of things in the real world. Often students have self-
learning objects. Our experiment results also demonstrate a motivation to solve another new problem. It's
good positive impact of the proposed learning methodology useful that teachers create on the learning lesson
focused on the usability of computer simulations with good new unspecific problems (our research scenarios)
multimedia textbooks partly integrated into the electronic to solve by students direct on the lesson.
course by LMS Moodle in improving understanding of the Sometimes this process creates various errors, but
curriculum and consolidation of knowledge. teachers would be active and ready to correct
students' own ideas to correct ones. If students
want to be successful in advanced study in science
I. INTRODUCTION at the main, applied informatics or any applied
Various learning methods exist and the way of using science, students must have self-motivation,
them in the learning process depends on many factors. acquired sufficient knowledge and information
Nowadays a lot of teachers by the school’s taught students supported by correct concepts, principles, and
in distance learning forms. But what are the main results relevant procedures on which to build future
of this learning process? Maybe these days is a point to success.
think about remote access to laboratories mainly in 3. Metacognition – learning is supporting by the
technical subjects. Students sometimes want extra learning usage of metacognitive strategies that could
materials or they would memorize and consolidate identify, monitor, and manage cognitive processes.
knowledge and apply them to real life. A lot of researcher In this stage of learning is important that students
outcomes showed that blended learning with the support realize what kind of knowledge and information
of computer simulations enhances collaboration and about learning outcome they have and what else
performance of the students. It’s not easy for teachers to they need to know in any given situation. Teachers
have student’s attention towards the curriculum and it is in our research condition tried to correct if the
necessary to engage as many senses by students to gain students give a piece of incorrect information about
enjoyment-related activities. [1, 2] their knowledge. If the students want to be
Literature resources present 7 principles of good effective in new problem-solving situations, they
learning with understanding which consists of some ideas need to be metacognitive.
which have usability also for our pedagogical 4. Differences Among Learners – students have
experiments: various learning strategies and styles, approaches
1. 1.Principled Conceptual Knowledge – learning to new information, self-motivation to practical
with the support of understanding knowledge is skills, patterns of gain abilities that we can imagine
facilitated in the way, that new and existing as the interaction between their genetic
information has a structured form and they predispositions and their new experiences.
concentrate on the main concepts and principles of Everybody is born with different potential that

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develops through their interaction with the various Dale’s created a more suited model than others to create a
environments to produce their current capabilities sustainable learning experience. [4]
and talents. Then is important the fact, that among
various students of the same age, there are
important differences in cognitive abilities, such as
linguistic and spatial aptitudes or the ability to
work with symbolic quantities, as well as in
emotional, cultural, and motivational
characteristics. This principle of good learning was
not easy to integrate into our experiment, because
chosen teachers didn't know as much they can
about students, about their learning style,
individual predispositions, etc. Students with
various learning styles often need a range of
opportunities to demonstrate their knowledge and
skills. As an example, we can mention from the
didactical observation that some students achieved
excellent outcomes when they work under
pressure, while the performance of others is Figure 1. The revised version of cone of learning [4]
significantly diminished by time constraints.
5. Motivation – students’ motivation to learn affects According to Kaufer the most effective learning
what is learned, how much is learned, what's the involves recruiting multiple regions of the brain for the
quality of knowledge, its usability in solving new learning task. These areas of the brain are associated with
problems, and how much effort will be put into the such functions as memory, the various senses, volitional
learning process. Motivation can be extrinsic - to control, and higher levels of cognitive functioning. The
get a good grade on a test or to be accepted by a active learning process consists of cognitive functions that
good college, or intrinsic - to satisfy own curiosity are associated with the lower levels of Bloom's taxonomy
or to master challenging material. Teachers in our such as understanding and remembering knowledge. [5]
researches had key points on how to evoke Key Learning Principles exists in accordance with the
motivation to the learning process and how to cognitive abilities and learning process:
better involve students in the curriculum. Much
Ø Students learn in the best way when they organize
researches and also from observations of our
or categorize their new knowledge.
research activities was revealed different
connections between learners’ beliefs about their Ø The learning process could be improved when new
own abilities and their success in learning about information and learning outcome is made
that discipline. meaningful for students.
6. Situated Learning – the activities in which students Ø The process of repeating and consolidation of
engage while learning shape what is learned. When knowledge with simple mnemonic techniques can
students learn new information, they learn both be extremely effective.
theoretical knowledge and a set of practical skills Ø Various learning testing tools encourage learning
but only in a theoretical way as we see in these and can be used as a learning strategy, not just a
days. Teachers can engage students by activating final assessment.
interesting specific or non-specific problems that Ø The divide of long-term tasks into short-term could
can be used in different situations by drawing upon help students learn continuously and avoid to learn
real-world exercises. Teachers in our experiment under the pressure and in the last-minute
scenarios had some well-prepared problems to cramming. [6]
solve with students in lessons. Game-based According to Dale's cone (fig. 1) we could divide the
learning tools in various forms can be used to bring learning process into top-down (passive) and bottom-up
real-world contexts into the classroom. (active) processing of learning. The results of some
7. Learning Communities - the necessary learning researches shown that strong memories by students may
outcome can be enhanced through socially depend on "top-down processing of learning," in which
supported interactions. The learning process can be students select and elaborate on what they perceive,
enhanced when students have the opportunity to actively shaping their learning as it takes place. (This
interact and collaborate with other students in result is related to Kaufer's point that the learning process
various ways, not only in the face to face form. Our is more effective when the student engages various brain
research activities were supported by the areas responsible for volition and executive function as
discussion about learning outcomes with the well as for memory.) The next learning process "Bottom-
teacher and by another student from the whole up processing of learning" allowing perceptions to occur
students' grade. [3] and hoping to automatically construct a field of
These seven principles we can imagine as a cone of knowledge from them is more commonly tried, but far
experience created by Edgar Dale. Origin Dale’s visual less effective; it tends to result in weaker memories.
model is composed of eleven stages that starting from Students would remember information better when
concrete experiences at the bottom of the cone then it something is meaningful to them. [6]
becomes more and more abstract as it reaches the peak of
the cone (fig. 1). Different researchers with the findings of

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According to theories of the learning process and lots of that we used often created associations with the new
researches outcomes, the learning process supporting by knowledge and the knowledge that students already knew.
game-based learning is one of the most useful pedagogical The process of associations is most effective with the
concepts. Virtual learning tools in the way of computer visual images. There is a good neurophysiological reason
simulations with detailed instructional content, together why images are so effective. The brain devotes vastly
with electronic materials in the way of multimedia more neuronal resources to vision than to hearing.
textbooks partly integrated into the electronic course by Another indicator of vision’s superior capability is the fact
LMS Moodle, were used in the research. that there are about one million nerve fibres in the nerve
Game-based learning tools in combination with a coming from one eye but only about 30,000 fibres coming
blended learning approach could speed up the process of from one ear. And the number of neurons devoted to
transforming knowledge and making it possible to see understanding language is one small zone not much larger
new concepts/theories that cannot be observed in a real than a quarter, while the whole back of the brain is
experiment. devoted to vision and much of the right hemisphere is
devoted to geometric and spatial relationships. Therefore,
A suitable implementation of game-based learning
is necessary that teachers change the role of learning,
design elements to the process of education is necessary in
supported the talk by drawing something. [10, 11]
the game research in order to fully capture what games
have to offer for learning. Computer simulations that we
used in our research activities were well-chosen according II. BLENDED LEARNING AND NIEMIERKO’S TAXONOMY
to these recommendations. Elements of game-based OF COGNITIVE ABILITIES
learning tools engage on different levels of students’ Blended learning is primarily based on a combination
knowledge, esp. in the cognitive, affective, behavioural, of e-learning and face to face learning with the support of
and sociocultural sphere, and achieve good results in the ICT tools. According to Singh, there are several possible
learning process. combinations of blended learning, in line with the gradual
Different learning methods of engagement are penetration of modern technologies into the learning
facilitated through design features that result in a playful process:
experience, as shown at the top of figure 2. In this way, 1. A combination of off-line (teaching takes place in
game-based learning tools are a unique genre to traditional learning conditions) and on-line
implement existing models of learning, and playfulness (teaching takes place via the Internet and Intranet)
adds a dimension to these existing models. [7, 8, 9] education.
2. Combination of learning at one's own pace
(teaching takes place individually, according to the
needs and requirements of the student) and learning
through cooperation (teaching takes place in the
form of dynamic communication between several
students).
3. A combination of structured (teaching takes place
according to the planned study program) and non-
structured (teaching is based on informal meetings,
spontaneous exchanges of views in personal
contacts, or via e-mail) teaching.
4. A combination of general content and content
specific to the individual learner or group.
5. Combination of learning, simulation of practice
and direct practical performance. [12]
Blended learning uses a number of teaching methods
that can effectively influence the educational process,
thanks to which the educational process becomes flexible
and free.
We agree with Kopecký, who perceives blended
learning as a combination of a great teacher who has
digital competencies with an excellent textbook in the
form of an electronic course with direct social contact in
the classroom. [13]
Research results presented in this paper conducted with
Figure 2. Framework of game-based learning tools [7] an understanding level of student’s knowledge. The
understanding of the selected curriculum is mainly to
With the good created game-based framework and perceive the meaning, grasp the idea, and comprehend the
suitable learning methods have the teacher's outstanding meaning. The teacher has to be active by the student’s
power on how to teach students how to think, solve new knowledge which is related to the previously
problems, and to create new ones. The understanding acquired knowledge. Niemierko’s taxonomy of
gained knowledge is certainly necessary by the learning understanding knowledge is related to these keywords:
process, but what good is it if students don’t remember? convert, estimate, extend, generalize, rewrite, summarize,
How many students learn any other languages and what
the situation if they no longer use? Computer simulations

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translate, predict, paraphrase, explain, and give an Computer simulations and the multimedia textbooks
example. [14] integrated into the electronic course by LMS Moodle are
Realized researches were focused on the 2nd phase of used for two pieces of research focused on understanding
Niemierko’s taxonomy of learning outcome – the curriculum and consolidation of knowledge:
understanding and consolidation knowledge.
A. Research #1 used these kind of virtual learning tools:
III. RELATED WORKS Ø Multimedia textbook of physics I (fig. 3)
Especially this year there are lots of research activities
towards computer simulations in distance education.
Generally, the point of many research results is to increase
the level of knowledge in all levels of Niemierko’s
taxonomy. Not all research outcomes used the taxonomy
of Niemierko but the results of research activities in the
second stage were quite similar. The research results are
divided into two groups.
A. Not statistically significant differences in learning
outcomes
Ajredini et al. (2014) research results showed that
there is no significant difference between the knowledge
acquired through learning supported by real experiments
and the one through learning supported by computer Figure 3. Preview of Multimedia textbook of Physics I [23]
simulations. [15]
B. Statistically significant differences in learning Ø Electronic course by LMS Moodle course (fig. 4)
outcomes
In these researches, computer simulations improve
learning outcome:
Jimoyiannis and Komis (2001) proved a positive effect
of computer simulations on students’ results. [16]
Zacharia and Anderson (2003) gained by research the
positive impact of computer simulations on student’s
understanding. [17]
Zacharia (2007) and Sarabando (2014, 2016) in the next
research activity showed that the use of computer Figure 4. Preview of electronic course by LMS Moodle
simulations appears to make easier student’s conceptual
understanding. [18, 19, 20]
B. Research #2 used various virtual learning tools:
Pfefferová (2015) proved that computer simulations in
the teaching process can positively influence students’ Ø the computer simulation of the Induction coil
achievements. [21] Ø the computer simulation of Magnetic Field of a
Kocijancic (2009) came to a similar conclusion in his Straight Current-Carrying Wire (fig. 5)
research as the other authors and he focused his research
on the analysis of the attitudes and views of students to the
application of virtual experiments, which were integrated
at the beginning of the lesson. [22]

IV. COMPUTER SIMULATIONS AND RESEARCH


METHODOLOGY
Various computer simulations with blended learning are
created in different areas to improve educational outcomes
by students. Modern learning tools offer several
advantages features in relation to the user:
Ø visualization, facilitating the imagination of the
phenomenon and shortening the learning process Figure 5. Computer simulation of Magnetic Field of a Straight
by using renewing remembering previous Current-Carrying Wire [24]
knowledge;
Ø computer simulations of phenomena, principles of Ø the computer simulation of Electromagnet;
various processes often create a model of real Ø the computer simulation of Direct Current
process behaviour based on different input values, Electrical Motor;
Ø user-computer interaction, especially through the Ø the computer simulation of Generator (fig. 6).
use of the multimedia application.

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number of 5.3 points (72.56%). The difference in
remembering knowledge between the groups was 7.13%.
As we mentioned above students want extra materials
for the subject they learned, and multimedia textbooks
partly integrated into the LMS MOODLE (not only in text
form but also with suitable computer simulations) gave a
positive contribution to the level of consolidation of
knowledge.
We agree with Ornstein and Hunkins that it is most
important to involve not only the appropriate learning
tools but also the teacher itself in achieving the end result
in the cognitive field. [27]
In research#2 the significance of differences in the
Figure 6. Computer simulation of Generator [25]
results of didactic post-tests of understanding the
curriculum and consolidation of knowledge, which was
These two pieces of research were used with the gained from students in control and experimental groups,
support of real remote experiments by which student’s was evaluated by student’s two-sample test by equal
explored basic characteristics of mechanics in the variances as follows: t stat = 4,58 > t krit (1) = 1,66 on the
research#1 and the basis of electromagnetic induction in level of significance P (T<=t) (1) = 0,000015 < 0,05. The
research#2 in the learning process. evaluation of acquired results from the final didactic test
showed that the results of students in the groups are
Students were selected to the control and experimental statistically significantly different (fig. 8).
groups by random selection by researchers. During the
pedagogical experiment, we eliminated the "Hawthorne
effect", which according to Turek refers to a condition in
which a student who is in the experimental group could
perform better learning outcomes. Therefore, the students
of the individual groups did not know which group they
were in, nor were they informed about the implementation
of the pedagogical experiment. The sample of students in
research#1 was 225 and research#2 was 93 students. [26]
The main hypothesis in both of the research was very
similar: Students of the experimental group taught by the
proposed teaching methodology will achieve higher
performance in the cognitive area focused on
understanding the curriculum and consolidation of Figure 8. Research#2 in understand the curriculum and consolidation
knowledge at the end of the pedagogical experiment than of knowledge
students taught in the traditional way.
From the results obtained in post-test, we can conclude
V. RESULTS OF THE PEDAGOGICAL EXPERIMENT that the students of the CG achieved an average number of
4.1 points (65 %) and the EG students achieved an
In the research#1 we achieved the result follows: the average number of 5.2 points (85 %). The difference in
value of the test statistics Z = 2.04375 and the probability understand the curriculum and consolidation of
value p = 0.038932. The probability value is p <0.05, the knowledge between the groups was 20 %.
difference between the observed groups are statistically
significant. (fig. 7). According to research outcomes, we confirmed others
researches that a suitable combination of multimedia
textbooks and computer simulations contributes to a better
understanding of the curriculum and consolidation of
knowledge. We believe that the learning outcomes of the
students in experimental groups compared to the students
in control groups were influenced by the computer
simulations which through their vividness create a higher
degree of knowledge with regard to understanding.

VI. CONCLUSION
The purpose of this paper was to show that computer
simulations and blended learning could be an effective
Figure 7. Research#1 in understand the curriculum and consolidation
alternative in specific subjects on universities' study in the
of knowledge acquisition of understanding curriculum and knowledge
consolidation. The students in experimental groups
From the results obtained in post-test, we can conclude expressed positive attitudes toward the use of computer
that the students of the control groups (CG) achieved an simulations. The majority of students told that learning
average number of 4.8 points (68.13%) and the with the support of various computer simulations
experimental group (EG) students achieved an average motivates to study often "boring" subjects of physics and
increased their interest in these kind subjects.

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