Evaluating human-computer interaction education based on active learning methods using the CRITIC and TOPSIS approach

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This study employed CRITIC and TOPSIS methods to evaluate and rank human-computer interaction approaches within active learning, identifying the most effective option for educational decision-making.

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Abstract

Abstract With the ever-growing development of information technology, the education sector has adopted advanced technologies to improve this field. Different procedures based on human-computer interaction (HCI) can be applied to the efficient interaction between humans and computers to enhance the productivity of computers in various fields, especially in education. Active learning is one of the major technological fields that improves the usability of active learning. With the implementation of HCI approaches such as project-based learning (PBL), active learning classrooms (ALCs), and multi-user virtual environments (MUVE), students’ learning capabilities and teachers’ teaching skills are improved and education becomes more effective. After studying different applications of HCI in active learning, the study proposed to extract common features and select the most efficient ones from them. For the evaluation process, we presented two techniques named Criteria Importance Through Inter Correlation (CRITIC) and Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) in order to select the most effective HCI approach among various options. We choose nine criteria along with ten alternatives and rank them based on their performance scores. For assigning weights to criteria, we utilized the CRITIC strategy, while the TOPSIS technique is applied for ranking the alternatives. In the proposed study, it is identified that the alternative with the highest performance score is kept in first place, while the alternative with the worst performance score is kept at the bottom. The study concluded that the efficient and effective approach was selected among various options, and it can be employed as a suggestion for decision-related issues and future directions.
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Evaluating human-computer interaction education based on active learning methods using the CRITIC and TOPSIS approach | Research Square window.SnipcartSettings = { analytics: { enabled: false } }; (function() { var accessVector = localStorage.getItem('access_vector') || ''; window.dataLayer = window.dataLayer || []; if (accessVector) { window.dataLayer.push({ user: { profile: { profileInfo: { snid: accessVector } } } }); } })(); (function(w,d,s,l,i){w[l]=w[l]||[];w[l].push({'gtm.start':new Date().getTime(),event:'gtm.js'});var f=d.getElementsByTagName(s)[0],j=d.createElement(s),dl=l!='dataLayer'?'&l='+l:'';j.async=true;j.src='https://www.googletagmanager.com/gtm.js?id='+i+dl;f.parentNode.insertBefore(j,f);})(window,document,'script','dataLayer','GTM-K279D39R'); Browse Preprints In Review Journals COVID-19 Preprints AJE Video Bytes Research Tools Research Promotion AJE Professional Editing AJE Rubriq About Preprint Platform In Review Editorial Policies Our Team Advisory Board Help Center Sign In Submit a Preprint Cite Share Download PDF Research Article Evaluating human-computer interaction education based on active learning methods using the CRITIC and TOPSIS approach Qiaoling Li, Xiufeng Yin, Weili Yin, Xia Dong, Qingqing Li This is a preprint; it has not been peer reviewed by a journal. https://doi.org/ 10.21203/rs.3.rs-2490226/v1 This work is licensed under a CC BY 4.0 License Status: Published Journal Publication published 19 May, 2023 Read the published version in Soft Computing → Version 1 posted 5 You are reading this latest preprint version Abstract With the ever-growing development of information technology, the education sector has adopted advanced technologies to improve this field. Different procedures based on human-computer interaction (HCI) can be applied to the efficient interaction between humans and computers to enhance the productivity of computers in various fields, especially in education. Active learning is one of the major technological fields that improves the usability of active learning. With the implementation of HCI approaches such as project-based learning (PBL), active learning classrooms (ALCs), and multi-user virtual environments (MUVE), students’ learning capabilities and teachers’ teaching skills are improved and education becomes more effective. After studying different applications of HCI in active learning, the study proposed to extract common features and select the most efficient ones from them. For the evaluation process, we presented two techniques named Criteria Importance Through Inter Correlation (CRITIC) and Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) in order to select the most effective HCI approach among various options. We choose nine criteria along with ten alternatives and rank them based on their performance scores. For assigning weights to criteria, we utilized the CRITIC strategy, while the TOPSIS technique is applied for ranking the alternatives. In the proposed study, it is identified that the alternative with the highest performance score is kept in first place, while the alternative with the worst performance score is kept at the bottom. The study concluded that the efficient and effective approach was selected among various options, and it can be employed as a suggestion for decision-related issues and future directions. HCI education active learning decision making Full Text Cite Share Download PDF Status: Published Journal Publication published 19 May, 2023 Read the published version in Soft Computing → Version 1 posted Editorial decision: Major Revision 27 Feb, 2023 Reviewers agreed at journal 19 Jan, 2023 Reviewers invited by journal 18 Jan, 2023 Editor assigned by journal 18 Jan, 2023 First submitted to journal 17 Jan, 2023 You are reading this latest preprint version Research Square lets you share your work early, gain feedback from the community, and start making changes to your manuscript prior to peer review in a journal. As a division of Research Square Company, we’re committed to making research communication faster, fairer, and more useful. We do this by developing innovative software and high quality services for the global research community. Our growing team is made up of researchers and industry professionals working together to solve the most critical problems facing scientific publishing. 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