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Quantitative analysis of the use of virtual reality environments among higher education professors
Springer Science and Business Media LLC - - 2024
Virtual Reality (VR) is a computer-generated environment with noteworthy didactic applications in different educational levels and areas of knowledge. The study of the perceptions of the agents involved about the use of VR in lectures is a fruitful line of research because it has implications in terms of the measures to be taken to improve the training and competence of professors in its use. In this paper, a quantitative, descriptive, and correlational research is carried out on the assessments of a sample of 1638 Latin American university professors on both (i) the didactic use of VR and (ii) the influence of the professors' area of knowledge on these assessments. For this purpose, a validated questionnaire was used, the responses to which were subjected to statistical analysis. As a result, it was found that the ratings of VR are very high, but professors believe that their digital skills for its use are insufficient. In addition, the professors' area of knowledge significantly influences their ratings, being higher in the areas of knowledge in which professors have a better self-concept of their digital skills. Furthermore, gender gaps have also been identified in the answers given, which behave differently according to the area of knowledge. Finally, some conclusions, implications, and recommendations are drawn from the results obtained.
Development and validation of the smart classroom inventory
Springer Science and Business Media LLC - - 2015
Physical home-learning environments of traditional and non-traditional students during the COVID pandemic: exploring the impact of learning space on students’ motivation, stress and well-being
Springer Science and Business Media LLC - Tập 10 - Trang 1-22 - 2023
When the COVID-19 pandemic forced higher education institutions to implement their programs in an online setting, different groups of students were influenced to different extents. In many cases, the main locus of learning moved to students' homes, and their learning experiences were suddenly contextualized in their residential situation and immediate physical learning environment. The present study consequently examines the role of physical learning environments on different factors influencing students’ learning when pursuing their study from at home. It contrasts the situation of traditional students in a higher education institution and non-traditional students in an academic continuing education institution, which address target groups with different living conditions and needs in learning support. Data were collected via an online survey sent to students enrolled in these two institutions, with a total of 353 students participating during a timeframe impacted by COVID-related lockdowns. We found that stress and well-being is strongly linked to the quality of the surrounding environment of the learning place, whereas perceived motivation is more strongly related to the quality of the learning place itself. How strongly students are affected by these factors is moderated by their overall socio-spatial context. Academic continuing education students are more resilient to sub-optimal physical learning environment than traditional students. Altering the design of the immediate learning environment consequently can help to mitigate factors that negatively impact students’ well-being and learning motivation, which is particularly important for traditional students, who primarily dedicate their time to pursuing their studies.
Exploring blockchain technology and its potential applications for education
Springer Science and Business Media LLC - Tập 5 - Trang 1-10 - 2018
Blockchain is the core technology used to create the cryptocurrencies, like bitcoin. As part of the fourth industrial revolution since the invention of steam engine, electricity, and information technology, blockchain technology has been applied in many areas such as finance, judiciary, and commerce. The current paper focused on its potential educational applications and explored how blockchain technology can be used to solve some education problems. This article first introduced the features and advantages of blockchain technology following by exploring some of the current blockchain applications for education. Some innovative applications of using blockchain technology were proposed, and the benefits and challenges of using blockchain technology for education were also discussed.
Student engagement during emergency remote teaching: A scoping review
Springer Science and Business Media LLC - Tập 10 - Trang 1-17 - 2023
Research on student engagement has recently gained popularity as it can address problems such as early dropout and poor achievement. The growing interest in investigating student engagement during the Covid-19 pandemic is reflected in increased publications addressing this topic. However, no review provided research evidence and an overview of existing literature on student engagement during emergency remote teaching (ERT). We reviewed how student engagement studies were undertaken during ERT from three perspectives: (1) the landscape of studies, (2) methodologies issues, and (3) the strategies used to facilitate student engagement. 42 articles were analysed from an initial pool of 436 search results. The findings illustrate that current studies were predominately undertaken in the United States (36%) and China (22%) with focusing on STEM subjects as a dominant discipline. The literature was largely inconsistent in defining and measuring student engagement. In addition, the majority of studies (57%) investigated students’ engagement from the perspective of students, unlike other stakeholders. The most prominent finding is that ERT promoted several important engagement strategies, including motivational factors, teachers’ facilitation, a hybrid learning model, and using learning technologies to boost students’ engagement.
Zero-knowledge proofs in education: a pathway to disability inclusion and equitable learning opportunities
Springer Science and Business Media LLC - Tập 11 - Trang 1-16 - 2024
In the evolving landscape of global education, the significance of inclusivity and equity has never been more important. Emphasizing the United Nation Sustainable Development Goal 4, this paper explores the innovative application of blockchain-powered Zero-Knowledge Proofs (ZKPs) technology in education, with a particular focus on disability inclusion. This study introduces a novel disability management system powered by Zero-Knowledge Succinct Non-Interactive Argument of Knowledge (zk-SNARK). This advanced system enables educational institutions to verify the status of students with disabilities without compromising their personal information, thereby preserving their privacy and reinforcing their identity. This paper evaluates the potential operational efficiency of this prototype system against the existing costs incurred by higher education institutions in disability schemes. It also examines the system’s potential to enhance self-disclosure among students with disability, which is pivotal for their academic success. By advocating for privacy and inclusivity, this study highlights the transformative potential of ZKP in creating an educational environment where students with disabilities can comfortably disclose their needs. This approach not only protects their confidentiality but also empowers them academically, aligning with the global commitment to accessible and inclusive education.
How to insert visual information into a whiteboard animation with a human hand? Effects of different insertion styles on learning
Springer Science and Business Media LLC - Tập 10 - Trang 1-17 - 2023
Whiteboard animations have become very popular in recent years. They are mainly used in distance education, where learners can acquire knowledge individually and without the help of a teacher. However, there is little empirical evidence on how whiteboard animations should be designed to achieve learning-enhancing effects. Since the presentation of whiteboard animations is reminiscent of a teacher drawing or showing content on a whiteboard, the hand has been identified as an essential feature of this learning medium. Therefore, the aim of this experimental study was to investigate whether and how the human hand should be implemented in whiteboard animations for the presentation of visual content. University students (N = 84) watched a whiteboard animation in which the type of information insertion was manipulated (hand drawing content vs. hand pushing content in vs. no hand visible). Results revealed that the drawing hand on a whiteboard led to significantly higher intrinsic motivation than the hand pushing visual content onto the whiteboard. Contrary to assumptions derived from cognitive load theory, the implementation of a human hand did not cause extraneous cognitive load. However, no other effects on the perception of the instructor, cognitive load, and learning performance were found. The results are discussed in terms of both cognitive and social processes in multimedia learning.
Definition, framework and research issues of smart learning environments - a context-aware ubiquitous learning perspective
Springer Science and Business Media LLC - Tập 1 - Trang 1-14 - 2014
The rapid progress of mobile, wireless communication and sensing technologies has enabled the development of context-aware ubiquitous learning (u-learning) environments, which are able to detect the real-world learning status of students as well as the environmental contexts. Accordingly, appropriate information can be provided to individual students in the right place and at the right time. However, researchers have indicated that, to support students to learn in real-world contexts in smart ways, more factors need to be taken into account when designing and developing learning systems. In this paper, the definition and criteria of smart learning environments are presented from the perspective of context-aware ubiquitous learning. A framework is also presented to address the design and development considerations of smart learning environments to support both online and real-world learning activities. Moreover, some emerging technologies that might facilitate the development of smart learning environments as well as the features and criteria of smart learning are addressed. Finally, research issues related to smart learning are provided.
Revealing the true potential and prospects of augmented reality in education
Springer Science and Business Media LLC - Tập 11 - Trang 1-62 - 2024
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational purposes and reveal valuable insights. A Systematic Bibliographic Review was carried out on 73 articles. The structure of the paper followed the PRISMA review protocol. Eight questions were formulated and examined in order to gather information about the characteristics of the applications. From 2016 to 2020 the publications studying AR applications were doubled. The majority of them targeted university students, while a very limited number included special education. Physics class and foreign language learning were the ones most often chosen as the field to develop an app. Most of the applications (68.49%) were designed using marker detection technology for the Android operating system (45.21%) and were created with Unity (47.95%) and Vuforia (42.47%) tools. The majority of researches evaluated the effectiveness of the application in a subjective way, using custom-made not valid and reliable tools making the results not comparable. The limited number of participants and the short duration of pilot testing inhibit the generalization of their results. Technical problems and limitations of the equipment used are mentioned as the most frequent obstacles. Not all key-actors were involved in the design and development process of the applications. This suggests that further research is needed to fully understand the potential of AR applications in education and to develop effective evaluation methods. Key aspects for future research studies are proposed.
I-DIGEST framework: towards authentic learning for indigenous learners
Springer Science and Business Media LLC - Tập 5 - Trang 1-16 - 2018
There is a distinct lack of authentic and relevant learning opportunities for Indigenous learners in formalized educational settings. This is due to multiple factors including the lack of incorporation of Indigenous knowledge into educational curriculum. A significant portion of Indigenous knowledge is in relation to the land and is experientially grounded. Therefore, any knowledge system used by Indigenous learners must take into account that learning is contextual to a place and should include a significant experiential learning component within the curriculum. Digital storytelling has emerged as a methodology for incorporating Indigenous knowledge into learning and with the literature identifying the lack of a formal curriculum design process, a framework is presented for incorporating digital storytelling into learning curriculum, allowing for authentic and relevant learning opportunities for Indigenous learners. To test the efficacy of our framework approach, prototype tools have been created to generate learning objects to be used in a case study course. Experts in the field of education and Indigenous knowledge were then asked to provide feedback on the efficacy of the framework. Strengths identified include the inclusion of knowledge holders and community members in the design process as well as providing a visual and oral alternative to the standard written method of expression. Weaknesses identified include possible lack of knowledge and support from educators as well as a lack of protocol to determining valid, relevant knowledge. Additional benefits identified include using this approach beyond the physical boundaries of a community, to allow, for remote community members to contribute to the knowledgebase.
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