International Journal of Technology Enhanced Learning (27 papers in press)
Nanotechnology and Mobile Learning: Perspectives and Opportunities in Young Childrens Education
by Pandora Dorouka, Stamatios Papadakis, Michail Kalogiannakis
Abstract: The adoption of digital technologies in early childhood settings attracts the attention of an increasing number of researchers and scholars throughout the globe. Despite the proliferation of investigations focusing on learning through digital technologies in preschool and early-primary education, there are fields of knowledge in which the impact of digital technologies has yet to be explored. A typical example is that of Nano-Science and nano-Technology (NST). NST is a new interdisciplinary field with products and applications (apps) that utilize the cutting-edge technology and is increasingly penetrating into today's everyday life, promising to solve global challenges. The objectives of this paper are to (a) examine, based on relevant literature, whether digital technologies could enhance the teaching of concepts related to NST in early childhood settings (b) present the perspectives of mobile devices and their educational apps in young childrens learning procedure. The study concludes with a theoretical analysis of the research findings and a brief proposal for future research.
Keywords: Digital technologies; mobile learning; preschool and early-primary education; Nano-Science; Nano-Technology.
The Use of Social Media in Healthcare: Knowledge Transfer in the Cyprus Health Care System
by Marcos Komodromos, Nicholas Nicoli, Charalambos Papacharalambous
Abstract: Social media is considered one of the most popular channels used by healthcare practitioners to communicate with their publics, transfer their knowledge and promote health. The purpose of this paper is to investigate the benefits of the use of social media in healthcare to enhance knowledge in the Cyprus healthcare system. This qualitative study elaborates the orientation of physical experts about social media and knowledge exchange in the workplace. The face-to-face interview approach was used to investigate the exposition with the help of 184 non-directive and semi-structured interviews from the physical experts in Cyprus, using convenience sampling and thematic analysis was done using NVivo-11 plus. The results end up with three major themes. The social media applications extend communication and relationship between employees. These social media applications are equally beneficial for acquiring existing and new knowledge transfer. Social media applications advance knowledge exchange by promoting knowledge sharing and transfer.
Keywords: digital communication; new media; knowledge transfer; social media communication; healthcare system; clinical practice.
Disconnected connectivity and the information and communication technology for development (ICT4D) initiatives in Bangladesh
by Abureza M. Muzareba
Abstract: This paper presents insights on the use of Information and Communication Technology for Development (ICT4D) in Bangladesh. It uses qualitative research approach and incorporates perspectives of Information and Communication Technology (ICT) users, ICT4D project officials, government officials, ICT experts, and development experts. It examines three cases that use e-learning (learning using electronic device) as an informal means of learning. Thematic data analysis shows that ICT4D initiatives follow a topdown approach which underestimates aspirations of end-users to adopt ICT. Lack of social acceptance of ICT4D often undermines considerable economic gains earned by technopreneurs (internet-based entrepreneurs). Notions of disconnectedness are instilled by ICT4D project priorities that limit rural peoples conceptualisation of ICT, disconnecting them from sensing broader perspectives of it. Exclusion of academicians in knowledge encoding process for e-learning, and development of ICT4D discourses reflecting incomplete scenarios are the other instances of disconnectedness.
Keywords: information and communication technology for development; disconnected; connectivity; technopreneur; e-learning; Bangladesh.
Recommendations of robotics platforms for secondary school education
by Stuart Forsyth
Abstract: Over the past decade, robotics has become more commonly taught in secondary (high) schools. However, research shows that teachers face difficulty in choosing a suitably aligned curriculum, pedagogy and robotics platform. This paper provides recommendations of suitable robotics platforms for teaching three areas of a robotics curriculum: mechatronics, robot programming and robot construction. It also illustrates how pedagogy approaches are aligned to the three strands of the robotics curriculum by reviewing literature related to the robotics curriculum targeting high school students and a technical review of a range of robot brands and models available in the market.
Keywords: educational robotics; secondary school robotics; high school robotics; selecting robotics platforms; robotics curriculum; pedagogy for secondary school robotics.
Role of technology Anxiety within UTAUT in understanding non-user adoption intentions to Virtual Learning Environments: The state university lecturers perspective
by Asanka Gunasinghe, Samudaya Nanayakkara
Abstract: Aim of this study is to examine the significance of technology anxiety within the UTAUT framework by determining VLE adoption intentions of Sri Lankan state university lecturers. A developing country like Sri Lanka can potentially expand higher education sector potentials through ICT integration into the state universities. Thus, understanding lecturers perceptions about educational technologies such as VLEs is valuable. An online survey tool was used for data collection. # 219 valid responses were obtained. Data analyzed using structured equation modelling. rnBy adding technology anxiety as an external component (i.e., affection) to UTAUT factors (mainly cognitive and behavioral), this study enhanced the response power of the framework. Further, the theorized relationships between UTAUT factors and technology anxiety would fulfil the gap in the lack of literature that connects affective, cognitive components to predict technology adoption. Results revealed that performance expectancy and facilitating conditions have positive correlations with VLE adoption intention, while technology anxiety confirms its significant negative effect on the same. Further, it was found that technology anxiety has positive effects on both performance expectancy and effort expectancy although only PE indicate a mediation effect. The effect of technology anxiety on all hypothesized relationships was moderated by lecturers age and gender.
Keywords: Unified Theory of Acceptance and Use of Technology (UTAUT); Virtual Learning Environment (VLE); Anxiety; Blended Learning; Teacher Technology Acceptance; Structured Equation Modelling (SEM); Mediation; Moderation;.
Context-Aware Ubiquitous and Mobile Learning Systems: Research Gaps and Challenges
by David Santiago Garcia Chicangana, Oscar Santiago Lopez Erazo, Carolina González, Jorge Muñoz, Jovani Alberto Jiménez Builes
Abstract: There is a tendency for mobile and ubiquitous learning systems to be context-awareness as context provides valuable information that can be used for content or service adapted to the environment and the user. These systems are applied in both formal and informal contexts. In this study, we carried out a systematic mapping with the aim of providing a more updated panorama of the state-of-the art, identifying gaps and future works in mobile and ubiquitous context awareness learning systems, especially in characteristics such as the most used entities in the context, adaptation of content, extraction of user information and gamification strategies that have been applied in an informal context. Our results show that the location and the users profile are the entities of the most used context; that the most used type of adaptation is the adaptation of educational resources; that the gamification strategies allow to improve the learning experiences in the informal contexts; and that there are several studies aimed to extract users information indirectly.
Keywords: M-Learning; U-Learning; content adaptation; Context-aware,learning environment; systematic mapping.
University Student Satisfaction with Blended Learning: A Cross-National Study between North Macedonia and Jordan.
by Jusuf Zeqiri, Baker Ahmad Alserhan
Abstract: The study aims to investigate the impact of blended learning as a novel teaching and learning methodology that combines conventional face to face classes with online instructional content on students satisfaction. Two different learning platforms were considered in this study; Google Classroom used at the South Eastern European University (SEEU) and Moodle used at Princess Sumaya University for Technology (PSUT). In the study 369 respondents participated from North Macedonia and Jordan. The significance of this study is attributed to its confirmatory approach and comparative nature. While it investigates the impact of blended learning as a new approach on students satisfaction, it also investigates this impact in two different groups of students. The aim of the former is to confirm/reject the findings of previous studies or at least to see if their findings apply within the context of this study. The aim of the later is to find out if attitudes towards blended learning are differ across different students groups. Such a difference, if it existed, would mean that different blended learning approaches will need to be adopted.rnResults from multivariate regression analysis reveal that the interaction between teachers and students is significantly improved with blended learning. Both, atmosphere created during the process and independent learning were positively related to students satisfaction with blended learning. In addition, it was accepted that blended learning platforms make it easier for publishing resources and organizing courses. Moreover, although blended learning was preferred over a traditional lecture format at the university level by both groups, results show that there are some differences in satisfaction between students in Jordan and students in North Macedonia. Finally, the study could be further improved with more rigorous statistical analysis and conducting wider in depth cross-country/culture comparative studies to investigate if the differences observed in this study will withstand further scrutiny. If results hold and significant differences exist then educational institutions in different countries should take into consideration such a difference during their transition into blended learning environments.
Keywords: Blended learning; Moodle; Google classroom; learning and teaching; satisfaction.
The COVID-19 pandemic: when e-learning becomes mandatory not complementary
by Mohammed Akour, Mamdouh Alenezi, Hiba Al Sghaier, Yazan Al Shboul
Abstract: Many countries have implemented extraordinary measures in response to the COVID-19 outbreak, including closing schools and universities and moving to remote teaching. E-learning was previously a complementary methodology or a luxury but the COVID-19 outbreak has made e-learning mandatory. It is the only way to continue schools and universities educational programs. Assessing the value of e-learning is more important than ever. Students are the focal point of the educational process; continuous and conscious monitoring of their satisfaction is crucial for the feasibility of elearning. This paper aims to study the impact of the sudden move to remote teaching (e-learning educational process) on students at four universities in two countries (the Kingdom of Saudi Arabia and the Hashemite Kingdom of Jordan). Participating students were surveyed to measure their perceptions in terms of current e-learning processes and systems, and their experience with the e-learning educational process.
Keywords: e-learning; COVID-19; student experience; course delivery quality.
Education of Preschool and Elementary Teachers on the Use of Adaptive Gamification in Science Education
by Alkinoos-Ioannis Zourmpakis, Stamatios Papadakis, Michail Kalogiannakis
Abstract: The use of games regarding education is not something new. Their use, especially in the early stages of the education system, is notably widespread in helping students learn and develop various skills. Although students are considered the center of teaching, the teacher plays a central key role. He/She is called upon to care and understand the needs of each individual student, provide the proper learning material and evaluate the whole learning process. We propose exploring how active and pre-service teachers design and integrate adaptive gamified environments into teaching science education.
Keywords: Preschool and Primary Education; Teacher Education; Digital Technologies; Adaptive Gamification; Science Education; mobile learning.
Inservice teachers beliefs about educational robotics in preschool classroom
by Stamatios Papadakis
Abstract: Children today live in a digital world that is evolving with technological advances and innovative technologies. Governments and policymakers around the globe are becoming interested in how to effectively bridge technology and economic prosperity as a driver for transforming teaching and learning through digital education. In early childhood education especially, educational robotics is a type of technology that is more suited than other tools. The reason is that robots have appealing features and functions keeping childrens attention, improving their performance, concentration, cognitive flexibility among others. But any effort to facilitate educational robotics in school settings must necessarily consider the role of the teachers, who are called to realize the goals specified by national curricula and educational programs. This study is designed to investigate Greek teachers' beliefs of using educational robotics technology, as well as key issues to consider for the future establishment of these technologies in the preschool classroom.
Keywords: Educational robotics; Preschool Education; In-service teachers; Kindergarten; Beliefs; Perceptions; Computational Thinking; Coding; STEM.
An Enhanced Learning Approach for Increasing Student Engagement, Motivation and Learning Using Gamification in Blended Teaching
by Pushpendra Kumar Rajput
Abstract: Modern education has allowed growth of independent learning in all varieties of student communities. At times, student involvement in the learning process of a given course cease to exist as it reaches the end. The objective of this research is to deploy gamification as a tool for increasing the student engagement, motivation and thereby to observe the growth of their learning. The study explores possibilities of dimensions in the form of game design elements. These elements an instructor can deploy in teaching learning process. A quantitative and qualitative analysis performed on two batches of students for successive two terms shows a significant improvement in terms of engagement, motivation and student learning.
Keywords: Learning; Gamification; Student Engagement; Blended Teaching.
AUTOMATED ATTENDANCE MANAGEMENT SYSTEMS: A SYSTEMATIC LITERATURE REVIEW
by Nabeel Salih Ali, Ahmed Hazim Alhilali, Hasanein Rjeib, Haider Alsharqi, Basheer Alasdi
Abstract: Attendance systems have been rated as amongst the critical elements or issues that reflects domain achievements, and their performances have contributed better to organisations, industries, enterprises and universities compared with traditional methods that are time-consuming and inefficient. Different automatic identification technologies have become trends, and extensive research has been conducted and many applications have been produced to maximise technology features. To address issues related to attendance system technologies, including the advantages, schemes and methods and obstacles, we present a structured review of attendance management systems, with high potential for managing, recording and tracking the presence of users in different domains. Additionally, this study introduces a detailed literature survey schema and highly granular model for article categorisation. Out of the 204 identified papers, 90 were found relevant in the context of this systematic literature review. The selected articles are comprehensively reviewed, criticised and assessed in accordance with Kitchenhams guidelines for systematic literature review. Lastly, we highlight the vital and significant direction required for future research.
Keywords: Attendance Management System (AMS); Attendance Systems; Automated registration; Automatic; RFID; Barcode; Biometric; Magnetic Stripe.
Examining the productiveness of failure in serious gaming
by Wim Westera
Abstract: Serious games are games used for non-entertainment purposes, e.g. in education and training. As most serious games are highly performance-oriented and consequently include scoring systems that reward correct performances, players tend to adopt error-avoiding strategies. But thereby the players are deprived of the opportunity to learn from their mistakes. This study investigates how the differences between performance and learning can be described and formalised. To this end, it presents a computational model that takes into account the learning from mistakes. The model was empirically validated by comparing its outcomes with real-world game data. The results show that performance metrics systematically overestimate the players actual learning at early stages in a game and underestimate these at the end. Three evaluation metrics describing the progression, efficacy and efficiency of learning show how these differences depend on the players knowledge growth capacities and their success rates in the game. Game scoring systems should best avoid penalties for making mistakes, should reward error correction positively, and should provide sufficient feedback on failure.
Keywords: Serious games; games-based learning; applied games; assessment; learning; performance; simulation models; mistakes; scoring system; empirical; computational; mastery.
Science Teachers Professional Development in the light of Activity Theory
by Paschalina Stylianou, Katerina Plakitsi
Abstract: Science teachers professional development is considered as a continuous learning process through which they acquire not only content knowledge and competences, but also personal qualities and beliefs that enable them to support quality teaching for the benefit of their students' and in particular their scientific literacy. This paper is a review on science teachers professional development, using Activity Theory and its framework of analysis in order to illuminate their cultural, social and economic development background. No educational reform effort can succeed if it does not take into account the personal interpretive context through which teachers interpret their actions, participate in professional learning programs, integrate or reject modern learning theories in their practice. The supportive conditions for teachers' active involvement in experimentation and innovation are, their participation in learning communities and the strengthening of school collaborative culture. Activity Theory (CHAT) highlights the contradictions of their professional development process, the aspects that enable or limit their teaching activity and the motivations that drive them to participate in professional learning programs and the dynamics of their zone of proximal development.
Keywords: professional development; science teachers; Activity Theory; science teaching; learning communities.
TECHNOLOGY ADOPTION MODEL FOR HRM PRACTICES
by Eliza Sharma, Junaid Ahmad
Abstract: e-HRM has acquired a commonplace status in HR management practices of developed countries; however, its implementation is scarce and scattered in developing countries. The present study highlights the current scenario of e-HRM practices in the service and manufacturing sector of India and provides insights regarding the technology adoption into HRM practices in India. The study uses a theoretical and empirical approach; a review of literature provides that two factors, namely: Attitude of employees and Attitude of employers, affect the decisions regarding the adoption of technology in HR practices. To prove this, the current study was conducted among 438 employees and employers from 63 companies in the service and manufacturing sector of India. The findings of the study have been used to develop a conceptual model regarding technology adoption decisions in HR practices of service and manufacturing organizations. The model shows that employee attitude is influenced by factors of benefits to employees and ease-of-use; while employer attitude is influenced by the benefit to employers, IT infrastructure, and cost. Additionally, organizational characteristics like size and type of company are also significant in decision-making regarding technology adoption for HRM practices.
Keywords: e-HRM; e-HRM practices; service; manufacturing; developed; developing; India.
COVID-19 Pandemic: How can the Lessons Learnt Contribute to
the Digital Transformation of Schools of Tomorrow?
by Emmanuel Kolog, Sulemana Bankuoru Egala, Rapheal Amponsah, Samuel Nii Odoi Devine, Erkki Sutinen
Abstract: The Covid-19 pandemic may have had less effect on the lives of people in the global south, but its negative impact on the society is massive, especially in the area of education. To help manage the pandemic, social gatherings and other related activities, such as schools, are halted. While few schools in the global south have managed to continue their academic activities, the majority of the schools have struggled to migrate their teaching online. This situation highlights the fact that the perceived diffusion and available potential of educational technologies was scarcely used for the intended purpose as many students and staff have struggled to cope. This study critically reviews literature on Covid-19 pandemic from diverse information sources. These sources include research articles and other sources from World Health Organisation and public media platforms. The analysis of the disruption that the pandemic has caused identifies and manifest the latent use of digital technologies in the educational arena. Guidelines and solutions for rethinking the schools of tomorrow are proposed. Policymakers and educational practitioners could make use of the proposed guidelines for transformative digital initiatives of the schools of tomorrow in the Global south.
Keywords: Covid-19 pandemic; Digital transformation; Schools in the Global South; teaching and learning; Virtual learning.
Challenges and Opportunities for Higher Education in North Macedonia during the COVID-19 Pandemics: A Survey of Student Satisfaction and Gender-Related Anxiety
by Jusuf Zeqiri, Veronika Kareva, Sadri Alija, Mirjana Peji? Bach
Abstract: AbstractrnBackground: Many challenges have occurred from the rapid shift of university functioning to the online mode due to the pandemics.rnAim: This paper aimed to analyze the factors that mostly influence student satisfaction from online learning. Another specific aim was to identify the factors that cause student anxiety with online teaching and learning. Satisfied students appear to be more engaged, motivated, and responsive and achieve better results. On the other hand, anxiety has negative effects on student performance. In order to get the data, a structured questionnaire was sent to undergraduate students from the South East European University (SEEU) in North Macedonia, and 241 valid questionnaires were received. rnMethods: The study used IBM AMOS 20 for carrying an SEM analysis and SPSS 20 for analyzing the descriptive statistics. rnResults: The findings showed that building student-teacher relationships was not considered a factor of satisfaction, but student-teacher interaction, student engagement, and the use of technology showed a positive influence on student satisfaction. Moreover, the findings showed that gender moderates the relationship between the use of technology and student satisfaction. The path coefficient of technology for female students contributed less to student satisfaction. Conclusions: Therefore, the level of anxiety was higher among female students concerning the use of technology. Results are expected to shed more light on the areas that should receive greater focus and attention while delivering online courses. rn
Keywords: Student Satisfaction; Gender; Anxiety; COVID-19; Pandemics.
Embodied Learning via Tangible User Interfaces: The Impact of Physical Interaction on Learning Performance
by Neila Chettaoui, Ayman Atia, Med. Salim Bouhlel
Abstract: Tangible user interfaces have been introduced as a form of Human-Computer Interaction to promote embodied learning pedagogy. This interaction modality offers the possibility to support students cognitive development through manipulating objects in the social and physical environment of the classroom. This article presents a study of tangible user interfaces supporting children (aged 9 to 11) while learning of the solar system concepts. A controlled study was performed at a primary school with eighteen participants to evaluate the educational potential of manipulating abstract concepts in the physical world, compared to tablet-based learning. The results highlighted a significant difference in terms of the learning performance between both groups, as determined by one-way ANOVA (F (1,16) = 4.49, p =.033), in favour of the tangible user interfaces. These findings draw some implications for the adoption of the tangible interaction to extend embodied learning pedagogy and cognitive development of children.
Keywords: Tangible user interfaces; Human-Computer interaction; physical interaction; embodied learning pedagogy; learning performance.
Interaction between teacher and student beliefs when using different technology tools in a tertiary context
by Jeanne Kriek, Annaretha Coetzee
Abstract: Teachers and students have different beliefs about the use of technology, but beliefs guide the way teachers teach and influence student learning. This study explores: (i) how different teachers' beliefs about the use of prescribed technology tools influence their pedagogical reasoning and (ii) student beliefs concerning the impact of technology tools on their learning. An exploratory case study research design was followed with two teachers and 77 students. Five instruments were used, a teacher belief questionnaire, student content test, observation protocol, teacher reflective questionnaire and student feedback questionnaire. Findings confirm that different beliefs of teachers caused them to use the same technology tools differently, with little impact on student beliefs regarding their learning. The two groups ranked the technology tools to promote learning in the same sequence despite the differences in teacher behaviour, and favoured activities that involve active learner involvement.
Keywords: beliefs; technology tools; blended learning; videos; clickers; simulations; pedagogical reasoning.
Secondary education students' digital scenario and learning strategies use
by Mark Peart, Prudencia Gutiérrez Esteban, Sixto Cubo Delgado
Abstract: The aim of this study is to identify and describe the influence of digital scenarios and sociodemographic variables on the learning strategies used by 78 secondary school students. A quantitative study was conducted, to find out how digital technologies are influencing learners inside and outside of the classroom, but also in other digital scenarios as the use of technologies is becoming increasingly intensive in everyday lives. Participants completed two Likert-scale questionnaires in which they provided information about their learning strategy and digital technology use in academic, work and free-time digital scenarios. The results show that there are significant differences between acquisition, codification, recovery and aid to processing learning strategy use, in addition to showing differences between the age and sex of participants.
Keywords: teaching/learning strategies; computer-mediated communication; secondary education.
Use of smartphones amongst undergraduates in Nigeria: aid or distraction to their studies?
by Peter Eshioke Egielewa
Abstract: Smartphone usage has revolutionised interpersonal communication in the world with the launch of the first smartphone device called 'The Simon', established by IBM in 1994. With the introduction of smartphone mobile applications (apps) such as dictionaries, calculators, Word Document, etc., undergraduates see their smartphones as an important companion in their studies. However, there are negative impacts of smartphones on undergraduates. Based on the Media Richness theory, this research investigates the role of smartphones in undergraduate studies using quantitative research design method, and with questionnaires administered to 380 students of two Nigerian higher institutions. The research concludes that smartphone can significantly be an aid but can also be a distraction to undergraduate studies if no institutional checks are put in place. This paper recommends that undergraduates should be encouraged to use helpful academic apps during their studies but higher institutions should put checks in place to prevent abuse of smartphone usage.
Keywords: smartphones; apps; undergraduates; studies; institutions.
Effectiveness of e-learning in refugee camps: a case study of certified public accountancy course offered at Kakuma Refugee Camp
by Alfred Kitawi, Joseph Sevilla, Regina Nkonge, Kennedy Munene, Philomena Mwangi, Victor Malombe
Abstract: E-learning can improve the quality of learning outcomes among migrants and especially in refugee camps. Some studies have been done in Europe and Asia on migrant communities and how e-learning can empower them acquire knowledge to 'earn a living' and for 'right living'. This accountancy e-learning intervention was done by @iLabAfrica for the past two years among refugees in Kakuma in collaboration with Windle Trust, Kenya and UNHCR. A study was needed to measure the effectiveness of e-learning from the human and design dimensions and in relation to student performance.
Keywords: e-learning; technology-enhanced learning; refugee; migrant communities; accountancy.
An integrative framework to investigate the impact of blended learning adoption in higher education: a theoretical perspective
by Bokolo Anthony Jr., Adzhar Kamaludin, Awanis Romli, Anis Farihan Mat Raffei, Danakorn Nincarean A/L Eh Phon, Aziman Abdullah, Gan Leong Ming, Nurbiha A. Shukor, Mohd Shukri Nordin, Suria Baba
Abstract: The importance of Blended Learning (BL) in institutions is momentarily increasing at all educational levels and particularly for higher education. However, relatively little research addresses students, lecturers, and administrators' readiness towards BL adoption. Although, such study would support higher education to strategically assess current state and future direction of BL. Therefore, this study develops an integrative framework based on the Organisation for Economic Co-operation and Development (OECD) framework, Hexagonal E-Learning Assessment Model (HELAM), and Khan octagonal framework to investigate the impact of BL towards measuring students, lecturers and administrator's readiness and further explore on the intensity of implementation of BL impact in higher education. Survey data was collected from 87 samples from 3 Malaysia public universities. Findings from this study provide understanding of BL initiatives, and offers insights to universities on improving teaching and learning effectiveness. Besides, our findings will be valuable to improve the impact of BL implementation.
Keywords: higher education; blended learning; technology mediated learning; technology mediated enhanced; adoption and implementation; impact.
Gen Zers' video game preferences and learning outcomes: toward designing better games
by Elena Shliakhovchuk, Rostislav Oliynyk, Adolfo Muñoz García
Abstract: This study presents the results of a survey consisting of broad, mostly open-ended questions concerning the video game preferences of Generation Z gamers and casual players (N = 427). One of our aims was to gain relevant insights into the gaming preferences of Generation Z players and to describe what they find appealing in AAA entertainment games. In particular, this study revealed the video game genres, characters, and in-game elements and features that Gen Zers find attractive both in general and by gender. Our study also explored the genres, characters, in-game elements, and features that Gen Zers miss and are looking for in future games. Understanding the preferences of Gen Z players allows game designers, especially designers of educational and serious games dealing with current global and social issues, to make inferences about the Generation Z's preferred game features and thus better personalise gameplay. Our findings also confirmed that video games are both fun and educational: our respondents indicated that they learned and reinforced knowledge about the English language, the basics of informatics, strategic thinking, geography and history, teamwork, cultural knowledge, perspective change, and creativity during video gameplay.
Keywords: generation Z; video game preference; educational technology; non-formal education; survey; digital natives; video game design.
Special Issue on: ERPBSS-2018 Technology in the Classroom Innovations in Teaching and Learning
3D-Printing Techno-network to Help Students Overcome Mathematical Learning Difficulties
by MARIA MAVRI
Abstract: Three-dimensional (3D) printing is a new manufacturing technology that has many applications related to social, economic, and environmental activities. In this study, we introduce the concept of a 3D printing techno-network, which is a network of humans and the resources they use, to engage in a 3D printing procedures. We claim that this network could both influence and improve educational activities to help students with mathematics learning difficulties (MLD) better understand mathematics. The paper proposes an educational scenario of teaching mathematical algorithms using this innovative technology. Mathematical understanding learning outcomes and the adoption of technological achievements are evaluated through a proposed framework consisting of 12 educational and technological indicators.
Keywords: 3D printing; 3D printing techno-network; mathematical learning difficulties (MLD); educational scenario.
Industry Academia Outreach: A Study of Student Perception
by Engie Bachir, Krishnadas Nanath, Fehmida Hussain
Abstract: The importance of industry outreach and collaboration has been increasingly recognized by the Department of Computer Engineering and Informatics at an international branch campus of a British university based in Dubai. Through the past few years, the department has focused on exposing its students to the industry through various activities such as guest lectures, field trips, events and several Academic Alliance Programmes (AAP) and certifications. This initiative has been placed to enhance the students experiences at this department and immerse them in the most recent innovations and cutting-edge technologies. A study has been designed to examine the students views and values of these industry activities from three perspectives namely: academic relevance, career and network building, and overall satisfaction and experience. activities and enhancements. 129 students participated in the study. According to students, the implemented outreach initiative has been successful in terms of academic learning and experience, and satisfactory in terms of career and network building. The findings have provided the department with insights towards future industry outreach that would enhance its students experiences.
Keywords: Academia; Industry; Collaboration; Partnerships; Industry Outreach Activities; Students’ Experiences; Students’ Learning; Students’ Careers; Students’ Attitudes.
Proposing new innovative technological features to support human e-learning interaction processes in academic organizations
by Jamil Razmak, Wejdan Farhan, Ghaleb A. El Refae
Abstract: The rapid growth and widespread adoption of e-learning technologies with human interaction has sparked a revolution in learning styles. These adaptations in the interaction process have been organized around two methods of interaction: synchronous and asynchronous. The present study utilizes this revolution to enhance human interaction and learning styles by designing a real application of an e-learning user interface (ELUI) that allows users to benefit from the effects of online interaction. This design is implemented in a practical way that enables users to use, evaluate, and test the daily transactions of the ELUI. Quantitative and qualitative data were collected through surveys and semi-structured interviews to measure students and teachers perspectives regarding usage of the ELUI. The findings indicated that students were satisfied with the new features added to the suggested e-learning interface. The interview with teachers enhanced the study by further validating the overall high satisfaction among their students. Teachers responded positively to the ELUI, particularly regarding the design of the ELUI and its features supporting the human e-learning interaction process. The results provide students, teachers, academic institutions and developers some guidelines on the design and implementation of the future e-learning system. Teachers acceptance of their roles in the early stages is essential because these will expand to involve other roles including content facilitator and manager. This is particularly so when embedding the interactional communication features for learning purposes through interactive learning settings, using video, audio and acceptable screen color and font size, which improve the ease of use of the learning outcomes.
Keywords: e-learning user interface; human-computer interaction; student satisfaction; teacher perspective.