Transactional distance theory in distance learning: Past, current, and future research trends DOI Creative Commons
Krishnashree Achuthan, Vysakh Kani Kolil,

Sharanya Muthupalani

et al.

Contemporary Educational Technology, Journal Year: 2024, Volume and Issue: 16(1), P. ep493 - ep493

Published: Jan. 18, 2024

The accelerated adoption of distance learning in post-pandemic times has resulted increasing research publications and review studies a short time. This necessitates the exploration large corpus academic for effective strategies. As stakeholders have assimilated transactional approach to understanding learning, theory (TDT) is relevant understand ways reduce between learners educators maximum effectiveness learning. Our study applies TDT from supply perspective as tool ensure improved quality paper two key contributions: we presented evidence synthesis conducted foresight exercise. Following preferred reporting items systematic reviews meta-analyses guidelines, 275 documents published 1994 2022 were identified review. analysis revealed patterns, relationships, trends application various contexts. Most social sciences (83.7%), with computer science accounting 42.6% studies. course materials’ structure design also received considerable attention, around 40.0% focused on this area. For revolve factors such student engagement, satisfaction, TDT, which examine instructors environments. Through meta-analysis, identify three thematic areas We chartered themes effect alternate platforms learner success, pushing development boundaries success through practical processes designing successful courses via TDT-based pedagogical frameworks. In doing so, streamline thematically provide insight into further work. addition, analyzed relationships sustainable goal (SDG) literature. co-citation suggested that strongest links observed education innovation (SDG 4 SDG 9), followed by gender equality 5).

Language: Английский

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review DOI Open Access
Fazlida Dahalan, Norlidah Alias, Mohd Shahril Nizam Shaharom

et al.

Education and Information Technologies, Journal Year: 2023, Volume and Issue: 29(2), P. 1279 - 1317

Published: Jan. 12, 2023

Language: Английский

Citations

98

‘The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review’ DOI
Nirma Sadamali Jayawardena,

Park Thaichon,

Sara Quach

et al.

Journal of Business Research, Journal Year: 2023, Volume and Issue: 160, P. 113739 - 113739

Published: Feb. 21, 2023

Language: Английский

Citations

97

Transforming online education: the impact of gamification on teacher training in a university environment DOI Creative Commons
Rubén Martínez Sánchez

Metaverse Basic and Applied Research, Journal Year: 2023, Volume and Issue: 2, P. 47 - 47

Published: May 9, 2023

Introduction: gamification consists of the application game elements and mechanics in non-game contexts, such as education. The that can be included a strategy are very varied, from design characters virtual worlds to use rewards challenges. Aim: analyze implementation Master's Degree Teacher Training. Methods: case-control study was conducted. sample consisted 84 students who were divided into two groups: an experimental group, which received intervention, control group did not receive any intervention. To evaluate effectiveness student retention knowledge acquisition measured through assessment tool. Results: it observed mean participants between each session similar this group. This suggests length itself have significant impact on content retention. An increase number interactions made chat observed, suggesting increased engagement participation learning process. viewing time attributed methodology, uses playful motivate maintain participants' interest Conclusions: distance online effective tool improve acquisition.

Language: Английский

Citations

43

Understanding and measuring skill gaps in Industry 4.0 — A review DOI Creative Commons
Jenni Rikala, Greta Braun, Miitta Järvinen

et al.

Technological Forecasting and Social Change, Journal Year: 2024, Volume and Issue: 201, P. 123206 - 123206

Published: Jan. 12, 2024

This study utilized a systematic-narrative hybrid strategy to overview the concept of skill gap and its measuring approaches. Using PRISMA guidelines, we conducted systematic search in January 2023 retrieve English records from ProQuest, ScienceDirect, Scopus, Web Science databases using keywords "skill gap," mismatch," shortage," "identifying or measuring," "Industry 4.0." In total, 40 articles met our predefined inclusion criteria, analyzed them descriptively qualitatively thematic analysis constant comparisons. We found that gaps certainly exist, concerns about growing have been raised worldwide. Our literature review also revealed need for common understanding gaps. Considering this, provided definition. Skill are an extremely nuanced phenomenon, so paying careful attention their definition interrelating social, environmental, technological factors when is essential. Since very few studies employed different methods perspectives research concept, more needed map actual gaps, which can only be done by considering

Language: Английский

Citations

31

Toward a greener future: A survey on sustainable blockchain applications and impact DOI

Pritam Rani,

Pratima Sharma, Indrajeet Gupta

et al.

Journal of Environmental Management, Journal Year: 2024, Volume and Issue: 354, P. 120273 - 120273

Published: Feb. 13, 2024

Language: Английский

Citations

26

The impact of digital resource utilization on student learning outcomes and self-efficacy across different economic contexts: A comparative analysis of PISA, 2022 DOI
Dirgha Raj Joshi, Jeevan Khanal, Krishna Prasad Sharma Chapai

et al.

International Journal of Educational Research Open, Journal Year: 2025, Volume and Issue: 8, P. 100443 - 100443

Published: Jan. 26, 2025

Language: Английский

Citations

2

Digital learning in Sciences education: A literature review DOI Creative Commons
Manal Abdul Karim Al Momani,

Kawther Aboud Alharahasheh,

Mohammad Zakaria AlQudah

et al.

Cogent Education, Journal Year: 2023, Volume and Issue: 10(2)

Published: Nov. 9, 2023

This study looked at 8760 Web of scientific research publications about digital learning in education. The researchers discovered seven clusters with 59 affiliations, 36 keywords, and 135 authors from 28 countries using bibliometric text analysis approaches. provides useful insights into the present status literature, providing recommendations to scholars educators this sector. highlighted use technology improve teaching by evaluating data. findings have consequences for academics, educators, policymakers, allowing them better understand current propose prospective topics future

Language: Английский

Citations

41

A framework for gamification in the metaverse era: How designers envision gameful experience DOI
Nibu John Thomas, Rupashree Baral, Oliver S. Crocco

et al.

Technological Forecasting and Social Change, Journal Year: 2023, Volume and Issue: 193, P. 122544 - 122544

Published: May 3, 2023

Language: Английский

Citations

39

Game on! A state-of-the-art overview of doing business with gamification DOI Creative Commons

Wamika Sharma,

Weng Marc Lim, Satish Kumar

et al.

Technological Forecasting and Social Change, Journal Year: 2023, Volume and Issue: 198, P. 122988 - 122988

Published: Nov. 22, 2023

Gamification is the act of applying game-design elements to transform activities, products, services, and systems in a way that provides kind experiences similar those offered by games. These include badges, points, leaderboards motivate reward problem solving activities processes. Both businesses business researchers are increasingly interested application gamification. In this regard, review aims offer state-of-the-art overview gamification business, revealing its current trends future directions. Using research on published last decade (2012–2022) found Scopus Web Science, we conduct performance analysis illuminate field's (publication productivity impact) alongside key contributors (journals, authors, countries) as well science mapping using co-citation locate knowledge foundations, bibliographic coupling keyword co-occurrence reveal major themes Our exploration has unearthed gamification's pervasive influence across domains, from enhancing learning fostering innovation empowering marketing strategies catalyzing transformation. also made significant inroads into management practices, driving engagement, influencing behavioral outcomes, ushering sustainability. Peering future, our density-centrality quadrant casts light emerging frontiers. Noteworthily, expect next wave be shaped allure video games metaverse, bespoke industry-specific designs, confluence with e-commerce trends, emphasis sustainable development, expanded social responsibilities, innovations virtual reality, intersections human urbanism, rise smart cities. As continues integrate reshape myriad facets world, it holds promise not only enriching practices but charting course for innovative, sustainable, transformative strategies.

Language: Английский

Citations

37

Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers DOI Open Access
Jaspreet Kaur,

Rambabu Lavuri,

Ratri Parida

et al.

Journal of Global Information Management, Journal Year: 2023, Volume and Issue: 31(1), P. 1 - 30

Published: Feb. 3, 2023

The purpose of this manuscript is to understand how the elements game apps impact intention purchase a consumer with mediating effect perceived enjoyment, hedonic value, and social interaction derive benefits designed in terms marketing strategies. Quantitative data obtained from non-probability sampling via standardized questionnaire design exploratory analysis was done examine gamification on behaviour by adopting mechanic-dynamics-aesthetics (MDA) framework. findings research indicated that fun as sub-element mobile can significantly affect interaction, storytelling has significant enjoyment. study identifies enjoyment an important antecedent involve gamification. This provides managers developers focus dynamics, mechanics, proper feedback systems emergence new technologies.

Language: Английский

Citations

33