International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(06), P. 159 - 175
Published: March 22, 2022
Organizations
have
moved
away
from
traditional
classroom-based
training
to
online
whereby
employees
can
attend
courses
at
their
convenience
either
home
or
in
the
workplace.
This
transition
has
been
fuelled
by
lockdowns
that
governments
worldwide
implemented
counter
spread
of
COVID-19
pandemic,
where
are
expected
work
home.
However,
several
issues
including
lack
employee
engagement
hinder
effective
delivery
corporate
training.
In
recent
years,
gamification
identified
as
a
solution
education.
Gamification
involves
incorporation
game
elements
into
non-game
applications
encourage
user
engagement,
different
combinations
used
for
learning
contexts.
little
research
done
identify
suitable
study
proposes
set
improve
with
platforms.
A
step-by-step
analysis
literature
led
identification
nine
potentially
elements.
These
were
evaluated
group
experts
selected
five
well-known
providers
Saudi
Arabia,
who
completed
semi-structured
interview
questionnaire
about
usability,
completeness,
and
usefulness
The
result
evaluation
indicated
will
be
able
effectively
efficiently
engagement.
was
then
incorporated
proposed
framework
platforms
enhance
Sustainability,
Journal Year:
2021,
Volume and Issue:
13(23), P. 13448 - 13448
Published: Dec. 5, 2021
The
current
study
investigates
the
perspectives
and
experiences
of
teachers
regarding
their
school
principal’s
digital
leadership
roles
technology
capabilities
during
COVID-19
pandemic.
research
was
conducted
using
a
case
study-based
qualitative
approach,
with
group
consisting
89
holding
Master’s
degree.
Maximum
diversity
sampling,
one
purposive
sampling
methods,
preferred
in
determination
group,
data
obtained
from
were
analyzed
through
content
analysis.
five
main
themes
determined
based
on
perceptions
participants
are
listed
as:
“Digital
usage,
support
for
transformation,
technology-based
professional
development,
learning
culture,
skills”.
results
revealed
that
level
use
technologies
by
principals
pandemic
perceived
as
adequate
teachers.
In
addition,
it
transformation
development
schools.
Furthermore,
within
scope
research,
contribute
to
construction
culture
principals’
skills
clustered
under
three
categories:
use,
managerial
skills,
individual
skills.
As
result,
order
realize
context
K-12
education,
must
first
demonstrate
actively
establishment
International Journal of Environmental Research and Public Health,
Journal Year:
2022,
Volume and Issue:
19(4), P. 1951 - 1951
Published: Feb. 10, 2022
This
study
aims
to
investigate
the
relationships
between
COVID-19-related
psychological
distress,
social
media
addiction,
burnout,
and
depression.
The
research,
which
was
designed
according
relational
survey
model,
conducted
with
participation
of
332
school
principals
teachers
who
received
graduate
education
in
field
educational
administration.
Research
data
were
collected
through
online
surveys
then
structural
equation
modeling
(SEM)
used
test
analyze
proposed
hypotheses.
study's
findings
revealed
that
distress
strongly
predicted
burnout.
In
this
context,
as
associated
COVID-19
increased,
sense
burnout
also
increased.
However,
it
found
significantly
positively
SEM
results
directly
affected
depression,
addiction.
addition,
determined
an
indirect
effect
addiction
exists
relationship
International Journal of Environmental Research and Public Health,
Journal Year:
2022,
Volume and Issue:
19(3), P. 1052 - 1052
Published: Jan. 18, 2022
It
is
well
acknowledged
that
the
roles
of
both
school
administrators
and
teachers
have
changed
due
to
global
education
crisis
caused
by
COVID-19.
During
this
challenging
critical
period,
it
essential
investigate
how
those
working
in
sector
who
undertake
strategic
tasks
for
sustainable
are
affected
new
conditions
brought
about
COVID-19
pandemic.
This
study
investigates
interrelationships
between
quality
life,
loneliness,
happiness,
Internet
addiction.
The
research
was
designed
according
relational
survey
model,
conducted
with
432
K-12
schools.
data
collected
through
online
questionnaires,
structural
equation
modelling
(SEM)
used
test
analyze
proposed
hypotheses.
study's
results
revealed
a
positive
relationship
related
life
loneliness
significantly
positively
predicts
In
context,
impact
on
quality,
participants'
levels
increased,
increase
them
become
addicted
using
Internet.
Interestingly,
also
determined
exists
happiness
as
individuals
their
level
increased.
many
studies
prior
pandemic,
negative
happiness.
current
during
two
variables
positive.
SEM
directly
affects
addiction,
teachers.
Furthermore,
addiction
indirectly
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(07), P. 99 - 115
Published: April 5, 2022
The
development
of
information
and
communication
technology
affects
the
learning
methods
media
used.
Augmented
Reality
allows
students
to
experience
with
objects
that
can
be
seen
in
person.
purpose
study
was
see
how
learned
when
they
used
metaverse
app,
which
is
mobile
augmented
reality
software
for
science
courses.
population
group
consists
92
from
several
schools
cluster
I,
Depok
Subdistrict.
Then
sample
taken
using
slovin
formula
until
it
obtained
75
samples
grade
5
students.
This
employs
experimental
research
techniques
a
single
pre-
post-test.
A
t-test
analysed
collected
data.
According
findings,
applications
has
favourable
impact
on
students'
outcomes.
Students
use
Metaverse
app
better
are
also
more
interested
easily
understand
discover
what
being
learned.
In
addition,
find
fun
learn
reality.
Sustainability,
Journal Year:
2021,
Volume and Issue:
13(17), P. 9631 - 9631
Published: Aug. 27, 2021
The
pandemic
caused
by
the
COVID-19
virus
has
resulted
in
inevitable
radical
changes
across
almost
all
areas
of
daily
life,
with
having
revealed
perhaps
greatest
crisis
humanity
faced
modern
history.
This
study
aims
to
provide
thematic
and
methodological
recommendations
for
future
sustainable
research
programs
through
a
bibliometric
analysis
publications
focused
on
management,
leadership,
administration
related
COVID-19.
data
were
obtained
from
Web
Science
Core
Collection
(WoSCC)
bibliographic
database
then
analyzed
according
content
methodology.
study’s
units
include
countries,
journals,
keywords,
models,
sample/study
group,
time
publication.
VOSviewer
software
visualization
maps
used
report
findings
data.
When
results
are
evaluated
regarding
number
total
citations,
it
can
be
that
Anglo-American-,
Chinese-,
European-centered
dominance
continues
COVID-19-related
studies.
vast
majority
this
subject
area
concentrated
field
health.
In
addition,
examined
articles
generally
published
journals
considered
as
prestigious,
have
high
impact
factors,
English
language,
short
after
much-reduced
editorial/review
publishing
process.
Unlike
previous
reviews,
comprehensively
management-,
leadership-,
administration-oriented
holistic
approach,
providing
essential
opportunities.
Advances in Mobile Learning Educational Research,
Journal Year:
2022,
Volume and Issue:
2(1), P. 289 - 296
Published: Jan. 1, 2022
This
paper
explores
the
paradigm
shift
in
using
ICT
tools
while
teaching
mathematics
remotely
within
TPACK
framework.
Remote
is
not
only
one
of
primary
modes
and
learning
present
context
throughout
world
but
transition
from
to
digital
world,
where
teachers
struggle
visualize
content
concisely
clearly.
focuses
on
promoting
pedagogy
learner
empowerment
by
emphasizing
autonomy
engagement
rather
than
technology.
The
ethos
this
all
about
encouraging
promote
students
for
quality
remotely.
However,
leading
require
some
techniques
methodologies,
thereby
teachers'
skill,
experience,
expertise.
Those
skills,
experiences,
expertise
will
be
developed
excelling
tools.
shall
guiding
principles
(but
limited
to)
dealing
with
and/or
any
other
mode.
International Journal of Emerging Technologies in Learning (iJET),
Journal Year:
2022,
Volume and Issue:
17(06), P. 123 - 151
Published: March 29, 2022
Gamification
systems
on
digital
platforms
are
among
the
essential
that
can
motivate
learners
towards
achieving
educational
gains
and
goals.
Self-regulated
learning
skills
(SRLS)
have
become
one
of
most
important
requirements
in
COVID-19
pandemic
context
so
learner
plan
manage
their
tasks.
The
current
research
examines
impact
using
Digital
Platform
Based
(DPBG)
SRLS
during
pandemic.
A
blended
approach
based
a
combination
quantitative
qualitative
approaches
was
used
to
better
understand
gamification
for
descriptive
analyze
previous
literature
develop
SRLS.
quasi-experimental
compare
first
experimental
group
DPBG
(G1-DPBG)
second
same
without
(DPWG)
(G2-DPWG).
phenomenological
gain
understanding
how
affects
sample
study
consisted
60
students
from
tenth-grade
Jeddah
who
were
randomly
distributed
two
groups.
participants
eight
intentionally
selected
use
gamification.
scale
developed
included
four
themes:
Goal
Setting
Planning,
Monitoring,
Rehearsing
Memorizing,
Seeking
Social
Assistance
with
total
28
items.
tool
includes
set
open-ended
questions
semi-structured
interviews
carried
out
after
completing
all
data
collection.
results
demonstrated
superiority
via
developing
outputs
objective
analysis
also
provided
more
in-depth
explanations
insights
students’
perspective
role
enhancing
Advances in Mobile Learning Educational Research,
Journal Year:
2022,
Volume and Issue:
2(1), P. 263 - 267
Published: Jan. 1, 2022
COVID-19,
a
pandemic
that
the
world
has
not
seen
in
decades,
caused
several
new
obstacles
for
student
learning
and
education
throughout
globe.
As
consequence
of
worldwide
surge
COVID-19
instances,
schools
institutions
almost
every
region
globe
have
closed
2020
or
switched
to
online
remote
learning,
which
will
variety
repercussions
learning.
This
led
educators
students
spending
more
time
than
ever
before,
with
both
groups
researching,
familiarizing
themselves
information,
resources,
tools,
frameworks
adapt
Data
mining
analysis
are
being
done
analyze
such
activity.
For
construction
this
dataset,
web-based
data
form
search
interests
connected
gathered
through
Google
searches,
was
mined
using
Trends.
Currently,
dataset
comprises
related
20
nations
negatively
touched
at
its
construction.
project
aims
create
evaluate
time-series
forecasting
models
country's
end-of-term
performance,
explore
how
influenced
migrations
people
globe,
estimate
nations'
future
needs.
Regression
techniques
as
linear
regression,
multilayer
SMO
regression
utilized.
is
by
looking
previous
data,
identifying
trends,
creating
short-term
long-term
projections.
The
demonstrate
approach
causes
fewer
errors
improved
accuracy
compared
others.
International Journal of Interactive Mobile Technologies (iJIM),
Journal Year:
2022,
Volume and Issue:
16(06), P. 188 - 205
Published: March 22, 2022
The
development
of
technology
has
a
lot
influence
in
the
field
education,
one
which
is
terms
learning
media.
Digital-based
media
are
now
being
developed
to
create
more
fun
learning,
digital
games.
It
also
known
that
games
themselves
positively
increasing
student
motivation
process.
For
this
reason,
purpose
study
prove
effectiveness
game-based
learn
science.
population
group
consisted
129
students
from
Cluster
I,
North
Sukabumi
Village
schools.
Research
sampling
was
carried
out
by
simple
random
calculate
number
samples.
Slovin
formula
used,
resulted
98
as
sample.
This
used
experimental
research
methods
with
single
pretest-posttest,
for
instrument
questionnaire
using
Likert
scale.
type
data
analysis
an
inferential
t-test.
results
indicate
game
influences
students'
motivation.
literature
review
comprises
40
studies.
shows
experience
increased
Because
media,
become
motivated
follow
and
understand
material
taught.
Open Education Studies,
Journal Year:
2024,
Volume and Issue:
6(1)
Published: Jan. 1, 2024
Abstract
This
research
focuses
on
female
managers
and
aims
to
explore
the
factors
influencing
work–life
balance
among
in
Chinese
higher
education
institutions
(HEIs),
while
also
ranking
importance
of
these
within
HEIs.
The
is
divided
into
five
main
sections
employs
a
two-round
Delphi
method,
utilizing
expert
discussions
opinions
thoroughly
analyze
challenges
faced
by
managers.
findings
reveal
six
primary
dimensions
that
influence
These
factors,
ranked
order
importance,
are
as
follows:
(1)
family
(2)
work-related
(3)
cultural
social
norms,
(4)
health
(5)
self-management
personal
skills,
(6)
support
satisfaction.
In
conclusion,
this
offers
valuable
recommendations
for
understanding
improving
HEIs,
providing
essential
guidance
both
achieving
balanced
development
their
professional
lives.