
Resuscitation Plus, Год журнала: 2025, Номер unknown, С. 100927 - 100927
Опубликована: Март 1, 2025
Язык: Английский
Resuscitation Plus, Год журнала: 2025, Номер unknown, С. 100927 - 100927
Опубликована: Март 1, 2025
Язык: Английский
Cureus, Год журнала: 2024, Номер unknown
Опубликована: Май 7, 2024
Effective patient education and communication are integral components of quality dental care, contributing to informed decision-making, treatment compliance, positive clinical outcomes. However, traditional methods face challenges such as language barriers, anxiety, information retention issues. Artificial intelligence (AI) presents innovative solutions enhance engagement in dentistry. This review explores the transformative role AI redefining strategies, focusing on applications, benefits, challenges, future directions. A literature search identified articles from 2018 2024, encompassing empirical evidence conceptual frameworks related communication. Key findings reveal AI's potential offer personalized educational materials, virtual consultations, translation tools, reality simulations, improving understanding experience. Despite advancements, concerns about overreliance, accuracy, implementation costs, acceptance, privacy, regulatory compliance persist. Future implications suggest ability track progress, analyze feedback, streamline administrative processes, provide ongoing support, enhancing oral health ethical, regulatory, equity considerations require attention for responsible deployment widespread adoption. Overall, holds promise revolutionizing education, communication, care delivery, emphasizing need comprehensive strategies address emerging maximize benefits.
Язык: Английский
Процитировано
25Education Sciences, Год журнала: 2024, Номер 14(4), С. 367 - 367
Опубликована: Апрель 1, 2024
This study aims to examine the influence of gamification in students’ learning outcomes and academic performance. A longitudinal was conducted compare performance online (2020–2021), traditional (2021–2022), gamified (2022–2023). The lasted 3 years a total 1001 higher education students were involved. Three research questions set be explored viewpoints experiences also examined through questionnaire 20 questions. follows quantitative approach. data refers performance, success rate, excellence withdrawal engagement, motivation, perspectives. In laboratory part course, yielded better over rate (39% 13%), (130% 23%), average grade (24% 11%), retention (42% 36%) respectively. theoretical resulted (19% 14%), (125% 79%), (25% 12%) overall (14% (122% 70%), 17%) highest increase observed rate. Students highly regarded as an effective educational approach that can their outcomes, productivity, motivation trigger both intrinsic extrinsic motivation. experience become more enjoyable basic needs terms autonomy, competence sufficiency, relatedness sense belonging met. Traditional when compared learning. Gamification emerged which leads improved applied course settings.
Язык: Английский
Процитировано
16Smart Learning Environments, Год журнала: 2025, Номер 12(1)
Опубликована: Янв. 3, 2025
Abstract This review was conducted in order to determine the specific role of intelligent technologies individual learning experience. The research work included consider articles published between 2014 and 2024, found Web Science, Scopus, ERIC databases, selected among 933 мarticles on topic. Materials were checked for compliance with criteria headings, annotations full texts then further analyzed. study includes 38 that based a rigorous evaluation selection process accordance PRISMA methodology AMSTAR2 critical assessment strategy. As result analysis, it scope application education is diverse, results this topic are heterogeneous. article identifies aspects effective use education, emerging difficulties limitations, as well provides examples successful implementation various educational institutions. Although there advantages using smart general, we should not ignore what needs be considered. On point, presents arise when ways prevent them.
Язык: Английский
Процитировано
2Frontiers in Psychology, Год журнала: 2025, Номер 15
Опубликована: Янв. 7, 2025
Metaverse integrates people into the virtual world, and challenges depend on advances in human, technological, procedural dimensions. Until now, solutions to these have not involved extensive neurosociological research. The study explores pioneering paradigm metaverse, emphasizing its potential revolutionize our understanding of social interactions through advanced methodologies such as hyperscanning interbrain synchrony. This convergence presents unprecedented opportunities for neurotypical neurodivergent individuals due technology personalization. Traditional face-to-face, coupling, metaverse are empirically substantiated. Biomarkers interaction feedback between brain networks is presented. innovative contribution findings broader literature neurosociology article also discusses ethical aspects integrating metaverse.
Язык: Английский
Процитировано
2Applied Sciences, Год журнала: 2025, Номер 15(2), С. 971 - 971
Опубликована: Янв. 20, 2025
This study aims to examine the combination of educational data mining and learning analytics with virtual reality, augmented mixed metaverse, its role in education, impact on teaching learning. Therefore, a systematic literature review, bibliometric scientific mapping analysis, content analysis are carried out based 70 relevant documents identified from six databases, namely, ACM, ERIC, IEEE, ScienceDirect, Scopus, Web Science (WoS) following PRISMA framework. The were separated into three categories, (i) Theoretical Review studies, (ii) Proposal Showcase (iii) Experimental Case studies examined different dimensions through an in-depth using both quantitative qualitative approaches. further analyzed scientometric tools, such as Bibliometrix VOSviewer topic modeling Latent Dirichlet Allocation (LDA). most prominent topics, areas, themes revealed outcomes regarding influence this summarized. Based results, can effectively enrich positively affect teaching, offer deep meaningful learning, support students teachers. Additionally, it approaches strategies, various styles, special education be utilized formal informal environments. real-time identification, tracking, monitoring, visualization multimodal students’ behavior, emotions, cognitive affective states overall processes emerged significant benefit that contributes greatly realization adaptive personalized Finally, was extended reality technologies collaborative social improve self-efficacy self-regulated increase gains, academic achievements, knowledge retention, motivation, engagement.
Язык: Английский
Процитировано
2Future Internet, Год журнала: 2025, Номер 17(2), С. 58 - 58
Опубликована: Фев. 2, 2025
The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented (AR), virtual (VR), mixed (MR), has been expanding over recent years. This study aims to provide an overview regarding combination of AI with XR technologies metaverse through examination 880 articles using different approaches. field experienced a 91.29% increase in its annual growth rate, although it is still infancy, outcomes this highlight potential these be effectively combined applied various domains transforming enriching them. Through content analysis topic modeling, main topics areas which mostly being researched are follows: (1) “Education/Learning/Training”, (2) “Healthcare Medicine”, (3) “Generative intelligence/Large language models”, (4) “Virtual worlds/Virtual avatars/Virtual assistants”, (5) “Human-computer interaction”, (6) “Machine learning/Deep learning/Neural networks”, (7) “Communication (8) “Industry”, (9) “Manufacturing”, (10) “E-commerce”, (11) “Entertainment”, (12) “Smart cities”, (13) “New technologies” (e.g., digital twins, blockchain, internet things, etc.). explores documents dimensions concludes by presenting existing limitations, identifying key challenges, providing suggestions for future research.
Язык: Английский
Процитировано
2Information, Год журнала: 2025, Номер 16(1), С. 29 - 29
Опубликована: Янв. 7, 2025
In contrast to other learning technologies, social robots are and affective entities that defined by their physical presence, anthropomorphic characteristics, advanced social, emotional, cognitive skills. Social intelligent tutoring systems can improve students’ learning, affective, outcomes when used as tutors or peer learners offering personalized learning. As the field of use in education is rapidly advancing, this study aims provide a review regarding integration through analysis existing literature present state art identify future research directions. Additionally, main characteristics properties benefits they bring discussed. Specifically, examines 361 documents derived from Scopus Web Science databases. To analyze documents, Bibliometrix, VOSviewer, topic modeling Latent Dirichlet Allocation (LDA), content used. An basic (e.g., publication frequency, citation count, authors, sources, countries, affiliations, etc.) more in-depth focusing on identifying most prominent topics themes well thematic evolution were carried out. Finally, analysis, current limitations challenges revealed emerging directions highlighted.
Язык: Английский
Процитировано
1JMIR Research Protocols, Год журнала: 2025, Номер 14, С. e65045 - e65045
Опубликована: Янв. 10, 2025
Background Educational technology (EdTech) has been instrumental in the last few decades promoting inclusive education by overcoming various learning barriers and offering tools opportunities to all students, including those with special educational needs disabilities (SEND). However, there is limited understanding of current classroom practices policies effects COVID-19 pandemic on EdTech use classroom. Objective This systematic review aims outline knowledge support students SEND primary schools high-income countries. Methods We followed PRISMA-P (Preferred Reporting Items for Systematic Review Meta-Analysis Protocols) Generalized Registration Form reporting details this protocol. The inclusion criteria require that studies focus who are attending stage school can be qualitative or quantitative should explore design these students. Eligible must published between 2016 2024, peer-reviewed, available English. systematically searched ACM, Directory Open Access Journals, British Index, ERIC, Google Scholar (first 100 records), IEEE, PsycINFO, Scopus, Web Science databases. titles abstracts records will screened relevance according criteria. Following this, full text articles screened. To ensure reliability screening process, an independent reviewer screen a percentage first round. data extraction process start pilot validate eventually update list entities extracted. stage, final undertaken. An extract from subsample process. Results database search was conducted July 2024. identified total 547 records. It anticipated study findings submitted publication peer-reviewed journal end January 2025. Conclusions provide up-to-date evidence settings countries describe impact SEND. International Registered Report Identifier (IRRID) DERR1-10.2196/65045
Язык: Английский
Процитировано
1Education and Information Technologies, Год журнала: 2025, Номер unknown
Опубликована: Фев. 6, 2025
Язык: Английский
Процитировано
1Technologies, Год журнала: 2025, Номер 13(3), С. 113 - 113
Опубликована: Март 11, 2025
Computational thinking and problem-solving skills have become vital for students to develop. Digital games serious are increasingly being used in educational settings present great potential aid students’ learning. This study aims explore the role impact of digital on computational programming primary, secondary, K-12 education through a systematic review existing literature. Four research questions were set be examined. Following PRISMA framework, 78 studies deriving from IEEE, Scopus, Web Science over period 2011–2024 The categorized into Theoretical Review studies, Proposal Showcase Experimental Case studies. Based results, arose as meaningful tools that positively viewed by stakeholders can effectively support improve skills. Among benefits identified, it was revealed offer enjoyable interactive learning experiences performance, engagement, motivation, enhance confidence focus, promote self-regulated personalized Additionally, emerged an means social provide real-time feedback. challenges identified related selection game-related design elements, decisions, approaches. Hence, highlights significance need cultivate thinking, problem-solving, young age. Finally, reveals key principles aspects consider when developing involve throughout development process.
Язык: Английский
Процитировано
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