
BMC Nursing, Год журнала: 2024, Номер 23(1)
Опубликована: Сен. 15, 2024
Язык: Английский
BMC Nursing, Год журнала: 2024, Номер 23(1)
Опубликована: Сен. 15, 2024
Язык: Английский
Education and Information Technologies, Год журнала: 2023, Номер 29(9), С. 10529 - 10550
Опубликована: Окт. 7, 2023
Язык: Английский
Процитировано
23TESOL Quarterly, Год журнала: 2024, Номер unknown
Опубликована: Янв. 12, 2024
Abstract Although Global Englishes (GE) research continues to grow in English language teaching (ELT), the role of technology enhancing GE awareness remains underexplored. Addressing this gap, study investigates potential as a lingua franca (ELF) interactions with artificial intelligence (AI) chatbots raising awareness. Using quasi‐experimental design, 97 South Korean pre‐service teachers were divided into control group (CG, n = 32) and two experimental groups (EG1, 31; EG2, 34) for 16‐week teacher‐training courses. The CG received no instruction, while EG1 conducted presentation task EG2 interacted AI 3D metaverse environments. We used mixed‐methods approach pre‐ post‐test surveys interviews. ANCOVA results survey data showed that both tasks had positive effects on all facets (e.g., acceptance one's local English, other Englishes, native‐speakerism, ELF confidence intention, willingness incorporate GELT teaching), chatbot exerting stronger effect intention. For practical implications, findings outlined pedagogical strategies integrating computer‐assisted (CA) learning. Theoretically, we proposed CA‐GELT future era generative technology.
Язык: Английский
Процитировано
12Applied Soft Computing, Год журнала: 2024, Номер 156, С. 111514 - 111514
Опубликована: Март 16, 2024
Язык: Английский
Процитировано
8Electronics, Год журнала: 2024, Номер 13(7), С. 1297 - 1297
Опубликована: Март 30, 2024
In recent years, research and applications related to the metaverse have garnered widespread attention in field of online education. However, enhancing user experiences learning remains a challenging issue. This study aims explore how gamification enhances experience by boosting motivation. first phase research, relationship between gamification, motivation, satisfaction was examined. The results indicated higher with gamified experiences, intrinsic external regulations serving as mediating factors satisfaction. second study, five elements (challenge, reward, feedback, PBL, social interaction) were further validated for their role motivation and, consequently, improving Notably, rewarding element emerged most significant factor. These findings hold practical significance providers application learning. They provide valuable insights future implementation this evolving field.
Язык: Английский
Процитировано
6Computers and Education Artificial Intelligence, Год журнала: 2023, Номер 5, С. 100185 - 100185
Опубликована: Янв. 1, 2023
The coronavirus disease – 2019 pandemic has accelerated the proliferation of virtual technologies and had have an enormous impact on education. In this paper, we analyse teachers' perceptions about use metaverse in educational practices how it contributes to local development. We focused our study China Spain as reference countries metaverse, but whose collaboration, arena, is not significant. For that purpose, designed a questionnaire explore views 20 teachers from each two universities selected, one other Spain, which applies innovation entrepreneurship results show its initial experimentation phase. Its application education limited attitudes towards teaching, rather allows students acquire real skills, can contribute development society improve international cooperation, thus creating virtuous circle. Faculty training university facilities remain for implementation. Further research needed data protection privacy aspects practical metaverse.
Язык: Английский
Процитировано
14Interactive Learning Environments, Год журнала: 2023, Номер unknown, С. 1 - 25
Опубликована: Ноя. 23, 2023
The present study employed the draw-a-picture technique and epistemic network analysis (ENA) to reveal university students' viewpoints on ChatGPT-supported learning, as well conceptions, roles, educational objectives of learning among students with different attitudes. results showed that conceptions were diverse interrelated. Most agreed ChatGPT could facilitate anytime anywhere, held positive emotions In there significant differences in four categories locations, content, activities, objects between low attitude (LLA) high (HLA) groups. Besides, HLA group preferred use for specific higher levels engagement discussions consultations. LLA was inclined at home or places traditional classroom equipment completing reports assignments. regarded a tutor, while those viewed it tool. Based above findings, this puts forward some suggestions how implement education reference educators, researchers training developers.
Язык: Английский
Процитировано
14Data Science and Management, Год журнала: 2024, Номер 7(3), С. 181 - 188
Опубликована: Янв. 19, 2024
In sports, virtual spaces are sometimes utilized to enhance performance or user experience. this study, we conducted a frequency analysis, semantic network and topic modeling using 134 abstracts obtained through keyword searches focusing on "Sport(s)" in combination with "Metaverse," "Augmented Reality," "Virtual "Lifelogging," "Mixed Reality." First, the top 20 words were extracted then each type of word was retained select seven words. The analysis revealed emergence key themes such as "user(s)," "game(s)," "technolog (y/ies)," "experience(d)," "physical," "training," "video," variations intensity depending Metaverse. Second, relationships between reconfirmed networks based selected Finally, uncover specific We also found that "performance/scoring prominent across all types Metaverses. This suggests addition providing enjoyment there is high possibility users (both general athletes) utilize Metaverse achieve positive outcomes success. importance "performance/scoring" sports may seem obvious; however, it provides significant insights for practitioners when combined Metaverse-related keywords. Ultimately, study has managerial implications enhancing specialized industry.
Язык: Английский
Процитировано
5Journal of Applied Research in Higher Education, Год журнала: 2025, Номер unknown
Опубликована: Фев. 18, 2025
Purpose The primary objective of this study is to combine the technology acceptance model with substitution, augmentation, modification and redefinition (SAMR) investigate assess professors’ willingness engage in teaching metaverse classrooms. Design/methodology/approach collected survey data from 240 qualified respondents who were actively involved knowledgeable about immersive environments using snowball sampling method. To validate our hypotheses concerning conceptual model, employed bootstrapping method Smart PLS 4.0. Findings Our findings reveal that several key factors significantly influence attitudes intentions professors teach classrooms (MVCs). These include perceived level knowledge integration related metaverse, ease technologies usefulness these for both learners. Studying intention offers practical benefits. Practical implications research provide essential information educational institutions by identifying impact readiness By comprehending factors, can make informed decisions resource distribution, faculty training development strategies adopting technology. Moreover, valuable insights policymakers professors, enabling them improve preparedness facilitate efficient incorporation into system. Originality/value help higher education understand readiness, allocate resources monitor adoption tools their teaching-learning process. This awareness be further examined inform public its potential.
Язык: Английский
Процитировано
0PLoS ONE, Год журнала: 2025, Номер 20(2), С. e0318548 - e0318548
Опубликована: Фев. 24, 2025
This study delves into the multifaceted “3I” technological attributes of metaverse classrooms—namely perceived immersion, interaction, and imagination—and their interplay with psychological imagery representational ability. investigation seeks to elucidate nexus between these constructs collective influence on students’ learning outcomes. To achieve this, an integrative conceptual model has been meticulously constructed, encapsulating dynamic interrelationships characteristics pivotal cognitive factors Employing a Partial Least Squares Structural Equation Modeling (PLS-SEM) approach, empirical inquiry was conducted dataset comprising 930 validated questionnaires. The analysis yielded significant findings: immersion interaction were found exert direct positive Furthermore, emerged as central mediator in pathway from classroom Representational ability identified have dual roles, exerting both negative moderating effects relationship imagination outcomes, well outcomes.The study’s evidence offers substantial theoretical validation for practical application strategic refinement metaverse-based educational practices. It underscores imperative account individual differences foster immersive interactive environments. Additionally, highlights untapped potential enhancing suggesting rich vein future research.
Язык: Английский
Процитировано
0Education and Information Technologies, Год журнала: 2025, Номер unknown
Опубликована: Март 8, 2025
Язык: Английский
Процитировано
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