Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications DOI Open Access
J. Medina, Rosa Estriégana, Roberto Barchino

и другие.

Electronics, Год журнала: 2024, Номер 13(22), С. 4500 - 4500

Опубликована: Ноя. 15, 2024

This experimental study aims to examine students’ acceptance and attitude towards the use of Quiz-Based Game Applications, as well analyze how Applications affect acquisition development basic competences. To achieve this purpose, a mixed-methods approach was employed, combining quantitative methodology through analysis responses from online questionnaires completed by 166 computer science students using Structural Equation Modeling (SEM) with qualitative based on focus groups observation. The theoretical framework widely recognized Technology Acceptance Model (TAM). findings indicate that perceive these tools useful easy use, thereby positively influencing their implementation game-based learning. Furthermore, emphasizes crucial role learning strategies in effective essential competences for comprehensive education students. These underscore importance considering Learning (QGBLAs) valuable educational strategy enhance develop fundamental skills

Язык: Английский

Enhancing Education in Agriculture via XR-Based Digital Twins: A Novel Approach for the Next Generation DOI Creative Commons

Orestis Spyrou,

Mar Ariza-Sentís, Sergio Vélez

и другие.

Applied System Innovation, Год журнала: 2025, Номер 8(2), С. 38 - 38

Опубликована: Март 17, 2025

Integrating Artificial Intelligence (AI) and Extended Reality (XR) technologies into agriculture presents a transformative opportunity to modernize education sustainable food production. Traditional training remains resource-intensive, time-consuming, geographically restrictive, limiting scalability. This study explores an AI-driven Digital Twin (DT) system embedded within gamified XR environment designed enhance decision-making, resource management, practical in viticulture as well woody crop management. A survey among stakeholders the viticultural sector revealed that participants are increasingly open adopting Virtual (VR) combined with AI-enhanced technologies, signaling readiness for digital learning transformation field. The 4.48/7 willingness adopt XR-based training, 4.85/7 interest solutions precision agriculture, moderate climate change concern of 4.16/7, indicating strong transformation. Our findings confirm combining AI-powered virtual educators DT simulations provides interactive, real-time feedback, allowing users experiment vineyard management strategies risk-free setting. Unlike previous studies focusing on monitoring or AI-based decision support, this examines potential Twins (DTs) personal assistants improve overall productivity agriculture. Proof-of-concept implementations Unity Oculus Quest 3 demonstrate how NPC can personalize simulate adaptation strategies, stakeholder engagement. research employs design-oriented approach, integrating feedback from industry experts end-users refine educational applications DTs Furthermore, highlights proof-of-concept using cross game engine platform, showcasing environments where students interact simulated settings. innovations support farmers enhancing yields play important role educating next generation farmers.

Язык: Английский

Процитировано

0

Impact of Digital Storytelling on Improving Brand Image Among Consumers DOI Creative Commons
Jaspreet Kaur, Shweta Saini, Abhishek Behl

и другие.

Journal of Promotion Management, Год журнала: 2024, Номер unknown, С. 1 - 29

Опубликована: Сен. 16, 2024

Язык: Английский

Процитировано

0

Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications DOI Open Access
J. Medina, Rosa Estriégana, Roberto Barchino

и другие.

Electronics, Год журнала: 2024, Номер 13(22), С. 4500 - 4500

Опубликована: Ноя. 15, 2024

This experimental study aims to examine students’ acceptance and attitude towards the use of Quiz-Based Game Applications, as well analyze how Applications affect acquisition development basic competences. To achieve this purpose, a mixed-methods approach was employed, combining quantitative methodology through analysis responses from online questionnaires completed by 166 computer science students using Structural Equation Modeling (SEM) with qualitative based on focus groups observation. The theoretical framework widely recognized Technology Acceptance Model (TAM). findings indicate that perceive these tools useful easy use, thereby positively influencing their implementation game-based learning. Furthermore, emphasizes crucial role learning strategies in effective essential competences for comprehensive education students. These underscore importance considering Learning (QGBLAs) valuable educational strategy enhance develop fundamental skills

Язык: Английский

Процитировано

0