Critical Factors of Immersive Learning in Higher Education: A Systematic Literature Review DOI
Sunardi Sunardi,

Meyliana Meyliana,

Arief Ramadhan

и другие.

Опубликована: Сен. 6, 2023

Immersive learning has gained significant attention with the rising trend of spatial computing, particularly in after-pandemic era. Numerous research explored potential immersive higher education, primarily on educational sector. However, prior frequently focused too narrowly effects technology and neglected to address crucial element influencing successful education. This study seeks pinpoint contributing development experiences. The methodology uses a systematic literature review (SLR) from 2018 up 2023 investigate critical factors Learning Higher Education. From 728 papers initially retrieved, 274 were considered candidates, ultimately, 86 articles selected based their relevance question. results reveal that include design, technology, immersion, engagement, interactivity, usability. Academic interests will benefit this SLR's consequences as institutions create models for designing suitable learning, especially within context

Язык: Английский

Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course DOI Creative Commons
Anna Flavia Di Natale, Sabrina Bartolotta, Andrea Gaggioli

и другие.

Education and Information Technologies, Год журнала: 2024, Номер unknown

Опубликована: Янв. 11, 2024

Abstract Immersive virtual reality (IVR) and Metaverse applications are gaining attention in the educational field, showing potentials transforming traditional learning methods by supporting active experiential forms of learning. Our study, conducted within context an Italian university course, employs Extended Expectation-Confirmation Model (EECM) as a theoretical framework to explore key aspects students’ acceptance continued intention use IVR integrated environments settings. The EECM, which bridges gap between pre-adoption expectations post-adoption experiences, provides comprehensive perspective for exploring technology adoption education. Students’ attitudes were assessed before after they completed elective course offered that delved into applications. During students explored practical these technologies, engaging variety from immersive relaxation exercises platforms emerging Metaverse. Contrary common assumptions, factors like performance effort expectancy had limited impact on confirmation. However, when initial matched their perceptions technology’s usefulness, satisfaction, confidence its positively enhanced, influencing integrate tools

Язык: Английский

Процитировано

15

Integrating creative pedagogy into problem-based learning: The effects on higher order thinking skills in science education DOI
Harry Affandy,

Widha Sunarno,

Risa Suryana

и другие.

Thinking Skills and Creativity, Год журнала: 2024, Номер 53, С. 101575 - 101575

Опубликована: Июнь 13, 2024

Язык: Английский

Процитировано

10

How can unplugged approach facilitate novice students’ understanding of computational thinking? An exploratory study from a Nigerian university DOI Creative Commons
Friday Joseph Agbo,

Linda Ojone Okpanachi,

Patrick Ocheja

и другие.

Thinking Skills and Creativity, Год журнала: 2024, Номер 51, С. 101458 - 101458

Опубликована: Янв. 1, 2024

Computational thinking (CT) has been relevant in teaching STEM courses, and educators are incorporating both plugged unplugged CT activities their modules to prepare new entrants for advanced knowledge. However, additional empirical data needed understand how an approach can lead improved understanding of concepts. Therefore, this study investigates the impact on novice students' skills unravels characteristics competency from performing activities. The experimental aspect was conducted with a cohort 210 students participating introductory programming course at University Nigeria. A mixed-method research quasi-experimental design were applied could help improve competency. paired-sample t-test familiarity score each concept showed significant increase before after intervention. Furthermore, Latent Dirichlet Allocation (LDA) used topic modeling text describing solutions. Topic allows more insights into steps taken by solve problems. Only 27.62% solution descriptions contained concepts, 56.90% solved puzzle optimal score, 72.41% who concepts problem abstraction decomposition able correctly. Indeed, significantly increased number gained In addition, provides recommendation computer science highlight future direction.

Язык: Английский

Процитировано

8

Virtual reality for the training of soft skills for professional education: trends and opportunities DOI Creative Commons
Agnieszka Dubiel, Dorota Kamińska, Grzegorz Zwoliński

и другие.

Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 21

Опубликована: Янв. 21, 2025

Язык: Английский

Процитировано

0

Research on the impact mechanisms of immersive virtual reality technology in enhancing the effectiveness of higher folk dance education: Base on student perspective DOI

Feng Guang,

Zong Xueliang

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Фев. 11, 2025

Язык: Английский

Процитировано

0

Student’s experience in using simulators for the development of complex skills in logistics education: assessing enjoyment of learning DOI Creative Commons
Ernesto Pacheco-Velázquez, Virgínia Rodés,

Sergio Augusto Ramírez-Echeverri

и другие.

Smart Learning Environments, Год журнала: 2025, Номер 12(1)

Опубликована: Фев. 13, 2025

Abstract The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation “Logistics Simulator LOST.” Recognizing complexities evaluating serious games— interactive games platforms designed for educational, purpose—the emphasizes need that both enhance knowledge and engage learners. study is conducted within ambit undergraduate engineering course Mexico employs EGameFlow scale as its evaluative instrument. This quantifies student satisfaction intrinsic enjoyment derived from process. Findings indicate Logistics LOST highly effective enhancement elevating engagement satisfaction. By leveraging a formal tool focusing on specific educational context, manuscript offers nuanced, empirically substantiated contribution to discourse adaptability GBL diverse settings.

Язык: Английский

Процитировано

0

Multimedia Teaching Methods in IVR for University Students in Vietnam: Segmentation or Summary? DOI
Nguyen Chau,

Tran Minh Hanh,

Luong Thi Nham

и другие.

Lecture notes in networks and systems, Год журнала: 2025, Номер unknown, С. 487 - 498

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses DOI
Ragad M Tawafak, Waleed Mugahed Al-Rahmi, Abdulrahman Al-Shami

и другие.

Contemporary Educational Technology, Год журнала: 2025, Номер 17(2), С. ep576 - ep576

Опубликована: Март 11, 2025

The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) various contexts. This research aims to discover how digital influences students’ BIs, mainly the context technology adoption education. main objective is investigate impact on students. study based acceptance model (TAM), which serves as theoretical framework consisting six hypotheses for research. aimed assess frequency and nature engagement while measuring adoption. was conducted during first academic semester, from October 1, 2023, until January 18, 2024. survey distributed among 125 participants two departments English information Unlike previous studies that mostly focused entertainment value or reasoning benefits gameplay, this uniquely integrates within an educational setting. By applying TAM, provides empirical evidence can influence readiness adopt technology, offering new insights into intersection gaming, education, results highlight potential games leisure activity useful tool promote were perceived usefulness (PU) R-squared (0.532) factors connected PU also supported (technology integration PC = 0.402 ease use 0.446) effective settings. result suggests incorporating strategies may effectively more receptive attitudes toward

Язык: Английский

Процитировано

0

Examining STEM Students' Computational Thinking Skills through Interactive Practicum Utilizing Technology DOI Creative Commons
Ni Nyoman Sri Putu Verawati, Khaerul Rijal,

Nuraqilla Waidha Bintang Grendis

и другие.

International Journal of Essential Competencies in Education, Год журнала: 2023, Номер 2(1), С. 54 - 65

Опубликована: Июнь 30, 2023

This research study explores and compares the computational thinking skills demonstrated by STEM students during interactive practicums involving both virtual laboratories physical laboratories. The objectives of are to assess performance in each practicum setting determine any differences between two environments. An experimental approach was adopted, 106 first-year from a distinguished private university Indonesia participated study. were divided into groups, one using labs other labs. employed portfolio instrument various aspects thinking, including problem reformulation, recursion, decomposition, abstraction, systematic testing. findings show that groups achieved "good" scores for skills. However, group superior compared group. reformulation abstraction received highest while decomposition lowest scores. A MANOVA test confirmed statistically significant suggests use can positively impact students' abilities. results have implications educators institutions seeking enhance design effective practicums.

Язык: Английский

Процитировано

5

Educational Games and Game-based Approaches in Higher Education: A Systematic Review (2014-2023) DOI Creative Commons

Gao Mingyu,

Melor Md Yunus, Karmila Rafiqah M. Rafiq

и другие.

International Journal of Academic Research in Progressive Education and Development, Год журнала: 2024, Номер 13(1)

Опубликована: Янв. 24, 2024

With the leap of modern information technology, game-based methods, as a new teaching mode higher education institutions, is booming. However, review educational games or gamification approaches in still insufficient though it has great informative significance this area. By using PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) method two databases, namely Web Science (WoS) Scopus, total 31 articles were selected, from 2014 to 2023, with inclusion criteria. Two themes emerged review, benefits challenges used institutions. The findings show that learning methods can positively inspire motivation improvement, engagement effectiveness, knowledge gain learners learning. But meantime, point out only cooperation learners, educators, institutions meet finally lead effective outcomes.

Язык: Английский

Процитировано

1