Transforming Higher Education Through Technology DOI
Elisha Mupaikwa

Advances in educational technologies and instructional design book series, Год журнала: 2024, Номер unknown, С. 553 - 580

Опубликована: Дек. 20, 2024

This chapter analyses recommended journal articles to explore the impact of AI in Education 5.0. These reviews indicated that establishment intelligent tutoring systems, personalized learning, curriculum development and evaluation, research support, learning analytics, gamification were main uses artificial intelligence The key findings from are transformative role has played education by creating a more independent, student-centred student-directed environment enables learners demonstrate their innovative skills. obstacles adoption 5.0 concerns about ethics, security, finances as well legislation. went on suggest investments infrastructure development, user training, policy initiatives.

Язык: Английский

Learning Analytics and Educational Data Mining in Augmented Reality, Virtual Reality, and the Metaverse: A Systematic Literature Review, Content Analysis, and Bibliometric Analysis DOI Creative Commons
Γεώργιος Λαμπρόπουλος, Georgios Evangelidis

Applied 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

1

Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review DOI Creative Commons

Sindre Wennevold Gundersen,

Γεώργιος Λαμπρόπουλος

Technologies, 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

1

An exploratory multimodal study of the roles of teacher-student interaction and emotion in academic performance in online classrooms DOI
Jun Xiao, Mo Chen, Yaliu Yang

и другие.

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

Опубликована: Фев. 11, 2025

Язык: Английский

Процитировано

0

The Influence of Basic Psychological Needs on Insurance Agencies Performance DOI Creative Commons

Norfaezah Mohd Shahren,

Noraznira Abd Razak,

Wei Loon Koe

и другие.

Information Management and Business Review, Год журнала: 2025, Номер 17(1(I)), С. 158 - 170

Опубликована: Фев. 16, 2025

The fulfilment of Basic Psychological Needs (BPNS)—autonomy, competence, and relatedness—has become a crucial factor influencing employee well-being corporate performance across all sectors. This study examines the influence (BPNS) on motivation in insurance companies based Self-Determination Theory (SDT). Despite substantial research BPNs sectors including education healthcare, their industry, especially Malaysia, remains inadequately investigated. findings indicate that meeting these needs can cultivate supportive work environment, alleviate workplace difficulties, enhance engagement organizational efficiency. fills literature gap by contextualizing significance BPNS concerning agencies, highlighting relationship between psychological firm performance. systematically reviews current studies to highlight possibility utilizing satisfaction improve staff retention, satisfaction, productivity, fostering companies' competitive growth.

Язык: Английский

Процитировано

0

The Use of Gamification in English Learning for Sustainable Development Goals (Sdgs): a Case Study in a Junior High School English Club DOI Creative Commons

Fitria Aftinia,

Ahmad Munir, Him’mawan Adi Nugroho

и другие.

Journal of Lifestyle and SDGs Review, Год журнала: 2025, Номер 5(3), С. e04941 - e04941

Опубликована: Фев. 25, 2025

Objective: This study aimed to know the impact of gamification in English learning a junior high school club as an extracurricular activity on students' interests and outcomes. Theoretical Framework: The research draws constructivism theory Self-Determination Theory (SDT) comprehend how educational games allow active participation outcomes improvement students. Method: participants were divided into three groups: two experimental groups one control group. group learned using developed computer game that underwent feasibility test, while did not use during learning. Data collected through observation, questionnaires, teacher student interviews for triangulation tests. Results Discussion: showed more than Questionnaire results indicated interest, enjoyment, enthusiasm continued hope activities would differ from curricular because students tired. Learning revealed 75% achieved individual completeness, which shows specified classical completeness. Research Implications: provides valuable recommendations teachers stakeholders improve quality schools. Originality/Value: contributes theoretically practically It insights can foster joyful English.

Язык: Английский

Процитировано

0

Empowering Students with Learning Disabilities: Examining Serious Digital Games’ Potential for Performance and Motivation in Math Education DOI Creative Commons
Georgios Polydoros, Αλέξανδρος Σταμάτιος Αντωνίου

Behavioral Sciences, Год журнала: 2025, Номер 15(3), С. 282 - 282

Опубликована: Фев. 27, 2025

This research investigates the impact of digital math serious educational games (SEGs) on enhancing skills and motivation, specifically focusing first-degree equations for students with learning difficulties. A comparative study was conducted among two groups disabilities. One group engaged game “Battleship”, while other received traditional curriculum-based instruction. The study’s dual objectives were to assess effectiveness SEGs in improving mathematical performance evaluate motivation levels. Additionally, gender differences examined understand how boys girls differently. Employing an empirical approach, a test comprising standard exercises equations, typically encountered seventh grade, administered. Motivated Strategies Learning Questionnaire (MSLQ) administered measure motivation. sample consisted 104 seventh-grade disabilities, aged 12–13 years, from four public schools northern sector Attica, Greece. evenly divided into 52 each. Data analyzed using SPSS Excel. Results indicated that who SEG demonstrated significantly improved compared their peers used curriculum book. Interestingly, control group, which book, reported higher levels underscoring complex interplay motivational factors Furthermore, analysis by revealed both benefited terms performance. However, only slightly affected gender, highlighting potential support diverse learners.

Язык: Английский

Процитировано

0

NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study DOI

Daniel Burguera-Bernalte,

José‐Antonio Gil‐Gómez, Rosa Redolat

и другие.

Entertainment Computing, Год журнала: 2025, Номер unknown, С. 100943 - 100943

Опубликована: Март 1, 2025

Язык: Английский

Процитировано

0

What Are the Contributing Factors to Business Simulation Results in Entrepreneurial Education? DOI
Aivars Spilbergs,

Airita Aksjonenko,

Liga Peiseniece

и другие.

Eurasian studies in business and economics, Год журнала: 2025, Номер unknown, С. 3 - 17

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

The Influence of Short-Term Dance-Oriented Exergaming on Cognitive Skills and Psychological Well-Being of Adolescents DOI Creative Commons
Renata Rutkauskaitė, Rita Gruodytė-Račienė,

Gabriele Pliuskute

и другие.

Education Sciences, Год журнала: 2025, Номер 15(4), С. 508 - 508

Опубликована: Апрель 18, 2025

The physical inactivity of adolescents and their sedentary lifestyle with profuse usage screens has been a growing issue for the last few years. In contrast, there is some evidence that videogame-based exercising improves cognitive abilities psychological well-being during growth maturation. Therefore, need wider exploration innovation tools in education (PE) extracurricular activities schoolchildren. aim this study was to determine change skills when supplemented activity. short-term activity (PA) program, initiated by in-service PE teachers (n = 3), involved 13–15-year-old 63, them 20 were boys) from one biggest cities Lithuania. research subjects participants exercise groups on regular basis, attending respective three-times-a-week sessions 1 month. first intervention group engaged 60 min functional training program (FT group, n 31). second had 30 FT followed video-based dance class + Just Dance 32). Trail-Making test (part A B), Visual Digit Span test, Stroop performed investigate students’ abilities. addition, WHO-5 questionnaire used analyse respondents’ well-being. When comparing pre- post-intervention results, no changes observed state, visual–executive skills, visual memory both groups. Reaction time improved significantly (p < 0.05). working implementation training, Dance, adolescents’ memory, but effect subjectively perceived

Язык: Английский

Процитировано

0

Strengthening student empathy in GeoCapabilities: Digital learning innovations and pedagogical strategies for disaster mitigation DOI Creative Commons
Sugiyanto Sugiyanto, Chatarina Muryani,

Dannis Ni’matussyahara

и другие.

Contemporary Educational Technology, Год журнала: 2024, Номер 16(3), С. ep521 - ep521

Опубликована: Авг. 5, 2024

Indonesia’s geographical positioning along the ‘Ring of Fire’ exposes it to frequent seismic activities, making effective disaster mitigation education crucial. Current educational strategies may not adequately foster necessary empathy and understanding among students regarding socio-environmental impacts disasters. This study aims develop evaluate a digital learning platform designed enhance GeoCapabilities in students, particularly focusing on social-environmental dimension. The objective is improve students’ empathetic responses scenarios through integrated pedagogy. Utilizing design-based research method, this involved systematic blend iterative development evaluation phases refine interventions. Data collection was achieved combination qualitative feedback from quantitative pre-and post-test measures assess levels. analysis statistical testing determine effectiveness enhancing capabilities learners. reveals that (D-Learning), significantly improves towards impacts. Students demonstrated deeper emotional engagement with content, highlighting an increase their ability empathize affected communities. findings suggest scalability D-Learning can be tailored different regions, providing valuable tool for preparedness worldwide. integration technology empathy-focused pedagogy could serve as model developing similar programs globally, aiming more resilient future generation.

Язык: Английский

Процитировано

1