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1 – 10 of over 133000As a result of the convergence of computing and communications in the information age, there have been repeated calls for institutions of higher education to embark on needed…
Abstract
As a result of the convergence of computing and communications in the information age, there have been repeated calls for institutions of higher education to embark on needed changes. Some believe that higher education must transform itself, or make radical shifts, to operate effectively in this era. Much has been learned from the business and government sectors about the power of information technology to improve organizational efficiency and effectiveness, and to enable radical transformation. This study looks at approaches that have been used to classify e‐commerce and e‐government IT applications and explores their relevance to higher education. The study develops an e‐education framework that analyzes applications in higher education in terms of their application category and phase. By developing a framework for analysis based upon lessons learned in e‐commerce and e‐government, the study can provide another way of viewing an institution’s IT portfolio and for mapping future application possibilities.
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Preeti Bhaskar, Chandan Kumar Tiwari and Amit Joshi
This paper aims to provide a systematic literature review on blockchain technology in education to offer a detailed understanding of the present scenario in terms of benefits…
Abstract
Purpose
This paper aims to provide a systematic literature review on blockchain technology in education to offer a detailed understanding of the present scenario in terms of benefits, barriers, present blockchain technology application and future areas where blockchain technology can be implemented in the other fields of education.
Design/methodology/approach
A bibliometric analysis is conducted on for data in the publications, journals, authors and citations were collected, and examined by applying bibliometric measures. The data was collected from SCOPUS database on the topic “Blockchain Technology in Education”. The following research questions guided this systematic literature review (SLR: How blockchain technology has been defined in educational settings? How were the technology examined (i.e. the methodology)? What were the results of using this technology in an education system?
Findings
The study identifies the benefits, barriers and present application of blockchain technology in education. The analysis shows that blockchain technology in education is still a young discipline, but has a lot of potential to benefits the educational sector at large.
Practical implications
This research provides a groundwork for education institutions, the policymakers and researchers to explore other areas where blockchain technology can be implemented, though this research has also suggested some prospective uses of blockchain technology in different functions of an education system, more application can be brought into the education system to exploit the potential of blockchain technology.
Originality/value
The paper discusses the application of blockchain technology in education with the help of bibliometric analysis. This is one of the first known studies to review the blockchain technology by identifying its benefits, barriers, present blockchain technology application. Based on the analysis, future application areas are also identified.
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Manoj Kumar Dash, Gayatri Panda, Anil Kumar and Sunil Luthra
With the time and increase in usage of information technology (IT), blockchain technology is gaining immense attention from researchers, academicians, and practitioners because of…
Abstract
Purpose
With the time and increase in usage of information technology (IT), blockchain technology is gaining immense attention from researchers, academicians, and practitioners because of its distinctive features such as transference, security and data reliability. The purpose of this study is to endow with a systematic review of literature on blockchain in context to the government education sector in terms of its usage, benefits, obstacles and practical implementation in future areas in education.
Design/methodology/approach
The study adopted a bibliometric visualization tool to classify data in yearly publications, highly cited journals, prominent authors, leading publications in countries and institutions and highly cited papers – the data was extracted from the SCOPUS database by using relevant keywords. Thus, the following research questions were developed: How has blockchain technology been used in the government educational sector? What are the benefits examined in the field of education? What were the problems/obstacles faced using the technology in a government education structure?
Findings
The findings identify and provide a comprehensive review of the technique regarding the present research stream in terms of highest publication, author, journal, subject-wise and relevance of the technology in government education structure. Thus, the future research potential of the technology in the education sector is much more as it is in the initiation stage. A lot of opportunities and benefits need to be extracted at large.
Research limitations/implications
The present findings of the study provide a base work for government education institutions, policy developers and researchers to investigate other areas where the technology can be implemented. Finally, more technology applications will develop strategies for proper data management and cost-effective decisions.
Originality/value
This study explains the relevance of technology in education through bibliometric visualization. The study adopted the review and significance of blockchain technology in the government education sector by identifying its benefits, current scenario, application and future research potential areas.
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Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to…
Abstract
Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to address and solve the problems that have arisen. This chapter presents some examples of using serious games and applications to help autistic students to study and improve their quality of life in a VUCA world. Mobile device platforms are practical for online learning and provide many interactions to support inclusive design. Three serious games showed how to bring interactive content to special education, and two mobile applications demonstrated inclusive designs to solve autism problems.
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Can having more education than a job requires reduce one’s chances of being offered the job? We study this question in a sample of applications to jobs that are posted on an urban…
Abstract
Can having more education than a job requires reduce one’s chances of being offered the job? We study this question in a sample of applications to jobs that are posted on an urban Chinese website. We find that being overqualified in this way does not reduce the success rates of university-educated jobseekers applying to college-level jobs, but that it does hurt college-educated workers’ chances when applying to jobs requiring technical school, which involves three fewer years of education than college. Our results highlight a difficult situation faced by the recent large cohort of college-educated Chinese workers: They seem to fare poorly in the competition for jobs, both when pitted against more-educated university graduates and less-educated technical school graduates.
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Chandan Kumar Tiwari, Preeti Bhaskar and Abhinav Pal
Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical…
Abstract
Purpose
Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical, the arts, education, finance and business. While much study has been conducted in the field of VR and AR in a variety of areas, less attention has been paid to online education. The purpose of this research is to conduct a systematic review of studies on AR and VR, as well as its applications in many disciplines of education, with a special emphasis on online education.
Design/methodology/approach
The data were gathered from the SCOPUS database under the subject “Augmented and Virtual Reality Applications in Online Education.” The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) format has been used to summarize the available literature and research in academics throughout the world. First, systematic literature reviews and later bibliometric analysis were conducted for performance and science mapping analysis.
Findings
The research adds to the body of knowledge about the role of AR and VR in online education and its future prospects. AR and VR have demonstrated a substantial contribution to facilitating teaching in a variety of fields, including engineering, medicine, nursing and chemistry. Additionally, this research indicates that AR and VR can be utilized to teach various areas and specialties. Additionally, it can be used in other aspects of online education, such as admissions, industry visits, training, internationalization and specific courses for students with disabilities.
Practical implications
This research lays the framework for educational institutions, legislators and researchers to investigate additional applications of VR and AR. Though this research suggests some possible uses for AR and VR in the online education system, more applications can be integrated into the online education system to fully leverage the potential of AR and VR worldwide. AR and VR have the potential to be a very cost-effective method of delivering online education on a wide scale in the future.
Originality/value
The article explores the applicability of VR and AR in education using bibliometric analysis. This is one of the first studies to do an assessment of VR and AR, evaluating their strengths, drawbacks and current applications. Future application areas are also identified as a result of the investigation.
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Gokhan Agac, Ferit Sevim, Omer Celik, Sedat Bostan, Ramazan Erdem and Yusuf Ileri Yalcin
The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including…
Abstract
Purpose
The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including classroom study aids, clinical skill interaction and image training simulators, thanks to a new generation of Internet applications. This paper aims to provide a comprehensive systematic review using bibliometric analysis on the metaverse in health education and analyze the trends and patterns of research output within the field.
Design/methodology/approach
The paper conducts bibliometric analysis and follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines to ensure a rigorous and transparent review process. Specifically, this article identifies research questions, develops a data-collection strategy and establishes a screening approach that includes determining relevant keywords and applying inclusion and exclusion criteria.
Findings
A bibliometric analysis is conducted comprising 231 studies from 145 scientific journals to assess the trends, patterns and collaboration networks in research on the use of metaverse technology in health education. This paper provides insights into the research themes, publication trends and countries leading in this field, which can guide future research in this field.
Originality/value
The use of metaverse technology in health education has gained momentum in recent years. Despite this interest, comprehensive studies to review and analyze the existing literature on this topic systematically are lacking. In response, this paper provides a systematic review that explores the potential role of the metaverse in health education. By considering the current research, key trends, research hotspots and opportunities for future investigations are identified. The findings not only shed light on the current state of research but also offer guidance for advancing this exciting field.
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Younghoon Chang, Seongyong Lee, Siew Fan Wong and Seon-phil Jeong
As the center of the fourth industrial revolution, artificial intelligence (AI) has marked its presence in various disciplines including the education field in the form of…
Abstract
Purpose
As the center of the fourth industrial revolution, artificial intelligence (AI) has marked its presence in various disciplines including the education field in the form of AI-powered learning applications. The purpose of this study is to build a research model capturing the relationships among use contexts, user gratification, attitude, learning performance and continuous intention to use an AI-powered English learning application.
Design/methodology/approach
Using the use and gratification theory, use contexts and the belief-attitude-intention theory, this paper uses a quantitative approach based on a survey method for data collection and structural equation modeling for analysis. A total of 478 students from an international university in Guangdong, China, participated in the survey after using Liulishuo for two weeks.
Findings
The results showed that perceived use contexts affected all variables associated with gratifications-obtained and gratification-opportunities. With the exception of social integrativeness, all other gratification-based factors significantly affected attitude. The attitude in turn significantly influenced learning performance and continuous use intention.
Originality/value
Mobile AI-powered learning applications are at the center of research on technology-enhanced learning in the age of media and technology convergence. The study is timely and contributes to the discussion of the roles of use context and gratifications on technology users’ attitudes and behavioral intentions.
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Xingyu Chen, Yitong Wang, Da Tao, Ling Jiang and Shaobo Li
Smartphone multitasking behavior has become prevalent in our daily lives, yet factors influencing smartphone multitasking behavior have not been fully investigated. This study…
Abstract
Purpose
Smartphone multitasking behavior has become prevalent in our daily lives, yet factors influencing smartphone multitasking behavior have not been fully investigated. This study aimed to examine the roles of a set of demographic, personality and motivational factors on smartphone multitasking behavior, and how these factors were related to general and application-specific types of smartphone multitasking behavior.
Design/methodology/approach
A cross-sectional study was conducted in which 2,659 smartphone users were invited to complete an online survey on smartphone multitasking behavior. Hierarchical multiple regression analyses were used to examine the roles of demographic, personality and motivational factors on smartphone multitasking behavior.
Findings
The results showed that, in general, demographic factors, such as gender, age, occupation status, education and smartphone usage time significantly predicted smartphone multitasking behavior. People characterized by agreeableness, extraversion, neuroticism and openness to experience were more likely to multitask with smartphones. Information seeking, efficiency and habit motivations were identified as major motivational factors for smartphone multitasking behavior. The roles of demographic, personality and motivational factors differed much across varied types of application-specific smartphone multitasking behavior.
Originality/value
This study extends and advances the literature on media multitasking, smartphone multitasking in particular, by identifying a set of demographic, personality and motivational factors as antecedents of smartphone multitasking behavior. In addition, this study revealed the differentiated roles of the above-mentioned factors across varied types of smartphone application usages. The findings provide important implications for practitioners to tailor smartphone applications and services to different target smartphone users and use situations.
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Miftachul Huda and Azmil Hashim
Media literacy education is knowingly contributed to give insights in facilitating the interaction and communication, and thus enabling to understand the way we look at the world…
Abstract
Purpose
Media literacy education is knowingly contributed to give insights in facilitating the interaction and communication, and thus enabling to understand the way we look at the world around us. However, the challenging issues emerged around need to take serious consent towards engaging the professional and ethical balance in the context of application strategy on media literacy education. This paper attempts to examine in addressing the ability with substantial foundation to recognize and understand between its benefit and its impacts assigned with analysing and evaluating the media engagement.
Design/methodology/approach
This paper proposes the theoretical framework guideline with particular emphasis on empowering both professional and ethical dimensions relating to the media literacy and education to be keenly adhered to as a golden rule in media literacy, education and practice.
Findings
The findings reveal that such a marriage between the ethical dimensions and professional skills would promote the good of individuals, groups and broader society by addressing the inherent negative effects of media technology and practice. Consequently, the model would contribute to broader societal goodness and peaceful coexistence.
Originality/value
The professional and ethical balance being proposed here is necessary to reconsider the way and manner along with media technology tools utilized across different cultures with expressing the purpose of promoting appropriate and wise usage for the sustainable positive benefit of mankind at all times.
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