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Article
Publication date: 14 March 2024

Pengkun Liu, Zhewen Yang, Jing Huang and Ting-Kwei Wang

The purpose of this study is to scrutinize the influence of individual learning styles on the effectiveness of augmented reality (AR)-based learning in structural engineering…

Abstract

Purpose

The purpose of this study is to scrutinize the influence of individual learning styles on the effectiveness of augmented reality (AR)-based learning in structural engineering. There has been a lack of research examining the correlation between learning efficiency and learning style, particularly in the context of quantitatively assessing the efficacy of AR in structural engineering education.

Design/methodology/approach

Using Kolb’s experiential learning theory (ELT), a model that emphasizes learning through experience, students from the construction management department are assigned four learning styles (converging, assimilating, diverging and accommodating). Performance data were gathered, appraised, and compared through the three dimensions from the Knowledge, Attitude and Practices (KAP) survey model across four categories of Kolb’s learning styles in both text-graph (TG)-based and AR-based learning settings.

Findings

The findings indicate that AR-based materials positively impact structural engineering education by enhancing overall learning performance more than TG-based materials. It is also found that the learning style has a profound influence on learning effectiveness, with AR technology markedly improving the information retrieval processes, particularly for converging and assimilating learners, then diverging learners, with a less significant impact on accommodating learners.

Originality/value

These results corroborate prior research analyzing learners' outcomes with hypermedia and informational learning systems. It was found that learners with an “abstract” approach (convergers and assimilators) outperform those with a “concrete” approach (divergers and accommodators). This research emphasizes the importance of considering learning styles before integrating technologies into civil engineering education, thereby assisting software developers and educational institutions in creating more effective teaching materials tailored to specific learning styles.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 19 December 2022

Farshid Danesh and Somayeh Ghavidel

The purpose of this study was a longitudinal study on knowledge organization (KO) realm structure and cluster concepts and emerging KO events based on co-occurrence analysis.

119

Abstract

Purpose

The purpose of this study was a longitudinal study on knowledge organization (KO) realm structure and cluster concepts and emerging KO events based on co-occurrence analysis.

Design/methodology/approach

This longitudinal study uses the co-occurrence analysis. This research population includes keywords of articles indexed in the Web of Science Core Collection 1975–1999 and 2000–2018. Hierarchical clustering, multidimensional scaling and co-occurrence analysis were used to conduct the present research. SPSS, UCINET, VOSviewer and NetDraw were used to analyze and visualize data.

Findings

The “Information Technology” in 1975–1999 and the “Information Literacy” in 2000–2018, with the highest frequency, were identified as the most widely used keywords of KO in the world. In the first period, the cluster “Knowledge Management” had the highest centrality, the cluster “Strategic Planning” had the highest density in 2000–2018 and the cluster “Information Retrieval” had the highest centrality and density. The two-dimensional map of KO’s thematic and clustering of KO topics by cluster analysis method indicates that in the periods examined in this study, thematic clusters had much overlap in terms of concept and content.

Originality/value

The present article uses a longitudinal study to examine the KO’s publications in the past half-century. This paper also uses hierarchical clustering and multidimensional scaling methods. Studying the concepts and thematic trends in KO can impact organizing information as the core of libraries, museums and archives. Also, it can scheme information organizing and promote knowledge management. Because the results obtained from this article can help KO policymakers determine and design the roadmap, research planning, and micro and macro budgeting processes.

Details

Global Knowledge, Memory and Communication, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 16 June 2023

Rahul R. Lexman and Rupashree Baral

The purpose of this conceptual paper is to inform the administrators, designers, trainers and scholars, and encourage conversations on the role of digital twin technologies in…

134

Abstract

Purpose

The purpose of this conceptual paper is to inform the administrators, designers, trainers and scholars, and encourage conversations on the role of digital twin technologies in enhancing interactivity in the context of massive open online courses (MOOCs).

Design/methodology/approach

Drawing on a review of literature, this article highlights the concept of digital twins and discusses its potential applications on enhancing interactivity in MOOCs.

Findings

Findings of this conceptual paper highlights the significance of the emerging industry 4.0 technologies such as digital twins, in enhancing interactivity in a MOOC environment. Implementation of modern technologies such as digital twins and AI in MOOCs could guarantee access to comprehensive and equitable quality education and could expand the scope of lifelong learning for everyone.

Practical implications

This conceptual paper is particularly relevant to the post-pandemic context where organizations and educational institutions have both adopted a hybrid mode of learning. Inclusion of the interactive elements may provide better insights to the platform administrators, designers, trainers and to enhance levels of learner engagement in MOOC environments. Moreover, effective utilization of these technology driven learning models in future may have larger impacts in catering to meet the sustainable development goal (SDG-4) towards provision of quality education.

Originality/value

While past studies focused more on the conceptualization of human-to-human interactivity, the facets of human-to-platform interactivity remained largely unexplored. To our understanding, this paper is one of the initial attempts to conceptually highlight the applications of digital-twin technology to enhance human to platform interactivity in a MOOC context.

Details

Development and Learning in Organizations: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1477-7282

Keywords

Article
Publication date: 19 April 2024

Hui-Min Lai, Shin-Yuan Hung and David C. Yen

Seekers who visit professional virtual communities (PVCs) are usually motivated by knowledge-seeking, which is a complex cognitive process. How do seekers search for knowledge…

Abstract

Purpose

Seekers who visit professional virtual communities (PVCs) are usually motivated by knowledge-seeking, which is a complex cognitive process. How do seekers search for knowledge, and how is their search linked to prior knowledge or PVC situation factors? From the cognitive process and interactional psychology perspectives, this study investigated the three-way interactions between seekers’ expertise, task complexity, and perceptions of PVC features (i.e. knowledge quality and system quality) on knowledge-seeking strategies and resultant outcomes.

Design/methodology/approach

A field experiment was conducted with 119 seekers in a PVC using a 2 × 2 factorial design of seekers’ expertise (i.e. expert versus novice) and task complexity (i.e. low versus high).

Findings

The study reveals three significant insights: (1) For a high-complexity task, experts adopt an ask-directed searching strategy compared to novices, whereas novices adopt a browsing strategy; (2) For a high-complexity task, experts who perceive a high system quality are more likely than novices to adopt an ask-directed searching strategy; and (3) Task completion time and task quality are associated with the adoption of ask-directed searching strategies, whereas knowledge seekers’ satisfaction is more associated with the adoption of browsing strategy.

Originality/value

We draw on the perspectives of cognitive process and interactional psychology to explore potential two- and three-way interactions of seekers’ expertise, task complexity, and PVC features on the adoption of knowledge-seeking strategies in a PVC context. Our findings provide deep insights into seekers’ behavior in a PVC, given the popularity of the search for knowledge in PVCs.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 24 April 2024

Yuhong Li, Hang Gao and Xiaokun Yu

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database…

Abstract

Purpose

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database can also be continuously filled according to the existing logic to realize the diversity of design. Improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. And verify the feasibility of the simulation software to assist pleated clothing design.

Design/methodology/approach

Firstly, according to the logical framework of origami theory, different innovative designs and combined designs are made for the basic units of hyperbolic paraboloid, and the element library that can be used for design is systematically summarized. This database can also be continuously filled according to the existing logic to realize the diversity of design. Secondly, it summarizes three methods of pleated element filling clothing – uniform filling method, the irregular filling method and geometric addition method – that improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. Finally, the virtual software is used to simulate the effect of pleated clothing, and the three-dimensional simulation software 3dclo is used to make an empirical study on the application of hyperbolic paraboloid origami in clothing pleated design to verify the feasibility of the simulation software to assist pleated clothing design.

Findings

The theoretical results of hyperbolic paraboloid origami are collected and arranged to establish the element library of hyperbolic paraboloid origami. The results expand the designer's design ideas and auxiliary design technology and improve the design efficiency using a sample of hyperbolic paraboloid fabric to verify its practicability and three-dimensional clothing simulation software for exploring the design. The design rules of hyperbolic paraboloid clothing and the realization method of fabric are summarized, including the expansion and combing of elements, the application of size and shape and the method of combination.

Research limitations/implications

Owing to the hyperbolic paraboloid origami’s length shrinkage, the loose computation of clothing requires targeted computation. This paper solely applies a paper model for estimating the shrinkage, and then we tend to subsequently explore the way to precisely compute the porosity, to determine the existing differences in the two-dimensional shrinkage of hyperbolic paraboloid creases of varying materials and to know if the clothing after large-scale production is capable of reaching the anticipated value.

Practical implications

The exploration of this experiment brings a new 3D experiment process to the design process.

Social implications

This experiment brings new possibilities for the development of virtual fitting and virtual display in the industry.

Originality/value

This study combines hyperbolic paraboloid origami and clothing and combs and expands the unit with logical thinking to expand the designer's design ideas.

Details

International Journal of Clothing Science and Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 4 December 2023

Megawati Soekarno, Mohamad Isa Abd Jalil, Suddin Lada, Siti Hajar Samsu, Mohammad Zulfakhairi Mokthar and Shariff Umar Shariff Abd Kadir

The world after the pandemic of Covid-19 is looking at a different environment in teaching and learning and primarily being influenced by general online learning readiness…

Abstract

Purpose

The world after the pandemic of Covid-19 is looking at a different environment in teaching and learning and primarily being influenced by general online learning readiness. Perception towards the measurement of online learning readiness would also need to change. This study seeks to determine whether Malaysian undergraduate students are ready to study online if the Movement Control Order (MCO) is reimposed.

Design/methodology/approach

Using an online poll, this study analysed 299 undergraduate students from Malaysia's public and private universities. The collected data were then analysed using SmartPLS software to test the measurement model and structural equation modelling.

Findings

The findings of this study indicate that computer self-efficacy and self-directed learning have a substantially positive link with online learning preparedness among Malaysian undergraduate students.

Research limitations/implications

Findings in this study indicate that universities should draw comprehensive plans to enhance students' readiness in terms of indicators such as technology usage, technology availability, computer and internet efficacy, self-directed learning and attitude. One of the aspects that require change is online communication self-efficacy. Thus, there is a need for improvement, or this would affect undergraduates adversely, especially in the event of future MCO.

Originality/value

The originality of this article lies in the time frame this study was conducted, where cases of coronavirus infection are seen to increase around the world and there is a possibility that movement restrictions will be re-enforced. The findings in this study are expected to give insight to the government in the effort of the national higher education plan. By not undervaluing previous research models, this research model should give a new perspective to the academic literature on online learning among undergraduate students.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 5 October 2023

Kajal Srivastava, Masood H. Siddiqui, Rahul Pratap Singh Kaurav, Sumit Narula and Ruturaj Baber

Amidst the COVID-19 pandemic, education has shifted to online teaching and learning. Interactivity is a crucial tool used to make online education effective. This study…

Abstract

Purpose

Amidst the COVID-19 pandemic, education has shifted to online teaching and learning. Interactivity is a crucial tool used to make online education effective. This study empirically examines the role of interactivity in higher education and its influence on students' behavioral outcomes, specifically focusing on soft skills and personality upgradation.

Design/methodology/approach

A quasi-experimental research design was carried out for post-graduate students undergoing a business communication course from four major institutions. For analysis, t-test, confirmatory factor analysis (CFA) and partial least squares structural equation modeling (PLS-SEM) have been employed. Experimental research has established the causal relationship between interactivity, personality and soft skill upgradation (SSU).

Findings

It was found that the theoretical structural model has a rational model-fit validity. Resultantly, practitioners may use prior knowledge of virtual community (VC) members to enhance web interactivity, thereby increasing social identity and social bonds in a group for more meaningful and effective delivery of online courses.

Research limitations/implications

The major limitations lie in its context-dependent nature, predominantly influenced by the pandemic-induced mandatory online learning. The study's cross-sectional design also inhibits its ability to assess goal-directed behaviors over time, necessitating further longitudinal research.

Originality/value

The study is one of the pioneering pieces of research that examines the role of pre-defined grouping and enhanced web interactivity in VCs in the context of online learning, especially during the COVID-19 pandemic. Integrating theories of web interactivity, social bond theory (SBT) and social identity theory (SIT) provides a novel understanding of cognitive and social influences that drive meaningful online discussions and their impacts on knowledge enhancement and personality development. Its findings have implications for the design of effective online learning environments and e-learning pedagogy, contributing to the growing domain of information and communication technology (ICT)-enabled education.

Details

Benchmarking: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1463-5771

Keywords

Article
Publication date: 6 October 2023

Asem Abdalrahim, Mohammad Suliman, Mohammed ALBashtawy, Abdullah Alkhawaldeh and Wafa'a Ta'an

This paper aims to explore examine the therapeutic potential of head-mounted display (HMD)-based Virtual Reality Relaxation Therapy (VRRT) sessions for people individuals with…

Abstract

Purpose

This paper aims to explore examine the therapeutic potential of head-mounted display (HMD)-based Virtual Reality Relaxation Therapy (VRRT) sessions for people individuals with dementia in Jordan.

Design/methodology/approach

This cross-sectional survey recruited 75 dementia-diagnosed elderly individuals from three Jordanian care homes. A VRRT intervention comprising 10 tailored RT sessions held over the course of five weeks was administered to the participants. Apathy, cognitive performance, anxiety and depression were evaluated before and after the intervention to determine any changes. The Person-Environment Apathy Rating Scale's (PEARS) Arabic translation's validity and reliability were also evaluated.

Findings

The VRRT intervention yielded noteworthy results in reducing apathy, as indicated by a substantial decrease in PEARS scores from 17.20 to 11.15. The findings of the study revealed that the participants demonstrated enhanced cognitive abilities, as evidenced by a significant rise in their Saint Louis University Mental Status ratings, which increased from 15.11 to 19.70. The levels of anxiety and depression exhibited a significant decrease subsequent to the implementation of VRRT, with anxiety levels decreasing from 13.66 to 8.23 and depression levels decreasing from 13.62 to 9.33. Furthermore, a notable 70% of participants demonstrated statistically significant decreases in indifference.

Practical implications

This study makes a significant contribution to the advancement of innovative treatment approaches aimed at addressing the needs of the aging population, hence enhancing health outcomes and raising the quality of care in Jordan.

Originality/value

The effectiveness of VRRT in reducing apathy among Jordanian senior citizens residing in nursing homes has not yet been fully investigated. Therefore, this paper seeks to assess the effectiveness of HMD-based VRRT by conducting pre- and post-intervention evaluations. This research aims to provide valuable insights into the applicability and significance of VRRT in the Jordanian context, contributing to the development of culturally appropriate and cutting-edge therapeutic interventions for older individuals in Jordan. Through this study, the authors aim to promote improved health and elevated standards of care for this population.

Details

Working with Older People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-3666

Keywords

Article
Publication date: 8 December 2022

Khurram Shahzad and Shakeel Ahmad Khan

This study aims to investigate the current practices being implemented against the dissemination of fake online news, identify the relationship of new media literacy (NML) with…

Abstract

Purpose

This study aims to investigate the current practices being implemented against the dissemination of fake online news, identify the relationship of new media literacy (NML) with fake news epidemic control and find out the challenges in identifying valid sources of information.

Design/methodology/approach

To accomplish constructed objectives of this study, a systematic literature review (SLR) was conducted. The authors carried out the “Preferred Reporting Items for the Systematic Review and Meta-analysis” guidelines as a research methodology. The data were retrieved from ten world’s leading digital databases and online tools. A total of 25 key studies published in impact factor (IF) journals were included for systematic review vis-à-vis standard approaches.

Findings

This study revealed trending practices to control fake news consisted of critical information literacy, civic education, new thinking patterns, fact-checkers, automatic fake news detection tools, employment of ethical norms and deep learning via neural networks. Results of the synthesized studies revealed that media literacy, web literacy, digital literation, social media literacy skills and NML assisted acted as frontline soldiers in combating the fake news war. The findings of this research also exhibited different challenges to control fake news perils.

Research limitations/implications

This study provides pertinent theoretical contributions in the body of existing knowledge through the addition of valuable literature by conducting in-depth systematic review of 25 IF articles on a need-based topic.

Practical implications

This scholarly contribution is fruitful and practically productive for the policymakers belonging to different spectrums to effectively control web-based fake news epidemic.

Social implications

This intellectual piece is a benchmark to address fake news calamities to save the social system and to educate citizens from harms of false online stories on social networking websites.

Originality/value

This study vivifies new vistas via a reinvigorated outlook to address fake news perils embedded in dynamic, rigorous and heuristic strategies for redefining a predetermined set of social values.

Details

Global Knowledge, Memory and Communication, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 16 April 2024

Furong Jia and Jie Yu

Gamification is a strategic approach employed by practitioners to foster meaningful engagement and enhance the acceptance of recommendations. Gamification affordances (e.g…

Abstract

Purpose

Gamification is a strategic approach employed by practitioners to foster meaningful engagement and enhance the acceptance of recommendations. Gamification affordances (e.g. achievement, self-expression, interaction, and cooperation) catalyze significant psychological processes in consumers, leading to behavioral changes. Despite its application, a gap remains in understanding how these gamification affordances in e-commerce contexts impact customers' perceived values and drive recommendation acceptances.

Design/methodology/approach

Employing affordance theory and perceived value theory as our foundation, we have crafted a comprehensive framework that addresses the multifaceted nature of e-commerce gamification, thereby unifying the fragmented knowledge in this area. We implemented a quantitative research design to empirically test the proposed model.

Findings

The research reveals that the four principal affordances of gamification – achievement, self-expression, interaction, and cooperation – significantly enrich consumer values across hedonic, utilitarian, and social dimensions. This enrichment facilitates an increased propensity for accepting recommendations.

Originality/value

This study provides a novel lens through which to view the influence of gamification affordances on recommendation acceptance within gamified e-commerce settings. It delineates the effects of each affordance on consumers' perceived value and highlights the pivotal affordances that shape gamified e-commerce experiences. These insights yield actionable strategies for practitioners aiming to refine e-commerce gamification designs and cultivate more engaging consumer interactions.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

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