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Article
Publication date: 16 August 2011

Susan B. Pettine, Kevin A. Cojanu and Kimberly Walters

The purpose of this paper is to examine the expectations of human resource management professionals as they relate to reality‐based learning experiences that can shape college

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Abstract

The purpose of this paper is to examine the expectations of human resource management professionals as they relate to reality‐based learning experiences that can shape college graduates' education. Computer‐based simulations can provide a strong opportunity for learning‐by‐doing, so it would be important to understand what skill sets should be targeted for these.

Design/methodology/approach

A survey was used for the research question: what work‐related skill sets will human resource management (HRM) professionals value in recent college graduates who are starting in entry‐level HRM positions? The respondents were from the Society of Human Resource Management (SHRM).

Findings

The respondents targeted specific skill sets that they value, and the data provided can now be applied in creating reality‐based learning opportunities using educational simulations in an online environment.

Research limitations/implications

The potential for future research includes the opportunity to collect data on student use of educational simulations that focus on providing the subject HRM skill sets in this paper.

Practical implications

The implications for pedagogy include the use of educational simulations that target the reinforcement of specific HRM skill sets that have been identified. These can provide college students with a unique opportunity for praxis.

Originality/value

This paper examines the underlying value of reality‐based learning and how the use of educational simulations can add value in praxis. Additionally, it identifies several HRM skill sets for recent college graduates seeking to enter the HRM field. This paper will be of value to university educators, curriculum management professionals, university administrators, and university technology management professionals.

Details

On the Horizon, vol. 19 no. 3
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 25 June 2020

Steven Vaughn Cates, Sean Doyle, Lisa Gallagher, Gary Shelton, Noel Broman and Blake Escudier

The purpose of this paper is to present a competency-based curriculum design model based on a set of ten foundational professional competencies (PCs) that prepare college…

Abstract

Purpose

The purpose of this paper is to present a competency-based curriculum design model based on a set of ten foundational professional competencies (PCs) that prepare college graduates to meet the needs of global businesses now and in the future.

Design/methodology/approach

This phenomenological single-case study reviews literature on the foundational principles of competency-based education (CBE) and comparatively analyzes the results of qualitative interviews to create a set of ten PCs linking employee and business success.

Findings

This study presents a theoretical competency-based curriculum model (competency-based learning, performance and behavior (CBLPB)) designed for online education programs to enable a twenty-first century workforce to succeed. The curriculum design model is tested as applied by the researchers in various courses taught at an online university.

Research limitations/implications

This is a conceptual model for testing in academic research settings in colleges and universities.

Practical implications

The study suggests that higher education business curriculum should be designed using a CBE model to develop graduates with the foundational PCs that employers need and desire in educated working professionals.

Originality/value

From the faculty perspective, the CBLPB curriculum design model can enhance the design and implementation of CBE in business programs.

Details

Higher Education, Skills and Work-Based Learning, vol. 11 no. 1
Type: Research Article
ISSN: 2042-3896

Keywords

Article
Publication date: 24 August 2021

Ratna Candra Sari, Sony Warsono, Dwi Ratmono, Zuhrohtun Zuhrohtun and Hardika Dwi Hermawan

Previous research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric…

Abstract

Purpose

Previous research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric et al., 2016; Francis et al., 2020), firefighters (Çakiroglu and Gökoglu, 2019), negotiation training (Ding et al., 2020), health-care training (Chow et al., 2017) and ethics education (Sholihin et al., 2020). However, empirical research examining learning styles on the effectiveness of using VR is still scarce. VR has different characteristics from other learning media and high immersiveness in a VR environment can create a sense of presence that improves learning outcomes, except for students with certain learning styles who experience cognitive overload when exploring virtual environments (Hsu et al., 2017). Therefore, it is necessary to investigate to what extent learning styles can influence the effectiveness of VR-based learning on business ethics. This is because the effectiveness of business ethics education is indispensable along with the increasing cases of fraud and financial companies (PwC’s Global Economic Crime and Fraud, 2020).

Design/methodology/approach

Education must respond to the progress of information technology (IT) development by providing IT-based teaching methods to enhance the learning process. This is because the evolution of technology is changing student learning preferences from verbal to visual or even virtual (Proserpio and Gioia, 2007). VR is an IT-based learning media that creates a virtual environment which simulates the real world and provides concrete experiences, so students are able to actively explore their course material. VR technology is able to provide practical experiences without actually leaving home, so it is relevant for responding to the current situation due to the COVID-19 pandemic.

Findings

Compared to traditional learning, VR is a more flexible learning method as it has no limitations of time, distance and space (Yu et al., 2007). The main characteristic of VR is immersion, interaction and imagination (Zhang et al., 2017) that improve cognitive performance in engineering (Alhalabi, 2016), the military (Webster, 2016) and surgical robots (Bric et al., 2016). VR-based learning can improve students’ learning abilities compared to traditional teaching (Jena, 2016). VR has already proven effective in teaching business ethics (Sholihin et al., 2020) because VR has the ability to create a virtual world, without any impact from socially reprehensible acts. With VR, students are able to understand scenarios about ethical dilemmas that occur in business practices, observe the potential consequences and make decisions to solve concrete situations where ethical dilemmas require a response. VR allows students to simulate situations virtually and develop their long-term experience. This is crucial because there is the possibility that in the near future the society will live in a mixed world (virtual and physical space).

Practical implications

A virtual environment that is able to evoke a sense of presence refers to the intensity of emotional involvement. Sense of presence can actually improve the learning results, but if the user lacks the ability to explore game tasks it will cause a cognitive overload that has a negative impact on learning outcomes (Hsu et al., 2017; Huang et al., 2020). Learning style preferences cause differences in cognitive load during the learning process using VR (Hsu et al., 2017). In a VR-based learning environment, students are required to explore the virtual environment; therefore, without navigation, students with active experimental learning styles are superior to students with passive or observing learning styles (Chen et al., 2005). Therefore, it is necessary to understand the impact of adopting VR technology to improve student’s performance by considering different learning styles.

Social implications

In Indonesia, the shift from offline learning to e-learning has created new academic pressures for some students (Pajarianto et al., 2020). The main challenge for educators is how to improve student’s learning outcomes and overcome the problem of using e-learning technology.

Originality/value

In light of the scarcity of research on the effectiveness of VR for teaching business ethics during the COVID-19 pandemic, this study fills the gap by extending the study of Sholihin et al. (2020) in that the authors establish the connection between user perception of the use of VR and learning style in relation to the effectiveness of VR.

Details

Interactive Technology and Smart Education, vol. 20 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 31 May 2004

Ignatz Heinz and Ursula Suter‐Seuling

Interactivity is crucial for the attractiveness of eLearning content. The complexities of these interactions have continually increased with the introduction of virtual reality…

Abstract

Interactivity is crucial for the attractiveness of eLearning content. The complexities of these interactions have continually increased with the introduction of virtual reality visualisations and animated learning agents. However, the trend to streamline and standardise the content production for eLearning according to standards like Extensible Markup Language [XML]1 and Shareable Content Reference Model [SCORM]2 as well as the need to maintain these abstractions especially in Knowledge‐Based Environments (FitzGerald and Lester 1997) has rather been decreasing the average level of interactivity in eLearning recently. The development of presentation layers with sufficient dynamic flexibility often failed. Facing this problem, the authors have developed an object‐based implementation approach serving the display of standard cognitive learning interactions as well as advanced dialogue and Virtual Reality‐based learning methods. After implementing the approach in a variety of large‐scale publishing projects we report on the concept and our experience in these projects.

Details

Interactive Technology and Smart Education, vol. 1 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 9 April 2024

Yi-Ting Wang and Kuan-Yu Lin

Virtual reality (VR) offers unprecedented immersion and interactivity in education, and working and learning from home have become the norm during the COVID-19 pandemic. This…

Abstract

Purpose

Virtual reality (VR) offers unprecedented immersion and interactivity in education, and working and learning from home have become the norm during the COVID-19 pandemic. This study empirically investigated the factors affecting the use of a VR online learning system (VROLS).

Design/methodology/approach

To explore factors affecting users’ continuance behavioral intentions toward using VROLSs, a research framework was formed comprising factors that constitute benefits (i.e. pull factors) and costs (i.e. push factors); these factors included perceived value, flow and social influence. The data for this study were collected via online survey questionnaires. A total of 307 valid responses were used to examine the hypotheses in the research model, employing structural equation modeling (SEM) techniques.

Findings

Perceived value, flow experience and the number of peers using VR primarily affect the decision to adopt a VROLS. The pull factors of spatial presence, entertainment and service compatibility, along with the push factors of complexity and visual fatigue, affect perceived value. Therefore, we conclude that perceived value is a primary factor positively influencing both flow experience and the decision to adopt the service.

Originality/value

This study contributes to a theoretical understanding of factors that explain users’ intention to use VROLSs.

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 29 February 2024

Ratna Candra Sari, Mahfud Sholihin, Fitra Roman Cahaya, Nurhening Yuniarti, Sariyatul Ilyana and Erna Fitriana

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and…

Abstract

Purpose

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and cognitive outcomes. The cognitive outcome is measured using the increase in the level of Sharia financial literacy, while the noncognitive outcome is measured using the behavioral intention to use VR-BS.

Design/methodology/approach

The method consists of two parts: First, the development of VR-BS, in the context of sharia financial literacy, using the waterfall model. Second, testing the effectiveness of VR-BS using the theory of interactive media effects framework. The participants were 142 students from three secondary schools (two Islamic religious schools and one public school) in Yogyakarta and Central Java, Indonesia. Partial least squares structural equation modeling was used for testing the hypotheses.

Findings

VR-BS creates a perceived coolness and vividness, which in turn has an impact on increasing the participants’ engagement. Also, the use of VR has an impact on natural mapping, which increases a user’s engagement through its perceived ease of use. As predicted, the user’s engagement affects VR’s behavior, mediated by the user’s attitude toward VR media. VR’s interactivity, however, does not impact on the cognitive aspect.

Research limitations/implications

The participants were not randomly selected, as the data were collected during the COVID-19 pandemic. As a result, the majority of the participants had never tried VR before this study. The participants, however, were digital natives.

Practical implications

It is implied from the findings that Islamic financial business actors and the relevant government agencies (e.g. the Indonesian Financial Services Authority [OJK], the Ministry of Education, Culture, Research and Technology and the Ministry of Religious Affairs) should collaborate to best prepare the future generation of ummah by using VR-BS in their joint promotion and education programs. The results of the current study reveal that the use of VR-BS may attract people to engage in Islamic financial activities. By engaging in such activities, or at least engaging in real-life simulations/classes/workshops, people may gradually acquire more knowledge about Islamic finance.

Originality/value

As predicted, the user’s engagement has an impact on behavior toward VR-BS, which is mediated by attitude toward VR-BS.

Details

Journal of Islamic Accounting and Business Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1759-0817

Keywords

Article
Publication date: 13 March 2019

Kalliopi Evangelia Stavroulia, Maria Christofi, Evangelia Baka, Despina Michael-Grigoriou, Nadia Magnenat-Thalmann and Andreas Lanitis

The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant…

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Abstract

Purpose

The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how to react to different types of incidents that may take place in a school environment.

Design/methodology/approach

The current paper presents the design cycle that was followed for the implementation of the VR teacher training system. The effectiveness of the proposed approach is demonstrated with a case study that aimed to promote teachers’ understanding of student’s problematic situations related to substance use. As part of the experimental investigation, the impact of the VR system on participants’ emotions and mood states is evaluated through Electroencephalogram (EEG) measurements, heart rate (HR) recordings and self-reported data.

Findings

Results indicate significant changes to participant’s negative emotional and mood states, suggesting that the scenario and the VR experience had a strong impact on them. Moreover, participants’ HR was increased during the experiment, while the analysis of the EEG signal indicated that the participants experienced a stressful situation that could justify the change in their negative emotions and mood states.

Originality/value

The proposed VR-based approach aims to provide an innovative framework to teacher education and the related training methodology. In the long-term, the proposed VR system aims to form a new paradigm of teacher training, an alternative safe method that will allow user-teachers to learn through trial and error techniques that reflect real-life situations within a three-dimensional school space and without the risk of harming real students. To the best of our knowledge this is one of the first systematic attempts to use a VR-based methodology to address real teachers’ needs. The development of the VR application is linked to both strong theoretical foundations in education derived from the literature but also from real teachers’ problems and requirements derived from an extensive literature analysis, survey and interviews with experts including teachers, school counselors and psychologists. The VR tool addresses specific teachers’ competences as outcome, after an extensive documentation of existing Teachers’ Competence Models and significant guidance by experts who pointed specific competencies of primary importance to teachers.

Details

The International Journal of Information and Learning Technology, vol. 36 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 9 July 2021

Ratna Candra Sari, P.L. Rika Fatimah, Sariyatul Ilyana and Hardika Dwi Hermawan

This study aims to examine financial socialization based on augmented reality (AR) technology for elementary school students, which it is hoped will improve their sharia financial…

Abstract

Purpose

This study aims to examine financial socialization based on augmented reality (AR) technology for elementary school students, which it is hoped will improve their sharia financial knowledge.

Design/methodology/approach

The experimental method with pre- and post-test and control groups was used to test the improvement in the young learners’ sharia financial knowledge. This study used AR for sharia financial socialization on elementary school students and focused on sharia’s basic concepts, which include earning money, balanced spending, borrowing, saving, investment, payment methods, financial technology and the concept of protection.

Findings

This study finds empirical evidence that the treatment group, who received sharia financial socialization via the AR media, increased their sharia financial knowledge to a greater extent than the control group did.

Research limitations/implications

This study provides encouraging evidence about the potential of sharia financial education for elementary school students using the appropriate learning strategies and media. The weakness in this study is that it was only carried out in one elementary school, with the children of middle- to upper-income parents. Further research should be undertaken at several schools with the children of parents with different income levels.

Practical implications

A shift in learning styles from verbal or visual to virtual encourages the use of AR-based learning media. Financial concepts can be abstract ones, and AR-based learning media is able to present intangible virtual elements so they become more concrete and tangible.

Social implications

The global COVID-19 pandemic has affected all aspects. One of the most severe and likely to be multiyear ahead is the financial aspect. Therefore, this research is expected to be a preparation for the younger generation as early as possible to strengthen social benefits in order to improve sharia financial literacy.

Originality/value

Research into the financial literacy, especially sharia financial literacy aimed at elementary school students, is still very limited. The teaching of financial literacy will be more effective if educators use the appropriate strategies and media. This study used financial socialization strategies and AR learning media that are aligned with the learning styles of young learners.

Details

International Journal of Islamic and Middle Eastern Finance and Management, vol. 15 no. 1
Type: Research Article
ISSN: 1753-8394

Keywords

Article
Publication date: 30 November 2004

Timothy K Shih, Ya‐Fung Chang, Hun‐Hui Hsu, Ying‐Hong Wang and Yung‐Hui Chen

Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control…

Abstract

Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors of students are supervised by an intelligent control system, which is programmed by the instructor under our generic interface. The interface is built based on virtual reality and real‐time communication technologies. Students and instructors have their individual avatars that are controlled by a video game like navigation. Those behaviors that violate virtual campus regulations are detected and interceptive actions are performed. The proposed system is implemented on a Windows system and can be used for general purpose of distance education.

Details

Interactive Technology and Smart Education, vol. 1 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Open Access
Book part
Publication date: 4 April 2019

Mikhail Fiadotau and Mervi Rajahonka

This chapter examines the micro-level dynamics of cross-innovation involving audiovisual and educational expertise through the prism of two cases: an augmented reality-based

Abstract

This chapter examines the micro-level dynamics of cross-innovation involving audiovisual and educational expertise through the prism of two cases: an augmented reality-based chemistry learning app developed in Estonia and a 360-degree short film project aimed at documenting and raising awareness about historical buildings in Lithuania. Based on the two cases, the chapter outlines several trends: the broadening of the notion of education beyond institutional education; the growing interest in public–private partnerships; and the emergence of heterogeneous networks feeding into the larger epistemic community of educational innovators. It also highlights a number of challenges that members of this community may face, including institutional resistance to change, schools’ lack of resources, teachers’ and administrators’ reluctance to use new technology and emerging technologies’ lack of maturity.

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