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Book part
Publication date: 2 August 2022

Samantha Read

Higher education has seen an unprecedented amount of change in recent decades, with technological advancements impacting on the very essence of teaching and learning. As there are

Abstract

Higher education has seen an unprecedented amount of change in recent decades, with technological advancements impacting on the very essence of teaching and learning. As there are an abundance of digital tools available to educators, it can be a challenge to select the most appropriate online platforms to incorporate into the classroom. This chapter discusses the topic of digital storyboarding by providing a case study of how the author adopted the online platform Storyboard That to enhance student engagement and co-creativity within a UK higher education institution. The chapter debates the benefits and challenges of technology-enhanced learning as part of a blended approach, and concludes with advice for educators wishing to adopt digital storyboarding within their own educational context.

Article
Publication date: 27 February 2024

Wagdi Rashad Ali Bin-Hady and Jamal Kaid Mohammed Ali

This study probed the impact of using learning technologies (LT) on developing Yemeni English as a foreign language (EFL) students' autonomy and creativity toward English language…

Abstract

Purpose

This study probed the impact of using learning technologies (LT) on developing Yemeni English as a foreign language (EFL) students' autonomy and creativity toward English language learning. Also, the research gauged if LT impacts learners' autonomy and creativity across gender and university-type variables.

Design/methodology/approach

The study utilized a valid and reliable questionnaire, comprising 20 close-ended items, which was administered to 109 Yemeni EFL undergraduate students.

Findings

The researchers found that LT positively impacts learners' creativity and autonomy, with mean scores of 4.09 and 3.86, respectively. Furthermore, the results showed a medium correlation between creativity and autonomy with a correlation coefficient of r = 0.63 at a probability of Sig = 0.00. Likewise, the results revealed that LT impacted female learners' creativity more significantly than their male counterparts (Sig = 0.047). Nevertheless, no significant differences were found pertaining to the impact of LT on students' autonomy across public and private universities (Sig = 0.213).

Social implications

EFL teachers are advised to encourage their students' autonomy and creativity throughout their lifelong learning journey in order to adapt to the ever-changing demands of the world.

Originality/value

This study investigates the impact of learning technology on Yemeni EFL students' autonomy and creativity.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Book part
Publication date: 15 December 2016

Eric D. M. Johnson

This chapter explores the recent trend in libraries: that of the establishment of spaces specifically set aside for creative work. The rise of these dedicated creative spaces is…

Abstract

Purpose

This chapter explores the recent trend in libraries: that of the establishment of spaces specifically set aside for creative work. The rise of these dedicated creative spaces is owed to a confluence of factors that happen to be finding their expression together in recent years. This chapter examines the history of these spaces and explores the factors that gave rise to them and will fuel them moving forward.

Methodology/approach

A viewpoint piece, this chapter combines historical research and historical/comparative analyses to examine the ways by which libraries have supported creative work in the past and how they may continue to do so into the 21st century.

Findings

The key threads brought together include a societal recognition of the value of creativity and related skills and attributes; the philosophies, values, and missions of libraries in both their long-standing forms and in recent evolutions; the rise of participatory culture as a result of inexpensive technologies; improved means to build community and share results of efforts; and library experience and historical practice in matters related to creativity. The chapter concludes with advice for those interested in the establishment of such spaces, grounding those reflections in the author’s experiences in developing a new creative space at Virginia Commonwealth University.

Originality/value

While a number of pieces have been written that discuss the practicalities of developing certain kinds of creative spaces, very little has been written that situates these spaces in larger social and library professional contexts; this chapter begins to fill that gap.

Details

The Future of Library Space
Type: Book
ISBN: 978-1-78635-270-5

Keywords

Abstract

Details

Ideators
Type: Book
ISBN: 978-1-80262-830-2

Article
Publication date: 8 December 2022

Hoa Vo

This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design…

Abstract

Purpose

This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project.

Design/methodology/approach

This study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges.

Findings

Descriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively.

Research limitations/implications

Spearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience.

Practical implications

Ample access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations.

Social implications

This study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0.

Originality/value

This study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.

Details

Journal of Engineering, Design and Technology , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1726-0531

Keywords

Article
Publication date: 9 April 2018

Prompilai Buasuwan

The purpose of this paper is to discuss gaps and key challenges facing higher education in Thailand with reference to the implementation of the policy of Thailand 4.0 adopted by…

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Abstract

Purpose

The purpose of this paper is to discuss gaps and key challenges facing higher education in Thailand with reference to the implementation of the policy of Thailand 4.0 adopted by the Royal Thai Government.

Design/methodology/approach

In-depth interviews were conducted with Thai Government officials, university administrators and faculty members to formulate the concept of a creative society in Thailand. Documentary analysis of university policy documents was used to investigate the roles and practices of universities in fostering creativity and innovation. Questionnaire surveys were used to obtain views of university administrators and faculty members on the existing roles and practices of Thai university in promoting a creative society, and their level of expectation toward the roles and practices required to promote a creative society. Priority need index (PNI) and One-way ANOVA were used to identify the gaps and challenges of Thai higher education in promoting a creative society.

Findings

The concepts of the creative society found in this study were in lines with the goals of Thailand 4.0, which are to foster creativity, innovation, inclusivity, and sustainability. It was found that development of learning networks, public-private-community engagement, new mind-set and skill-set of lecturers and students, and new technology are required for a successful implementation of Thailand 4.0.

Research limitations/implications

Although the author has identified some progress in Thailand toward achieving the goals of Thailand 4.0, it is clear that key factors that contribute to the fostering of creativity and innovation require further investigation. These factors include socio-cultural factors, creative learning and teaching, mind-set and skill-set, new technology and learning networks, and public-private-community engagement.

Practical implications

The findings of this paper can be used to identify some of the key challenges of Thai higher education in achieving the aims of Thailand 4.0.

Social implications

The findings of this paper have demonstrated that successfully implementation of Thailand 4.0 requires both educational and cultural reform.

Originality/value

This research conducted by the author in 2013-2015 showed that some important reforms are being implemented to achieve some of the aims of Thailand 4.0.

Details

Asian Education and Development Studies, vol. 7 no. 2
Type: Research Article
ISSN: 2046-3162

Keywords

Open Access
Article
Publication date: 22 November 2019

Xanthippi Tsortanidou, Thanasis Daradoumis and Elena Barberá

This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology

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Abstract

Purpose

This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology, information-rich learning environments. As creativity, problem solving and collaboration are among the targeted skills in twenty-first century, this model promotes the acquisition of these skills towards a holistic development of students in primary and secondary school settings. In this direction, teaching students to think like a computer scientist, an economist, a physicist or an artist can be achieved through CT practices, as well as media arts practices. The interface between these practices is imagination, a fundamental concept in the model. Imaginative teaching methods, computer science unplugged approach and low-technology prototyping method are used to develop creativity, CT, collaboration and new media literacy skills in students. Furthermore, cognitive, emotional, physical and social abilities are fostered. Principles and guidelines for the implementation of the model in classrooms are provided by following the design thinking process as a methodological tool, and a real example implemented in a primary school classroom is described. The added value of this paper is that it proposes a pedagogical model that can serve as a pool of pedagogical approaches implemented in various disciplines and grades, as CT curriculum frameworks for K-6 are still in their infancy. Further research is needed to define the point at which unplugged approach should be replaced or even combined with plugged-in approach and how this proposed model can be enriched.

Design/methodology/approach

This paper presents a pedagogical model that aims at bridging creativity with CT, collaboration and new media literacy skills.

Findings

The proposed model follows a pedagogy-driven approach rather a technology-driven one as the authors suggest its implementation in low-tech, information-rich learning environments without computers. The added value of this paper is that it proposes a novel pedagogical model that can serve as a pool of pedagogical approaches and as a framework implemented in various disciplines and grades. A CT curriculum framework for K-6 is an area of research that is still in its infancy (Angeli et al., 2016), so this model is intended to provide a holistic perspective over this area by focusing how to approach the convergence among CT, collaboration and creativity skills in practice rather than what to teach. Based on literature, the authors explained how multiple moments impact on CT, creativity and collaboration development and presented the linkages among them. Successful implementation of CT requires not only computer science and mathematics but also imaginative capacities involving innovation and curiosity (The College Board, 2012). It is necessary to understand the CT implications for teaching and learning beyond the traditional applications on computer science and mathematics (Kotsopoulos et al., 2017) and start paying more attention to CT implications on social sciences and non-cognitive skills. Though the presented example (case study) seems to exploit the proposed multiple moments model at optimal level, empirical evidence is needed to show its practical applicability in a variety of contexts and not only in primary school settings. Future studies can extend, enrich or even alter some of its elements through experimental applications on how all these macro/micromoments work in practice in terms of easiness in implementation, flexibility, social orientation and skills improvement.

Originality/value

The added value of this paper is that it joins learning theories, pedagogical methods and necessary skills acquisition in an integrated manner by proposing a pedagogical model that can orient activities and educational scenarios by giving principles and guidelines for teaching practice.

Details

Information and Learning Sciences, vol. 120 no. 11/12
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 23 June 2021

Amir Masoud Rahmani, Ali Ehsani, Mokhtar Mohammadi, Adil Hussein Mohammed, Sarkhel H. Taher Karim and Mehdi Hosseinzadeh

The concept of e-learning is essential in employee education since it provides different ways to develop employees' knowledge, skills and attitudes using modern technologies. E…

Abstract

Purpose

The concept of e-learning is essential in employee education since it provides different ways to develop employees' knowledge, skills and attitudes using modern technologies. E-learning has been overgrowing in employee education because learning can be held anytime and anywhere. In order to succeed in implementing e-learning and benefiting from its capacities, and avoiding potential threats in the country, it is necessary to address the factors affecting its success. This paper aims to test the role of internet of Things (IoT)-based systems, cloud-based services, virtual classes, evaluation tools, attitude, content management and creativity on the success of employees' e-learning programs based on a framework.

Design/methodology/approach

E-learning systems receive ever-increasing attention in academia, business and public administration. With the development of e-learning, employee education has also benefited from its capacities in various fields. To succeed in implementing e-learning and benefiting from its capacities, and avoiding potential threats in the country, it is necessary to address its success. The proposing of Information and Communications Technology (ICT)-based technologies such as the IoT, cloud, etc., in e-learning, can help transform education. Therefore, this paper aims to test the role of IoT-based systems, cloud-based services, virtual classes, evaluation tools, attitude, content management and creativity on the success of employees' e-learning programs based on a framework. The research model and the data collected from the questionnaires have been analyzed via Smart PLS 3.2. This study has utilized the SEM to evaluate the causal model's reliability and validity based on measurement. According to the literature in this study, a framework has been proposed that examines the impact of IoT-based systems, cloud-based services, virtual classes, evaluation tools, attitude, content management and creativity on employees' learning programs' success.

Findings

The results have shown that IoT-based systems, cloud-based services, virtual classes and evaluation tools are four significant factors affecting attitude, content management and creativity. The results have also shown that attitude, content management and creativity are three significant factors affecting employees' learning programs' success. The factors above are considered critical in explaining the success of employees' e-learning programs, but, as far as we know, there has been no study in which all these factors were demonstrated together.

Practical implications

From a practical viewpoint, the statistical outcomes support the important role of the following factors: IoT-based systems, cloud-based services, virtual classes, evaluation tools, attitude, content management and creativity. Henceforth, aspects relating to these factors got the attention of any organization to develop e-learning processes.

Originality/value

This research will contribute to the literature related to employees' e-learning programs' success by integrating all the mentioned variables. As far as we know, it is the first study to test these variables in Iran.

Details

Kybernetes, vol. 51 no. 6
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 3 April 2017

Soo Jeoung Han, Chungil Chae, Patricia Macko, Woongbae Park and Michael Beyerlein

As technology-mediated communication improves, many organizations increasingly use new types of collaborative online tools to promote team-based learning and performance. The…

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Abstract

Purpose

As technology-mediated communication improves, many organizations increasingly use new types of collaborative online tools to promote team-based learning and performance. The purpose of this study is to explore how virtual team leaders cope with process challenges in developing a context for team creativity.

Design/methodology/approach

The authors interviewed nine leaders who have worked for more than five years and managed virtual teams in different fields.

Findings

This research uncovered distrust, personality differences, generational differences in views, scheduling issues and technology difficulties as the top five inhibitors for virtual team creativity and success. The authors identified seven main strategies for developing virtual team creativity and success. The authors found that building “team norms” and guidelines to encourage positive interactions between team members can facilitate team creativity. In addition, a concept of trust-based open communication was identified as one of the important strategies when teams actively use technology-mediated communication tools.

Practical implications

Organizational practitioners can use the results of this study when developing knowledge to establish assessments regarding which employees possess the appropriate characteristics to lead virtual teams and implement virtual team training.

Originality/value

This study emphasizes the importance of technology in professional lives by showing how technology-mediated work leads to success in learning and producing creative ideas and performance in a virtual team environment.

Details

European Journal of Training and Development, vol. 41 no. 3
Type: Research Article
ISSN: 2046-9012

Keywords

Article
Publication date: 19 September 2023

Muhammad Mujtaba Asad and Safdar Hussain

Education 4.0 is one of the major transformations in the field of education to improve the quality of teaching and learning processes and prepare students as 21st-century…

Abstract

Purpose

Education 4.0 is one of the major transformations in the field of education to improve the quality of teaching and learning processes and prepare students as 21st-century learners. This study aims to examine the effect of Educations 4.0 on creative and collaborative learning of students.

Design/methodology/approach

In this correlational research study, a quantitative data collection tool such as a questionnaire is used. This research is conducted on university students (N = 365), and purposive sampling technique is used to achieve the purpose. Statistical Package for Social Sciences (SPSS) version 27.0 is used to analyze the data.

Findings

The findings of the study reveal that there is a strong positive relationship between education 4.0 and the two major 21st-century skills, i.e. collaboration and creativity. The value of correlation coefficient value of the variables is 0.597, which indicates positive and strong relationship; hence, null hypothesis is rejected and an alternative hypothesis is accepted.

Practical implications

The results of the current study are beneficial for the school managers to enhance students' two significant 21st-century skills, i.e. “Creativityand “Collaboration.” Also, the school managers can make efforts to develop teachers' competence to adapt the technological advancements for improving students' creativity and collaboration to benefit their learning.

Originality/value

This is a unique study because there are only a few recent studies that show a connection between Education 4.0 and 21st-century skills. Also, there is no other study that presents the direct association of Education 4.0 and students' creativity and collaboration specifically in the context of Pakistan.

Details

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

Keywords

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