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1 – 10 of 25Gavin Baxter and Thomas Hainey
This article aims to explore student views from a UK higher educational institution about the concept of remote online higher educational delivery. Students were asked about…
Abstract
Purpose
This article aims to explore student views from a UK higher educational institution about the concept of remote online higher educational delivery. Students were asked about opinions towards working remotely and the psychological impact this had upon students and students' studies. The research provided students with the opportunity to reflect upon whether the practice of delivering education remotely continues to provide students with a beneficial student learning experience.
Design/methodology/approach
The research adopted a case study methodology utilising a mixed methods approach via questionnaire-based research. In total, 894 students completed the questionnaire. The aim of the research was to obtain a wide breadth of student opinion from multidisciplinary backgrounds to ascertain whether students' learning experience differed per subject area.
Findings
The research identified some interesting findings, namely that certain participants considered that learning remotely online was beneficial for instant feedback, supported motivation and fostered communities of practice. Negative perspectives related to feeling isolated, unmotivated and a preference towards face-to-face (F2F) delivery. One of the main areas of conflict identified from this study is that the aspect of engagement can impact students' online learning both positively and negatively.
Originality/value
The study provides an in-depth multidisciplinary student tertiary perspective relating to online remote learning. The findings from this study can be useful for educators to reflect upon and inform educational policy in relation to how best to facilitate and support the student learning experience off-campus.
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Gavin Baxter and Thomas Hainey
The purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student learning experience. This…
Abstract
Purpose
The purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student learning experience. This study assesses the viewpoints of students from varying multidisciplinary backgrounds about whether immersive technologies can enhance their learning experience and increase their level of engagement in the context of higher educational delivery.
Design/methodology/approach
The research used a case study methodology adopting a questionnaire-based research mixed methods approach. In total, 83 participants completed the questionnaire. The purpose of the research was to evaluate and interpret students’ perspectives at higher educational level about the use of immersive technologies towards enhancing their learning experience. There was also a focus on remote educational delivery due to the legacy of COVID-19.
Findings
The findings suggest that there is still more empirical work to be undertaken regarding the application of immersive technologies in higher education. The study revealed that there are immersive benefits though preference for face-to-face teaching remains popular. The negative connotations associated with immersive technology use in higher education, (e.g. virtual reality), such as cost of equipment and motion sickness, substantiates the themes identified in the academic literature.
Originality/value
The study explores a diversity of immersive technologies and their application in higher education (HE) contexts. Findings indicate that although there are acknowledged pedagogical benefits of immersive technology use in HE prevalent barriers remain that require further empirical research if immersive technology use is to be universally used in the sector.
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Gavin Baxter and Thomas Hainey
This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has the potential to support and…
Abstract
Purpose
This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has the potential to support and provide novel pedagogical avenues towards teaching and learning in higher education. The purpose of this paper is to ascertain student views about the application of VR technology within their degree programmes from a pedagogical perspective in addition to identifying potential challenges to VR adoption.
Design/methodology/approach
The research design adopted a mixed methods approach through the use of a questionnaire that was disseminated to undergraduate students studying in the discipline area of the creative industries. Through a series of open and closed questions, student views on VR adoption in higher education were analysed both quantitatively and qualitatively. The results were analysed statistically through a series of Mann–Whitney and Kruskal–Wallis tests. The qualitative statements were contextualised in the overall perspective of the research with the more relevant viewpoints identified to coincide with aspects of VR discovered in the literature.
Findings
The predominant findings of the research indicated that the majority of the students considered the use of VR to have useful pedagogical implications though not all findings were positive. The findings provided a sound overview of the benefits and potential drawbacks of VR use in general with a more specific focus in an educational context.
Research limitations/implications
Limitations of the research include the lack of overall generalisations that can be formed from the study due to the sample size and the fact that the results were based from one specific academic institution.
Practical implications
The findings of the research will provide educators with an insight into various perceptions of VR adoption within higher education. This will aid towards allowing them to reflect on whether VR is an appropriate tool to integrate within their curriculum and pedagogical approaches towards course delivery.
Originality/value
Though several studies have explored the use of VR in multiple contexts and subject areas, there still needs to be more research towards its potential drawbacks in a teaching and learning scenario and how to resolve these issues.
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Gary McKenna, Gavin Baxter and Thomas Hainey
The purpose of this paper is to present the results of a semi-experimental study conducted over a period of two years of five degree programmes using a web-based personal tutoring…
Abstract
Purpose
The purpose of this paper is to present the results of a semi-experimental study conducted over a period of two years of five degree programmes using a web-based personal tutoring system to enhance learner engagement and students’ self-efficacy, towards using personal development planning (PDP) e-portfolios.
Design/methodology/approach
The study adopts a semi-experimental approach using quantitative methods utilising a pre- and post-test design in the form of a general self-efficacy questionnaire inventory.
Findings
The study investigated the extent to which using a virtual learning environment web-based personal tutoring system (VLE WBPTS) can impact positively on the learners’ self-efficacy of the students’ undertaking a degree programme which promotes engagement with PDP e-portfolios.
Research limitations/implications
More empirical research is required to establish whether PDP and e-portfolios have a positive effect on students’ perceived self-efficacy. Further testing is required to establish whether the VLE WBPTS can have a positive effect on other beneficial elements associated with PDP and e-portfolio usage such as students: learning styles, learner conscientiousness, reflective thinking and effective learner skills.
Practical implications
The introduction of interventions that involve the utilisation of a VLE WBPTS may have a more significant impact and yield positive results when the period of usage is extended beyond the initial period of six weeks to a minimum period of 12 weeks.
Originality/value
This study was one of few studies to use a pre/post-test design to collect and analyse empirical data about whether a VLE WBPTS can have a positive effect on students’ self-efficacy towards using PDP e-portfolios.
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Gary McKenna, Gavin Baxter and Thomas Hainey
The purpose of this paper is to investigate the attitudes of staff and students towards adopting the use of e-portfolios for the purposes of supporting the concept of personal…
Abstract
Purpose
The purpose of this paper is to investigate the attitudes of staff and students towards adopting the use of e-portfolios for the purposes of supporting the concept of personal development planning (PDP). The study compares and contrasts the views and opinions of staff and students at one UK Higher Education Institution (HEI) about whether e-portfolios can support PDP.
Design/methodology/approach
Adopting a case study approach, this study presents empirical data gathered from two surveys involving 460 students and 182 lecturers from one UK HEI, collected from four different campuses across the West of Scotland.
Findings
The results of the surveys showed that the framework the authors used in the research to collect information about students and staffs attitudes was effective and that further research is merited for a more extensive investigation into PDP e-portfolio usage within HEI.
Research limitations/implications
The research was conducted at only one UK HEI so at this stage of the research, it is difficult to assess how generalisable the findings are.
Practical implications
This study provides useful empirical evidence to educators who may be considering employing e-portfolios within an educational context. For example, the views of students and staff identified in this paper can aid towards informing educators about some of the issues that might impact on using e-portfolios for supporting PDP in higher education.
Originality/value
To the best of the authors’ knowledge, this is the first work that presents survey data on both students’ and lecturers’ attitudes towards e-portfolio use to support and facilitate PDP.
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Thomas Hainey, Gavin Baxter and Amanda Ford
Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering…
Abstract
Purpose
Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering, Business Information Technology, Computer Games Development, Design and Technology. The purpose of this paper is to address some of the problematic issues associated with teaching programming by the utilisation of a new novel teaching approach called games-based construction learning (GBCL) to attempt to increase motivation, engagement and learning effectiveness. An international and national trend is to introduce coding at earlier education levels resulting in upper primary education (PE) being the focus of this paper to ascertain if GBCL using Scratch to teach programming concepts is more effective at different levels of upper PE.
Design/methodology/approach
A large-scale empirical study introducing GBCL to teach programming concepts into 16 classes between levels 4 and 7 in PE utilising 384 children. A detailed implementation framework for GBCL using Scratch in PE was utilised to address all incorporation issues and the games constructed by the children scored utilising a game codification scheme specifically designed to address programming and design as a quantification rubric. The experiment utilised eight 1- h lessons on GBCL using Scratch.
Findings
The resulted in 178 games of varying levels of complexity developed. The results indicated that GBCL was an effective mechanism to teach programming concepts using Scratch at all levels of upper PE. Primary seven students scored higher in relation to the design metric of the quantification codification rubric.
Research limitations/implications
Under the Curriculum for Excellence (CfE) in Scotland non-traditional teaching approaches are encouraged and development of digital literacy skill is highly advocated. This has resulted in a new approach, novel approach called GBCL where children create their own games utilising an engine such as Scratch is gaining significant attention in terms of being a novel approach. Despite a plethora of similar studies associated with GBCL, it is still not as developed as games-based learning and requires further empirical studies to support the validity of the approach and resolve identified issues.
Practical implications
Computer programming itself can lead to a highly rewarding career in a number of sectors from games development to banking, such as cybersecurity and systems development. In the last decade, in particular due to the ubiquitous nature of technology there is an increasing international and national trend associated with teaching rudimentary programming concepts at a far younger age including secondary education and the upper PE level. Introducing programming at an earlier level is now being considered essential as the path to transfer from novice to expert programmer level in time is considered nearly a decade approximately. The introduction of GBCL interventions may yield positive results in a supplementary learning capacity in accordance with the CfE and increase the educational effectiveness of programming education in later levels of education.
Originality/value
This study presents a large-scale empirical evaluation of GBCL in upper PE utilising a compiled implementation framework for incorporation and a detailed game codification scheme to quantify the games produced highlighting coding constructs and design.
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The purpose of this study is to look at existing literature and empirical evidence to compile a number of viable research directions to move the study of digital games for…
Abstract
Purpose
The purpose of this study is to look at existing literature and empirical evidence to compile a number of viable research directions to move the study of digital games for learning forward.
Design/methodology/approach
This study uses a combination of the archival research methodology to present secondary empirical evidence and a large-scale survey methodology to present primary empirical evidence. The archival methodology reviewed a number of extensive systematic literature reviews, and the survey methodology specifically looked at single and multiplayer motivations for playing games in education. A synthesis of the secondary and primary research findings was produced.
Findings
The findings produced the following five viable research directions: more Randomised Controlled Trials (RCTs), more longitudinal studies, more studies investigating the pedagogical benefits of collaborative play, more studies investigating the pedagogical benefits of 2D and 3D games and more detailed evaluation frameworks.
Originality/value
This paper presents a synthesis of previous research and empirical evidence to produce a number of potential research directions to drive the study of digital games for learning in Higher Education (HE) forward.
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Aishah Abdul Razak, Mohamad Izani Zainal Abidin and Thomas M. Connolly
Studies have shown various benefits of using technology especially digital games in making classroom learning more engaging and motivating. In Scotland, a new approach to…
Abstract
Studies have shown various benefits of using technology especially digital games in making classroom learning more engaging and motivating. In Scotland, a new approach to education called the Curriculum for Excellence (CfE) was implemented in 2010. This approach moves away from traditional ways of teaching to more active learning. One of the popular approaches among teachers is the use of digital games-based learning (DGBL). This chapter presents the findings from some interviews with lecturers of education, in charge of Information and Communication Technology (ICT) courses at Scottish Universities on how pre-service teachers are being prepared to embrace CfE in general and DGBL in particular, and also what are their views on DGBL and its role within the CfE. Although it was found that the characteristics of CfE, such as being less prescriptive, based on teacher's interpretation and context-based, allowed DGBL to fit well into the new curriculum, the lecturers in general do not see the need for emphasis on DGBL at university level. There is a lack of courses on DGBL and the pre-service teachers who are keen to take forward this approach are expected to do so in their own time. Based on the findings from the interviews, some recommendations are made for the role of Higher Education Institutions (HEI) in promoting DGBL among the pre-service teachers.