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Article
Publication date: 4 August 2022

Thomas Riemann and Joachim Metternich

The purpose of this approach is to structure and facilitate the development of competency-oriented virtual training scenarios. This approach should help to develop reproducible…

Abstract

Purpose

The purpose of this approach is to structure and facilitate the development of competency-oriented virtual training scenarios. This approach should help to develop reproducible results.

Design/methodology/approach

This publication presents a procedure for the structured, competency-oriented design of virtual teaching–learning environments. The procedure is based on the competency-oriented design of learning factories according to Tisch and consists of a total of three phases with various substeps. The different steps of the method are presented by means of an application example and the generated scenario is evaluated by means of a competency measurement according to Glass regarding its suitability for teaching competencies.

Findings

In addition to an application example that introduces the approach, this publication presents concrete results from the research project. In addition to a review of the opportunities and limitations of virtual reality (VR) in continuing education, these also refer to possible, realizable requirements for the use of VR. In addition, results on the suitability of VR learning environments for competency development in the context of value streaming mapping training are presented.

Originality/value

This approach represents a substantial extension of existing concepts for the design of physical learning factory training for lean topics. It can help learning factory operators and other training providers to design competency- and user-oriented virtual training. VR offers a multitude of potentials in this context, but these can only be exploited through conscientious use of the technology.

Details

International Journal of Lean Six Sigma, vol. 14 no. 6
Type: Research Article
ISSN: 2040-4166

Keywords

Article
Publication date: 29 March 2023

Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Jaya Kumar Karunagharan and Jason Chia

This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this…

Abstract

Purpose

This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this study is to investigate if immersive gamified virtual labs can be used as effective pedagogical tools by properly incorporating them into higher education curricula to assist low-risk active learning and student engagement.

Design/methodology/approach

This research design comprises two gamified virtual labs including nine essential experiments of biology and chemistry integrated into the higher education curriculum of the Foundation of Science at an international University. Students filled in a survey after participating in the lab to shed light on appropriate ways of using gamification approaches in virtual labs.

Findings

From the predominant findings of the study, gamified virtual labs increase student involvement thereby enhancing knowledge development with active learning and may be a potentially suitable pedagogical tool for low-risk interactive learning.

Research limitations/implications

Limitations of the study include findings based on gamified virtual labs but not comparing the gamified virtual labs to simple virtual simulations to further investigate the pedagogical approach and understand the student perceptions in a simple virtual simulation and a gamified virtual lab.

Practical implications

The findings of this study will provide evidence that gamified virtual labs integrated into higher education curricula as supplementary tools for laboratory experimentation improve the educational delivery process.

Originality/value

This research highlights an appropriate way of integrating 3D virtual labs into practical curricula while discussing the benefits.

Details

Journal of Applied Research in Higher Education, vol. 16 no. 1
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 27 August 2024

Adrian Urbano, Michael Mortimer, Ben Horan, Hans Stefan and Kaja Antlej

The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in…

Abstract

Purpose

The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in use for training and learning applications due to improvements in technology and reduced costs. This study aims to focus on the use of simulation task load index (SIM-TLX), a recently developed self-reported measure of cognitive load for virtual environments to measure cognitive load while undertaking tasks in different environments.

Design/methodology/approach

The authors conducted a within-subject design experiment involving 14 participants engaged in digit-recall n-back tasks (1-back and 2-back) in two VR environments: a neutral grey environment and a realistic industrial ozone facility. Cognitive load was then assessed using the SIM-TLX.

Findings

The findings revealed higher task difficulty for the 2-back task due to higher mental demand. Furthermore, a notable interaction emerged between cognitive load and different virtual environments.

Research limitations/implications

This study relied solely on an n-back task and SIM-TLX self-report measure to assess cognitive load. Future studies should consider including ecologically valid tasks and physiological measurement tools such as eye-tracking to measure cognitive load.

Practical implications

Identifying cognitive workload sources during VR tasks, especially in complex work environments, is considered beneficial to the application of VR training aimed at improving workplace learning.

Originality/value

This study provides unique insights into measuring cognitive load from various sources as defined by the SIM-TLX sub-scales to investigate the impact of simulated workplace environments.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 9 April 2024

Ying-Hsun Lai, Yu-Shan Lin, Yao-Chung Chang and Shih-Yeh Chen

Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural…

Abstract

Purpose

Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural sustainability education aims to cultivate awareness and protection of cultural assets, promote sustainable development and foster environmental responsibility. This study establishes a cyber-physical metaverse of cultural sustainability learning to cultivate students' motivation, multicultural identity, critical thinking and sustainability thinking.

Design/methodology/approach

In this study, virtual reality (VR) and 3D printing technologies were utilized to create a cyber-physical metaverse learning environment. This learning environment is designed to allow elementary school children to learn about indigenous cultures and the architecture of slate houses, as well as socio-architectural issues. Learners will be able to experience first-hand the plight of the indigenous tribal areas and the exploration of related cultural knowledge.

Findings

The study collected pre- and post-test data through questionnaires, using covariates to analyze learners' perceptions of learning. The results of this study showed that cyber-physical metaverse learning environment had a significant impact on learning motivation, multicultural identity and sustainability thinking for culturally sustainable education. However, this study’s impact on critical thinking skills in students remains to be confirmed.

Research limitations/implications

This is a quasi-experimental study of a single country’s elementary school children in the indigenous area, so its findings cannot be extrapolated to other areas or to learners of different ages.

Originality/value

This study introduces a framework for incorporating both virtual and real cultures to promote sustainable learning. The cyber-physical metaverse learning is used to supplement teaching activities to enhance learners' motivation in learning multicultural knowledge. Students were able to recognize and protect cultural assets, as well as emphasize the importance of sustainable development.

Details

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

Keywords

Article
Publication date: 30 May 2024

Yongzhong Yang, Aixian Yu, JinJing Li, Mohsin Shafi and Muhammad Ashraf Fauzi

Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a…

Abstract

Purpose

Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a single element and only focuses on the cognitive level of gamification elements, lacking an overall exploration of the impact mechanism of gamification elements. Against the backdrop of virtual learning communities, we apply the cognition-affection-conation theory to examine the influence of various gamification elements on college students' online learning behaviors, examining both cognitive and affective pathways.

Design/methodology/approach

Data were collected through a predefined questionnaire from 11 Chinese virtual learning communities, with 587 respondents participating in the study. SmartPLS was employed to conduct a Partial Least Squares (PLS) analysis of the research model and test the hypotheses.

Findings

Our findings reveal that immersion and achievement-oriented gamification elements positively impact learning behavior. Conversely, the social gamification element exhibits a negative influence due to social burnout within virtual learning communities. This study pioneers a model to understand the intricate influence mechanisms of gamification elements on college students' online learning behaviors. The model contributes to the enriched exploration and practical application of college students' learning behaviors in virtual learning communities.

Originality/value

Unlike previous studies that often treat gamification as a single element and focus solely on cognitive aspects, this research explores both cognitive and affective pathways using cognition-affection-conation theory. By examining the influence of various gamification elements on college students' online learning behaviors in virtual learning communities, this study provides nuanced insights. In particular, immersion and achievement-oriented gamification elements positively impact learning behavior, while social gamification elements have a negative influence due to social burnout. This comprehensive approach deepens our understanding of how gamification affects students' learning experiences, enriches knowledge, and provides practical insights for educators and instructional designers.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 24 July 2023

Ayushi Jain, Poonam Sharma and Jamini Ranjan Meher

This research aims to examine the impact of virtual learning platforms and instructor presence (IP) on learner satisfaction (LS). Further, this study examines the role of learner…

Abstract

Purpose

This research aims to examine the impact of virtual learning platforms and instructor presence (IP) on learner satisfaction (LS). Further, this study examines the role of learner engagement (LE) in order to improve the LS.

Design/methodology/approach

This research uses both primary and secondary data sources to compile the research's findings. The primary source of data includes 610 responses from various higher education institutes in India. The collected data were analysed using the partial least square structural equation modelling (PLS-SEM) technique.

Findings

This research provides evidence that the theoretical model is accurate with the gathered data sample. In the model, online platform (OP) is an independent variable, whereas LS is a dependent variable, and IP and LE are the mediating variables. The outcomes demonstrated that OP has a positive impact on IP and LE. Also, the relationships between IP and LE, IP and LS and LE and LS are significantly positive. The mediation analysis validates the importance of the IP and LE for relationships.

Originality/value

This investigation presents a comprehensive model, which demonstrates the relationship between OP, IP, LE and LS. The study makes a unique reference to several theories in order to boost interaction and IP in virtual learning, the learner's learning experience can be enhanced. The model helps teachers and educational institutions formalise strategies to boost interaction and examine the institutions' pedagogy to enhance satisfaction.

Details

The International Journal of Information and Learning Technology, vol. 40 no. 5
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 19 September 2023

Bolaji David Oladokun, Dauda Oseni Yahaya and Rexwhite Tega Enakrire

As traditional physical spaces grapple with evolving reading habits and information consumption patterns, the notion of libraries within the metaverse poses intriguing questions…

503

Abstract

Purpose

As traditional physical spaces grapple with evolving reading habits and information consumption patterns, the notion of libraries within the metaverse poses intriguing questions about accessibility, knowledge dissemination and the evolving role of librarians. The purpose of this paper is to explore the role of metaverse in virtual libraries.

Design/methodology/approach

This paper analyzes various literature relating to libraries and the metaverse in the virtual worlds through a review of the literature.

Findings

In the ever-evolving landscape of information and technology, the emergence of libraries in virtual worlds presents a transformative paradigm that brings forth both tremendous advantages and intricate challenges. These advantages are underscored by enhanced accessibility for a global audience, interactive engagements that cater to diverse learning styles and the unprecedented scalability that digital environments provide. Virtual libraries hold the potential to reshape the way people access, share and engage with knowledge, while also fostering a sense of community that transcends geographical boundaries.

Originality/value

To the best of the authors’ knowledge, this paper is the original idea that highlights the importance of metaverse in virtual libraries.

Details

Library Hi Tech News, vol. 40 no. 9
Type: Research Article
ISSN: 0741-9058

Keywords

Open Access
Article
Publication date: 23 August 2023

Olivia McDermott

This study describes how two organisations transitioned to teaching Lean online during and post Covid-19. This study aims to establish how Lean teaching and training can be…

Abstract

Purpose

This study describes how two organisations transitioned to teaching Lean online during and post Covid-19. This study aims to establish how Lean teaching and training can be designed and delivered effectively online without adverse effects on the student’s learning experience of Lean concepts.

Design/methodology/approach

A case study approach was used to review the design, application and results of the transition to online Lean teaching and training. Qualitative and quantitative methods were deployed to assess the results.

Findings

Online Lean learning and application were assured via the design of practical problem-based teaching environments, aided by using the virtual classroom as an obeya room and as a kaizen environment where students worked in teams. Students were enabled to learn and apply Lean tools practically and reflect on their learnings.

Practical implications

This study demonstrates that effective online design can ensure. Lean methods are understood without affecting the student's learning, classroom experience and grasp of concepts.

Originality/value

To the best of the author’s knowledge, this is one of the first studies on implementing Lean training and education online during COVID-19 under the lens of both a training provider and university education viewpoint. The changes validated best practices for virtual Lean education and training in the organisations under study, maintained post-COVID.

Details

International Journal of Lean Six Sigma, vol. 14 no. 6
Type: Research Article
ISSN: 2040-4166

Keywords

Article
Publication date: 17 May 2024

Cristina Arranz-Barcenilla, Sara Pavía, María Consuelo Sáiz Manzanares, Lourdes Alameda Cuenca-Romero and Sara Gutiérrez-González

The purpose of the paper is to describe the development and implementation of a specialized Virtual Learning Environment (VLE) designed to enhance the knowledge and skills related…

Abstract

Purpose

The purpose of the paper is to describe the development and implementation of a specialized Virtual Learning Environment (VLE) designed to enhance the knowledge and skills related to sustainability in students with Down syndrome. This VLE serves as a means to make sustainable concepts more accessible and comprehensible to this specific student group, with the aim of promoting their engagement and understanding of sustainability, environmental awareness, recycling, and sustainable construction. The ultimate goal is to empower students with Down syndrome by providing them with a tailored educational tool that facilitates their learning in a manner that is engaging and effective.

Design/methodology/approach

The approach outlines the overarching plan for creating the e-learning platform, including the technological choices and design considerations necessary to make it effective and accessible for students with Down syndrome. It's a fundamental component of the methodology, as it sets the direction for the platform's development and aligns with the objectives of the study. And also encompass the strategy for teaching and learning sustainability aspects to students with Down syndrome.

Findings

Positive Feedback from Tutors and Professionals: The feedback from tutors and professionals is generally positive, with 91.4% finding the platform to be well-organized and 88.6% considering the content adequate and understandable. This suggests that the VLE met the needs and expectations of educators and professionals involved in the learning process. Utility for Professional Practice: Approximately 80% of tutors and professionals found the platform useful for their professional practice, indicating that it has practical applications beyond student learning. This information highlights the success and potential impact of the VLE for this specific target group.

Research limitations/implications

The study may not have explored the depth of sustainability concepts covered within the VLE. Future research could delve into the specifics of the content and its effectiveness in teaching complex sustainability topics.

Practical implications

The incorporation of universal design principles in the VLE development could serve as a model for creating inclusive e-learning platforms. This has broader implications for improving digital accessibility in education. The positive feedback from tutors and professionals suggests the importance of interdisciplinary collaboration in education. Professionals from various fields, including special education and sustainability, can work together to create effective and inclusive learning tools.

Social implications

This study can contribute to the broader discussion on inclusive education and the effective use of technology to enhance learning experiences for individuals with disabilities.

Originality/value

The study addresses a crucial gap in the field of sustainability education by focusing on students with Down syndrome. It highlights the importance of making sustainability education inclusive and accessible to a diverse range of learners, including those with disabilities. This originality contributes to the broader discourse on inclusive education and environmental awareness. The development of a specialized Virtual Learning Environment (VLE) for this specific target group is an original contribution. It demonstrates the potential for adapting educational technology to meet the unique needs of students with Down syndrome, potentially serving as a model for future educational tool development.

Details

The International Journal of Information and Learning Technology, vol. 41 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 20 August 2024

Chitra Dey, Marvin Grabowski, Yannick Frontzkowski, Ganesh M.P. and Sebastian Ulbrich

Social virtual reality (SVR) has emerged as a solution for the facilitation of remote and distributed teamwork, promising to overcome challenges faced in virtual 2D communication…

Abstract

Purpose

Social virtual reality (SVR) has emerged as a solution for the facilitation of remote and distributed teamwork, promising to overcome challenges faced in virtual 2D communication channels. The purpose of this study is to systematically review empirical articles dealing with the application of SVR with head-mounted displays (HMDs) in teams.

Design/methodology/approach

This study reviewed 40 empirical papers on teamwork that address the application of SVR using HMD in teams. The authors present results from the extracted data and identify themes that indicate the current state of research in this field.

Findings

Based on data obtained from the journal articles, the authors identified three themes underlying current research. They are features and applications of SVR technology, collaboration dynamics and team performance in SVR and educational and professional training and learning. The results show that SVR enhances team collaboration and collaborative learning.

Practical implications

SVR can aid in improving teamwork and team outcomes. In its current stage, SVR is complementary to 2D technology and not likely to replace traditional tools. Findings suggest that the technology is promising for collaboration and learning in organisations, especially in collaborative design tasks and simulations.

Originality/value

To the best of the authors’ knowledge, this paper is one of the first studies to look at research emerging from the nascent area of SVR and summarise the current state of research. This study provides managerial implications and identifies future research areas for SVR in teamwork and learning.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

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