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A Didactic Experience in Collaborative Learning Supported by Digital Media




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Designing Digital Portfolios for Technology Support Students




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The Conceptual Model of a Web Learning Portal for Small and Medium Sized Enterprises




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Improving Progression and Satisfaction Rates of Novice Computer Programming Students through ACME – Analogy, Collaboration, Mentoring, and Electronic Support




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Teaching in Virtual Worlds: Opportunities and Challenges




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Study of Polish Women’s Web Portals




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Soft Skills and Technical Expertise of Effective Project Managers




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E-Portfolios for Integrated Reflection




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Ownership Influences on Vertical B2B E-marketplaces’ Survival




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Agent-Based Advert Placement System for Broadcasting Stations




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Animated Courseware Support for Teaching Database Design




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A Radio Frequency Identification (RFID) Container Tracking System for Port Louis Harbor: The Case of Mauritius




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A Longitudinal Study of the Use of Computer Supported Collaborative Learning in Promoting Lifelong Learning Skills




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Design Alternatives for a MediaWiki to Support Collaborative Writing in Higher Education Classes




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Cross-Departmental Collaboration for the Community: Technical Communicators in a Service-Learning Software Engineering Course




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Technology Enhanced Learning: Utilizing a Virtual Learning Environment to Facilitate Blended Learning




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The Coordination between Faculty and Technical Support Staff in Updating Computer Technology Courses – A Case Example




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Investment in Intelligent Transport Aid Systems and Final Performance




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Efforts to Reverse the Trend of Enrollment Decline in Computer Science Programs




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IT Service and Support: What To Do With Geographically Distributed Teams?




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Extending Learning to Interacting with Multiple Participants in Multiple Web 2.0 Learning Communities




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The Islands of Innovation Model: Opportunities and Threats for Effective Implementation of Technological Innovation in the Education System




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Virtual Campuses, Groupware and University Evolution




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Making a Case for Change Management Theory to Support IS/IT Curriculum Innovation




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Modeling, Training, and Mentoring Teacher Candidates to Use SMART Board Technology




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Addressing Knowledge Support Services as Part of a Living Lab Environment




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How Business Departments Manage the Requirements Engineering Process in Information Systems Projects in Small and Medium Enterprises




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WoT (Web of Things) for Energy Management in a Smart Grid-Connected Home




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Challenges in Adopting Open Innovation Strategies in SMEs: An Exploratory Study in Portugal




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Mobile Certificate Based Network Services




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Applying a Modified Technology Acceptance Model to Qualitatively Analyse the Factors Affecting E-Portfolio Implementation for Student Teachers’ in Field Experience Placements




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Practicing M-Application Services Opportunities with Special Reference to Oman




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Do Operating Systems Affect Perceptions of Smartphone Advantages and Drawbacks?




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A Framework for Using Questions as Meta-tags to Enhance Knowledge Support Services as Part of a Living Lab Environment




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Course Quality Starts with Knowing Its C-Index




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Unraveling the Digital Literacy Paradox: How Higher Education Fails at the Fourth Literacy




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Can E-Portfolio Improve Students’ Readiness to Find an IT Career?

An E-Portfolio Assessment Management System (EAMS) can be an innovative tool that provides students with flexible opportunities to demonstrate the acquisition of skills and abilities in an outcome-based institution. The system has been developed and used for the past ten years to create, reflect, revise, and structure students’ work. It is a repository management system that facilitates collecting, sharing, and presenting artifacts of student learning outcomes via a digital medium. Therefore, it provides students with flexible opportunities to demonstrate the acquisition of skills and abilities to demonstrate growth of achieving learning outcomes. The rationale of the EAMS is to allow students to demonstrate competences and reflect upon experiences to improve their learning and career readiness; hence, they are accountable for their learning. The system was built around two defined set of learning outcomes: institutionally agreed upon set of learning outcomes, and learning objectives that are related to major requirements. The purpose of this study is to analyze students’ perceptions and attitudes when using an e-portfolio to support their employment opportunities. The participants were 217 students in the College of Technological Innovation. The students reported that the developing of e-portfolios was extremely helpful. The results showed that students have positive opinions about using e-portfolios as a beneficial tool to support their readiness for employment; they believe an e-portfolio increases their confidence to find a job in the IT field because it can allow them to showcase artifacts that demonstrate competencies and reflect upon experiences, and they can provide their supervisors during their industrial training with an e-resume that includes views of their actual work of what they have learned and are able to do when they complete their degree. Employers then can review e-portfolios to select prospective employees work readiness skills; hence, graduates are more likely to obtain a job in their workplaces. In conclusion, students do like the idea of e-portfolios when it is presented to them as a career showcase rather than a process for documenting learning. A career center can use e-portfolios as a tool to help students find a job. Furthermore, our analysis and evaluation uncovered learning issues involved in moving from the traditional approach of learning toward an integrated learning system that can be used after graduation.




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An Internship Program at a Computer Science Department –Theoretical Foundation and Overall Coordination

Internship courses, unlike others, are multi-pronged because they require coordination at different levels. Typically, a faculty member coordinates the communication and implementation at each level to achieve the desired outcomes. We call the position that this faculty holds the “internship coordinator”. For the work of the internship coordinator to be successful, he/she may need to synchronize the work of the internship with all parties involved. Failure to coordinate at one level or another may affect the work of other parties involved in completing the internship for the students. This paper explains the experience of an internship program at the computer science department (COSC) at Indiana University Indiana University of Pennsylvania (IUP). We focus on the work of the internship coordinator for this program and his work to communicate and coordinate to successfully implement the internship experience for the students. We first discuss the theoretical foundation that led to the development of internship programs in academia and then elaborate on the multiple levels of the role of the internship coordinator in completing the internship experience for the students.




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Entertaining Whilst Defacing Websites: Psychological Games for Hackers

Aim/Purpose: This study aims to investigate various characteristics from both victims as defaced websites and defacers that linked to a risk of being defaced through a set of descriptive analysis. Background: The current figures from a spectrum of sources, both academic and non-academic reports, proved a progressive increase of website defacement attacks to numerous organisations. Methodology: This study obtains a set of data from Zone-H site, which is accessible to the public, including 99,437 defaced websites. The descriptive analysis is applied in order to understand the motives of defacers and the probability of website re-defacements through the statistical investigation. Findings: The motives for defacing websites are driven mainly due to entertaining reasons. This in turn has an implication on the type of techniques defacers attack websites.




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Assessing the Affordances of SimReal+ and their Applicability to Support the Learning of Mathematics in Teacher Education

Aim/Purpose: Assess the affordances and constraints of SimReal+ in teacher education Background There is a huge interest in visualizations in mathematics education, but there is little empirical support for their use in educational settings Methodology: Single case study with 22 participants from one class in teacher education. Quantitative and qualitative methods to collect students’ responses to a survey questionnaire and open-ended questions Contribution: The paper contributes to the understanding of affordances and constraints of visualization tools in mathematics education Findings: The visualization tool SimReal+ has potential for learning mathematics in teacher education, but the user interface should be improved to make it more usable for different users. Teachers need to consider technological and pedagogical affordances of SimReal+ at the student, classroom, and mathematics subject level Recommendations for Practitioners: Address technological and pedagogical affordances of SimReal+ Recommendation for Researchers: Improve the design of SimReal+ to make it technologically and pedagogically more usable Impact on Society: Understand the affordances and constraints of visualization tools in education Future Research: Implement a next cycle of experimentation with SimReal+ in teacher education to ensure more validity and reliability




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Decision Support Information System for Urban Lighting

Aim/Purpose: This paper describes and information system for the maintenance and management of municipal lighting systems that also serves as a decision support tool for reducing power consumption on urban lighting. Background: Many municipalities are financially constrained and unable to invest in improving their lighting infrastructure. We propose a very efficient and inexpensive way to set up the database and provide city leaders with tools to improve their system efficiently. Methodology: An information database for the data management and an Integer Programming model for deriving the optimal investment plan. Contribution: This paper contributes to the fields of urban economics and sustainability. Findings: Informing management and workers about the status of the system and how to optimize it will reward the city with considerable savings and improve the service quality. Recommendations for Practitioners: The application of this model, even in a small scale such as a neighborhood can improve citizen’s quality of life without a heavy burden on the city budget. Recommendation for Researchers: There is a growing need for cost-effective means to improve urban management. Innovative ideas that meet these goals should be researched and developed. Impact on Society: First, it allows reduction in carbon emissions and light pollution by reducing power consumption and over-luminous lighting levels. Second, financially constrained municipalities can manage their systems at a very low cost. Future Research: A full scale application is needed in order to evaluate the city-wide benefits of the system.




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Virtual Pathology Learning Resource: A Promising Strategy in Teaching Pathology to Allied Health Science Students

Aim/Purpose: The objective of this study was to concept test a new instructional aid called Virtual Pathology Learning Resource (VPLR), which was used as a vehicle to communicate information and enhance teaching and learning of basic sciences (Anatomy, Physiology, and Pathology) to allied health science students at a South Australian university. Background: Pathology was traditionally taught using potted specimens to review disease manifestations independently. However, this approach was found inadequate and ineffective. VPLR is a new teaching platform comprising of digitised human normal and human pathology specimens (histology, histopathology), patient case studies, short answer and critical thinking questions, and self-assessment quizzes. Using authentic learning theory as an educational pedagogy, this learning resource was developed to enhance the teaching and learning of Pathology. Methodology: Cross-sectional study design was used. A survey, given at the end of the course, gathered qualitative and quantitative data concerning the perceptions and experiences of the students about VPLR and its components. The online tool SurveyMonkey was utilised so that students could respond anonymously to a web link that displayed the questionnaire. The perceived impact on students was assessed using an 18-item questionnaire seeking agreement or disagreement with statements about VPLR, multiple choice and open-ended questions querying the best things about VPLR, benefits to be derived, and areas for improvement. Descriptive and frequency analyses were performed. Contribution: The VPLR approach involved rich learning situations, contextualised content, and facilitated greater understanding of disease concepts and problems. Findings: In a sample of 103 Medical Radiation students, 42% of students (N=43) responded to the post-intervention survey. The majority of students reported highly positive effects for each component of the VPLR. The overall results indicated that this tool was a promising strategy in teaching Pathology as it assisted students’ gaining knowledge of the science, facilitated connections between sciences, and allowed students to make better links with professional practice and skills. Recommendations for Practitioners: As students found VPLR to be beneficial, it is recommended that the same approach is applied for the teaching of Pathology to other health science students, such as Nursing. Other universities might consider adopting the innovation for their courses. Recommendation for Researchers: Applying VPLR to teaching other allied health science students will be undertaken next. The innovation will be appropriate for other health science students with particular emphasis on case-based or problem-based learning and combined with clinical experiences. Impact on Society: In reshaping the way of teaching a science course, students are benefited with greater depth of understanding of content and increase motivation to study. These are important to keep students engaged and ready for practice. VPLR may impact on education and technology trends so that exploration and possibilities of initiatives are ongoing to help students become successful learners. Other impacts are the new forms of learning discovered, the renewed focus on group work and collaboration, and maximising the use of technology in innovation. Future Research: Future directions of this research would be to conduct a follow-up of this cohort of students to determine whether the impacts of the innovation were durable, meaning the change in perceptions and behaviour is sustained over time.




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Learning Entrepreneurship through Virtual Multicultural Teamwork

Aim/Purpose: This paper explores the benefits and challenges of experiencing virtual multi-cultural teamwork in order to learn entrepreneurship. Background: Entrepreneurial eco-system usually requires working in international, virtual multi-cultural diverse teams. Higher education institutes are trying to educate future generation of entrepreneurs, coping with challenges derived from the virtual work and cultural diversity. Prior research shows that traditional learning is not effective for entrepreneurial education. Methodology: An explorative study was conducted based on the BIPA project, a Bavarian (German)-Israeli Partnership Accelerator, which was held four times between 2015 and 2017. The project aims to experience entrepreneurial virtual multicul-tural teamwork via co-creation of tailored-solutions for challenges of German or Israeli corporates. Retrospective interviews with participants were held after finishing their mission, and analyzed. Contribution: This research contributes to the body of knowledge about multicultural diverse participants in virtual entrepreneurial environments, in order to work together. This situation raises new challenges, due to the combination of multicultural teamwork and the use of virtual communication. Findings: The multicultural teamwork was a trigger to participate, specifically in the con-text of entrepreneurship studies with those two cultures, German and Israeli, which were found by participants as complementary, stimulating and fruitful, although challenging. Through experience, participants improved their entrepreneurial skills and mindset. The major teamwork challenges that were found included conflicts concerning free-riding, as well as communication challenges, due to virtual, language and cultural communication competencies. Recommendations for Practitioners: At a practical level, results can be useful for global companies, showing the benefits of virtual teamwork of employees in different locations, both in terms of reducing expenses and improving innovation. Moreover, managers can motivate employees by highlighting personal benefits, such as cultural awareness and improving their entrepreneurial skills and mindset. In addition, faculty may use this kind of experience to enhance entrepreneurial learning skills and mindset. Recommendations for Researchers : At the theoretical level, this research advances the body of knowledge of entrepreneurial multicultural teamwork in a virtual environment. In this research, the teams worked for a short time together (14 weeks) and had a week of face-to-face interaction with their team members. It is recommended to examine long-term teamwork, and how it affects teamwork challenges, as well as entrepreneurial learning. This research found the combination of German-Israeli cultures as stimulating entrepreneurial teamwork. It is recommended to examine other cultural combinations in teams, in order to be able to generalize findings. Impact on Society: Understanding the needs, benefits, and challenges of entrepreneurial multicul-tural teams working in a virtual environment can be useful to current global entrepreneurial eco-system, which is commonly using this kind of teamwork. Future Research: ‎This study included teams from two cultures: German and Israeli. Research must be expanded to different cultures and to groups compounded from more than two cultures. Moreover, the combination of virtual communication and face-to-face meetings in different milestones during the timeline of the teamwork must be further examined, especially in longer projects.




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Virtually There: The Potential, Process and Problems of Using 360° Video in the Classroom

Aim/Purpose: This paper presents an exploratory case study into using 360° videos to present small segments of lecture content for IT students in an Australian University. The aim of this study was to understand; what is the impact of incorporating 360° videos into class content for students and teaching staff? In this study the 360° videos are described as “learning atoms”. Learning atoms are short duration videos (1 to 5 minutes) captured in 360°. Background: Within this paper we conducted experiments in the classroom using 360° videos to determine if they have an impact on student's feeling of presence with class content. Additionally, to follow up, how does the inclusion of 360° impact on the teaching experience. Methodology: The methodology used in this study focused on both quantitative and qualita-tive aspects. Data was captured at the same time during the teaching period to address the research questions. In order to gauge the feeling of presence within the classroom a short survey was administered to students in the undergraduate IT class at the start (pre) and end (post) of the semester using the same questions to measure any change. Contribution: The main contributions from this study were that we demonstrated there is a potential for providing an alternative ‘immersive’ content presentation for students. This alternative content took the form of 360° learning atoms, whereas further showed our nuance process for creating and publishing of these atoms. Findings: The results show that for students, learning atoms can help improve the sense of presence, particularly for remote students, however the interactive experience can take student’s attention away from the lecturer. The results present potential for providing an alternative ‘immersive’ content presentation for students, however problems for uptake are present for both students and teachers, such as image capture quality and file size Impact on Society: We foresee this approach as being a new approach to teaching students in higher education within online spaces to increase engagement and move towards having a richer virtual experience no matter the location. Future Research: Future research will be conducted to resolve whether presence and engagement is supported by the inclusion of 360° videos in the classroom.




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Agile Requirements Engineering: An Empirical Analysis and Evidence from a Tertiary Education Context

Aim/Purpose: The study describes empirical research into agile Requirements Engineering (RE) practices based on an analysis of data collected in a large higher education organization. Background: Requirements Engineering (RE) in agile development contexts is considerably different than in traditional software development. The field of agile RE is still nascent where there is a need to evaluate its impact in real-world settings. Methodology: Using a case study methodology, the study involved interviewing nine experienced software practitioners who reflected on the use and implementation of various agile RE practices in two software development projects of a student management system. Contribution: The primary contribution of the paper is the evaluation of agile RE practices in a large tertiary educational organization. Based on the analysis of the data, it provides valuable insights into the practice of agile RE in a specific context (i.e., education), but just as importantly, the ones that were omitted or replaced with others and why. Findings: While the evolutionary and iterative approach to defining requirements was followed in general, not all agile practices could be fully adhered to in the case organization. Although face-to-face communication with the customers has been recognized as one the most important agile RE practices, it was one of the most difficult practices to achieve with a large and diverse customer base. Addressing people issues (e.g., resistance to change, thinking, and mindset) was found to be a key driver to following the iterative RE process effectively. Contrary to the value-based approach advocated in the literature, the value-based approach was not strictly adhered to in requirements prioritization. Continuous integration was perceived to be a more beneficial practice than prototyping, as it allows frequent integration of code and facilitates delivering working software when necessary. Recommendations for Practitioners: Our study has important implications for practitioners. Based on our empirical analysis, we provide specific recommendations for effective implementation of agile RE practices. For example, our findings suggest that practitioners could address the challenges associated with limited face-to-face communication challenges by producing flexible, accessible, and electronic documentation to enable communication. Recommendations for Researchers: Researchers can use the identified agile RE practices and their variants to per-form in-depth investigations into agile requirements engineering in other educational contexts. Impact on Society: There are a number of new technologies that offer exciting new opportunities that can be explored to maximize the benefits of agile and other requirements techniques. Future Research: Future research could conduct case studies in different contexts and thus con-tribute to developing bundles or collections of practices to improve software development processes in specific contexts.




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Self-efficacy, Challenge, Threat and Motivation in Virtual and Blended Courses on Multicultural Campuses

Aim/Purpose: The aim of this study was to examine the sense of challenge and threat, negative feelings, self-efficacy, and motivation among students in a virtual and a blended course on multicultural campuses and to see how to afford every student an equal opportunity to succeed in academic studies. Background: Most academic campuses in Israel are multicultural, with a diverse student body. The campuses strive to provide students from all sectors, regardless of nationality, religion, etc., the possibility of enjoying academic studies and completing them successfully. Methodology: This is a mixed-method study with a sample of 484 students belonging to three sectors: general Jewish, ultra-orthodox Jewish, and Arab. Contribution: This study’s findings might help faculty on multicultural campuses to advance all students and enable them equal opportunity to succeed in academic studies. Findings: Significant sectorial differences were found for the sense of challenge and threat, negative feelings, and motivation. We found that the sense of challenge and level of motivation among Arab students was higher than among the ultra-orthodox Jewish students, which, in turn, was higher than among the general Jewish student population. On the other hand, we found that the perception of threat and negative feelings among Arab students were higher than for the other two sectors for both the virtual and the blended course. Recommendations for Practitioners: Significant feedback might lessen the sense of threat and the negative feelings and be a meaningful factor for the students to persevere in the course. Intellectual, emotional, and differential feedback is recommended. Not relating to students’ difficulties might lead to a sense of alienation, a lack of belonging, or inability to cope with the tasks at hand and dropout from the course, or even from studies altogether. A good interaction between lecturer and student can change any sense of incompetence or helplessness to one of self-efficacy and the ability to interact with one’s surroundings. Recommendations for Researchers: Lecturers can reduce the sense of threat and negative feelings and increase a student’s motivation by making their presence felt on the course website, using the forums to manage discussions with students, and enabling and encouraging discussion among the students. Impact on Society: The integration of virtual learning environments into the learning process might lead to the fulfilment of an educational vision in which autonomous learners realize their personal potential. Hence they must be given tasks requiring the application of high learning skills without compromise, but rather with differential treatment of students in order to reduce negative feelings and the sense of threat, and to reduce the transactional distance. Future Research: Further studies should examine the causes of negative feelings among students participating in virtual and blended courses on multicultural campuses and how these feelings can be handled.




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Design of a Knowledge Management System for the Research-Teaching Nexus: Evidence from Institutional Audit Reports

Aim/Purpose: The need for Higher Education Institutions (HEIs) to maximize the use of their intellectual property and strategic resources for research and teaching has become ever more evident in recent years. Furthermore, little attention is paid in developing an enabling system that will facilitate knowledge transfer in the Research-Teaching Nexus (RTN). Hence, this study assesses the current state of practice in knowledge management of the nexus in higher education in Oman. It also explores the context of how Knowledge Management System (KMS) for the nexus can be designed and utilized by HEIs and challenges them to rethink their traditional approaches in managing their knowledge as-sets to boost individual and organizational learning. Background: This study provides a Knowledge Management-based framework and design of a knowledge management system that support the academic community towards the improvement of the nexus. This study sets out ideas from various academic and professional experts on how academic stakeholders in the higher education can improve and promote knowledge transfer and make better use of its knowledge and research assets for teaching and learning. It stressed the importance of having the knowledge assets or resources that can easily be pooled, accessed, and made available to its intended stakeholders. Methodology: Data were gathered from 29 out of 49 institutional quality audit reports of all HEIs in Oman. The panel comments were coded and analysed to extract valuable insights regarding the management of knowledge assets in research. Additionally, data were gathered from the institutional accreditation outcomes page of the same website. Manifest and latent content analyses were used in reporting the findings of the panel. Contribution: The study will contribute to a greater understanding and acceptance of Knowledge Management (KM) in higher education and extended the body of knowledge concerning knowledge management for the RTN. Findings: The reports revealed a very limited practice of the nexus in terms of people and culture, structure ad processes, and computing and web technologies. A few staff are involved in RTN work, there is an uneven understanding of the RTN among staff, limited joint research between staff and students are some of the reasons for this. Significantly, there is no explicit research framework or policy for the RTN, and systems and/or mechanisms are limited. Further-more, the reports did not account any use of computing and web technologies for the nexus. These limitations can lead to students with less academic, research, and graduate skills. Hence, this study presents a feature design of a KMS that incorporates various RTN best practices, as informed by the reports and literature. The design will allow the staff to utilize the research assets in the classroom, at the same time, engages students in research and scholarly under-takings. Recommendations for Practitioners: All HEIs must have a innovative system that integrates a formal agenda and approach, and set initiatives, strategies, policies, and procedures for knowledge management in utilizing research assets for teaching and learning. It must be designed so that RTN practices remain up-to-date, relevant, and responsive to the needs of the stakeholders, as well as, address academic accreditation challenges. Recommendation for Researchers: Researchers can evaluate the knowledge management of RTN practices of other HEIs outside of Oman to effectively recommend the proper course of action for teaching and learning improvement. Impact on Society: This study will redefine the role and contribution of HEIs, which are key players in advancing a knowledge economy. HEIs are expected to be powerhouses where academic knowledge is discovered, created, disseminated, shared, and re-invented. They must be able to fully grasp the value of managing knowledge to be able to effect positive and purposeful change to the community. Future Research: Future work should include staff and student surveys that examine the knowledge management need of the learning organization to better inform the design of a KMS for the RTN. Thereafter, future research can test the stage to test the effectiveness of the conceptual design.




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Virtual Instruction Support for Faculty

Aim/Purpose: This research study explores the challenges, successes, and supports de-sired in implementing virtual learning following a survey of faculty for their experiences and interests. Faculty in higher education need quick, practical tools and strategies to enhance teaching and learning in a virtual classroom. Background The sudden and ongoing COVID-19 pandemic had created an urgency to transition to a virtual learning environment, yet expectations for faculty to teach virtually may not have matched best practice and current research. Methodology: This qualitative research begins with an anonymous, emailed survey of higher education faculty designed to explore participant thoughts and experiences related to their virtual teaching in Fall 2020. The survey included a series of demographic questions related to what type of faculty they were (full-time or adjunct), which discipline they taught, which format they were teaching in, as well as 5 open-ended questions to elicit feedback to teaching in this format of their challenges, some positives, strategies used, how they assessed learning, and which workshops they would like offered to better support them. A full year after the pandemic began, we sent out a follow-up survey to check in with faculty and find out specifically new skills/mindsets they developed, new tools they may have tried, their level of stress as well as how they perceived their students’ stress and their students’ level of learning. We decided to broaden our population by sharing the follow-up survey via social media to capture a diverse audience, which included international participants. Contribution: Despite the different stress levels for most faculty and students during the pandemic of 2020-2021, our research highlights that it was also a time of growth and learning. Learning from past experiences can help us be pre-pared for future challenges related to virtual learning. Findings: We found that the emergency remote teaching caused faculty to explore new ways of teaching and learning and helped them to develop a mindset that embraced a variety of skills such as flexibility, creativity, and innovation. We also learned that being aware of the stress levels of both faculty and students is of great value to institutions and with a good infrastructure and support, virtual learning can be successful. Recommendations for Practitioners: Through our research, we have found faculty are lacking the tools necessary to engage their learners in a virtual setting. As such, best practices need to be shared and then embedded into the instructional approach. However, given the pandemic, faculty were forced to transition face to face classes to a virtual format without having been provided these best practices. Recommendations for Researchers: We recommend researchers explore the habits of minds of faculty and how they have developed and continue to develop due to challenges they experienced related to virtual learning and continue to experience. Impact on Society: Many of the skills that faculty developed due to this emergency shift to virtual teaching during 2020 and beyond are skills faculty will have for life. With support and ideas faculty can implement quickly, faculty will be better prepared to provide instruction and create settings that enhance teaching and learning in a virtual setting. Future Research: Future research could include providing a voice for students by distributing a survey to the student body for their views and perceptions on virtual learning during the pandemic and moving forward.




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Retail Quest: Student Perceptions of a Virtual Field Trip App

Aim/Purpose: Two popular methods for encouraging active learning are Augmented Reality (AR) and Virtual Field Trips (VFTs). This exploratory case study examines college students’ perceptions of a prototype AR and VFT app as an active learning strategy. Background: AR allows students to learn as they physically explore a destination, while VFTs give students the opportunity to visit exciting destinations without leaving their homes. AR and VFTs promote active learning, which has been shown to increase college student success in Science, Technology, Engineering, and Math (STEM) courses. The aim of the VFT app in this study is to provide college students in a STEM course with an interactive lesson on modeling information systems using diagrams. Methodology: This exploratory case study is intended to serve as a condensed case study performed with the prototype version of a VFT app before implementing a large-scale investigation of students’ perceptions of a more refined version of the app. The study employed a qualitative approach involving a survey with open-ended questions to gather college students’ perceptions of learning with a VFT. The data were analyzed using inductive coding. The participants are students at a mid-sized, urban, public university. Contribution: This exploratory case study serves as a proof-of-concept and starting point for other faculty who may be interested in developing their own AR and VFT apps to engage students in active learning. Releasing the app to a common Open Educational Resources (OER) repository will give other faculty easy access to re-use the app and build upon it to create their own virtual field trips. OER are learning materials that are freely available for students and faculty to download and use in their coursework. Findings: Students overwhelmingly perceived the VFT app helped them learn about the subject that was presented, citing the visual nature of the app, the real-life scenarios presented in the app, and the app’s ease of use as reasons why. The majority (over 89%) also agreed that the app motivated them to learn more about the subject, mainly due to the app’s real-life scenarios, and over 83% of students cited at least one benefit to learning with the app, such as the navigation/location features, the easy-to-use interface, and the real-world scenarios. Recommendations for Practitioners: The pedagogical implications of this study are that faculty should adopt VFTs as an active learning strategy, particularly in STEM college courses, based on the students’ positive perceptions of learning, motivation, and benefits of VFTs. Recommendations for Researchers: Researchers can expand on this exploratory case study by conducting a larger-scale study of the VFT app employed in the case study, or by developing their own VFT app based on the one in this study, to capture a broader group of students’ perceptions of VFTs as an active learning strategy. Impact on Society: The broad impact of this research on society is encouraging the adoption of VFTs as an active learning strategy since active learning strategies are shown to increase college students’ success and engagement. Future Research: Future research will be conducted in subsequent terms to gather additional data on students’ perceptions of the VFT app, as well as their perceptions of the relationship between learning and the VFT technology. Further research is also needed to survey faculty on their perceptions of how engaging with the app impacts student learning, particularly in regards to the VFT technology within the app.




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Gen Z Self-Portrait: Vitality, Activism, Belonging, Happiness, Self-Image, and Media Usage Habits

Aim/Purpose. This study examined the self-perception of adolescents and young people aged 17-21 – how they perceived their personal characteristics, self-image, vitality, belonging to a local and global (glocal) society, happiness index and activity, media usage habits in general and smartphones in particular – in other words, it sought to produce a sketch of their character. Background. Different age groups are influenced by various factors that shape them, including living environment, technological developments, experiences, common issues, events of glocal significance, and more. People belonging to Gen Z were born at the end of the previous century and the beginning of the 21st century (up to 2010). This generation was born into the digital technological age and is the first one born into the environment defined by smartphones, and social media. Its members are referred to as “digital natives” because they were born after the widespread adoption of digital technology in the Western world. They entered an environment characterized by the widespread daily use of smartphones, the Internet, and technology in general. Methodology. This was a quantitative study based on a sample of 418 Israeli adolescents and young people aged 17-21. The following questionnaires were administered anonymously and disseminated online to an audience of youths aged 17-21 across Israel: A demographic questionnaire; Self-esteem; Vitality; Belonging vs. alienation; Social-emotional aspects; Usage habits in digital environments; Usage habits of learning on a smartphone; Open questions. Contribution. The current study tried to define clusters to characterize adolescents and youth aged 17-21. Findings Results show that study participants had high self-esteem and vitality, felt be-longing, happy, and satisfied with their life, and perceived themselves as active and enterprising at an average level or above. The study identified two clusters. Participants in Cluster 1 were characterized by higher parameter averages than those in Cluster 2 on the self-image, vitality, belonging, happiness, and activism scales. Participants in Cluster 1 felt that using a smartphone made life easier, helped them solve everyday problems, made everyday conduct easier, and allowed them to express themselves, keep up to date with what is happening with their friends, disseminate information conveniently, be involved in social life, and establish relationships with those around them. They thought that it was easy to collaborate with others and to plan activities and events. Recommendations for Practitioners. When examining cluster correlations with data in relation to other variables, it is apparent that participants in Cluster 1 had more options to reach out for help, report more weekly hours spent talking and meeting with friends and feel that using a smartphone makes everyday life easier and facilitates their day-to-day conduct than did participants in Cluster 2. The smartphone allows them to express themselves, keep updated regarding what is happening with their friends and disseminate information easily, helps them be involved in social life and establish connections with those around them. They find it easy to communicate and cooperate with others and to plan activities and events. By contrast, participants in Cluster 2 felt that the smartphone complicates things for them and creates problems in their daily lives. They feel that the use of social networks burdens them and that the smartphone prevents them from being more involved in their social life, and from establishing relationships with those around them. They felt that communication by smartphone creates more problems in understanding messages. Recommendations for Researchers. One of the challenges of this generation is forming an independent identity and self-regulation in a digital, global, across-the-border era that offers a variety of possibilities and communities. They must examine the connection between the digital and personal spaces, to be able to enjoy virtual communities and a sense of togetherness, and at the same time maintain privacy, autonomy, and individuality. Many studies point to the blurring of boundaries between the private-personal and the public, at numerous problems in social networks, including social problems, shaming, and exclusion from various groups and activities. The fear of shaming and the desire to keep up with everything that is happening create a state of mental stress, and adolescents often feel that they urgently need to check their smartphones. Sharing with others can help them deal with negative content and experiences and avoid the dangers lurking in their web surfing. Yet sharing, especially with friends, often causes intimate content to become public and leads to shaming and invasion of privacy. Impact on Society. Gen Z was born into an environment where smartphones, the Internet, and technology in general, are widely used in everyday routine, and they make extensive use of technological means in all areas of life. One of the characteristics of this generation is “globalization.” The present study showed that about 84% of participants felt to a moderate degree or higher that they were citizens of the world. Future Research. The findings of this study revealed a significant difference in self-image between males and females. An attempt was made to explain the findings in light of previous studies, but the need arose for studies on the self-image of young people of Gen Z that would shed light on the subject.