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Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities

Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which students learn by doing and by reflecting on the experience. This approach to teaching is often used in disciplines such as humanities, business, and medicine. Reflection before, during, and after an experience allows the student to analyze what they learn and why it is important, which is vital in helping them to understand the relevance of the experience. A just-in-time tool (EASEL) was needed to facilitate this. Methodology: To inform the development of a mobile application that facilitates real-time guided reflection and to determine the relevant feature set, we conducted a needs analysis with both students and faculty members. Data collected during this stage of the evaluation helped guide the creation of a prototype. The user experience of the prototype and interface interactions were evaluated during the usability phase of the evaluation study. Contribution: Both the needs analysis and usability assessment provided justification for continued development of EASEL as well as insight that guides current development. Findings: The interaction design of EASEL is understandable and usable. Both students and teachers value an application that facilitates real-time guided reflection. Recommendations for Practitioners: The use of a system such as EASEL can leverage time and location-based services to support students in field experiences. This technology aligns with evidence that guided reflection provides opportunities for metacognition. Recommendation for Researchers: Iterative prototyping, testing, and refinement can lead to a deliberate and effective app development process. Impact on Society: The EASEL platform leverages inherent functionality of mobile devices, such as GPS and persistent network connectivity, to adapt reflection tasks based on lo-cation or time. Students using EASEL will engage in guided reflection, which leads to metacognition and can help instructors scaffold learning Future Research: We will continue to advance the application through iterative testing and development. When ready, the application will be vetted in larger studies across varied disciplines and contexts.




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Investigating the Feasibility of Automatic Assessment of Programming Tasks

Aim/Purpose: The aims of this study were to investigate the feasibility of automatic assessment of programming tasks and to compare manual assessment with automatic assessment in terms of the effect of the different assessment methods on the marks of the students. Background: Manual assessment of programs written by students can be tedious. The assistance of automatic assessment methods might possibly assist in reducing the assessment burden, but there may be drawbacks diminishing the benefits of applying automatic assessment. The paper reports on the experience of a lecturer trying to introduce automated grading. Students’ solutions to a practical Java programming test were assessed both manually and automatically and the lecturer tied the experience to the unified theory of acceptance and use of technology (UTAUT). Methodology: The participants were 226 first-year students registered for a Java programming course. Of the tests the participants submitted, 214 were assessed both manually and automatically. Various statistical methods were used to compare the manual assessment of student’s solutions with the automatic assessment of the same solutions. A detailed investigation of reasons for differences was also carried out. A further data collection method was the lecturer’s reflection on the feasibility of automatic assessment of programming tasks based on the UTAUT. Contribution: This study enhances the knowledge regarding benefits and drawbacks of automatic assessment of students’ programming tasks. The research contributes to the UTAUT by applying it in a context where it has hardly been used. Furthermore, the study is a confirmation of previous work stating that automatic assessment may be less reliable for students with lower marks, but more trustworthy for the high achieving students. Findings: An automatic assessment tool verifying functional correctness might be feasible for assessment of programs written during practical lab sessions but could be less useful for practical tests and exams where functional, conceptual and structural correctness should be evaluated. In addition, the researchers found that automatic assessment seemed to be more suitable for assessing high achieving students. Recommendations for Practitioners: This paper makes it clear that lecturers should know what assessment goals they want to achieve. The appropriate method of assessment should be chosen wisely. In addition, practitioners should be aware of the drawbacks of automatic assessment before choosing it. Recommendation for Researchers: This work serves as an example of how researchers can apply the UTAUT theory when conducting qualitative research in different contexts. Impact on Society: The study would be of interest to lecturers considering automated assessment. The two assessments used in the study are typical of the way grading takes place in practice and may help lecturers understand what could happen if they switch from manual to automatic assessment. Future Research: Investigate the feasibility of automatic assessment of students’ programming tasks in a practical lab environment while accounting for structural, functional and conceptual assessment goals.




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Digital Literacy in Higher Education: A Case Study of Student Engagement with E-Tutorials Using Blended Learning

Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students’ experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards online and blended learning. Background: Online and blended learning modes continue to grow in popularity in higher education, with the aim of streamlining and enhancing student learning, supporting collaboration and creativity, and equipping students with the skills they will require to work and live in an increasingly digitized world. This practice-based case study highlights factors which positively and negatively affect user engagement with digital learning objects and explores students’ perceptions of the role of online learning within their academic programs. Methodology: A suite of nine interactive e-tutorials, addressing essential digital literacy skills for university students, was developed through instructor and student peer collaboration using Articulate software, informed by best practice. The e-tutorials were embedded in the institutional Learning Management System for three undergraduate and postgraduate courses, in which digital literacy formed the core learning content, to complement classroom-based learning. Students in these courses were surveyed via SurveyMonkey about their specific experience of using the e-tutorials, as well as their general perceptions of digital literacy and online learning. Eighty-six students in total completed the questionnaire, which consisted of twenty-three closed- and open-ended questions. Contribution: Through highlighting both the positive and the challenging aspects of the students’ reported experience of online learning, this case study contributes useful insights to the body of literature on user engagement with digital learning objects in higher education, as well as students’ perceptions and experience of blended learning. Findings: The e-tutorials were perceived as valuable in reinforcing classroom learning, allowing respondents to revise concepts and materials covered in face-to-face classes, at their own pace and in their own time. Survey responses showed that the accessibility, ease-of-use, design and duration of the e-tutorials were deemed effective in terms of user engagement; however, several technological challenges were identified, such as browser incompatibility, uneven sound quality and general Internet connection issues, which disrupted their learning. Overall, students expressed enjoyment of the learning facilitated by the e-tutorials; however, rather than favoring online learning alone, they expressed a preference for a blended learning environment, with a combination of complementary learning approaches; survey respondents did not generally wish to forego face-to-face classes entirely. Recommendations for Practitioners: Instructors should seek to strategically embed interactive digital learning objects in their courses at defined points of need in a logical structure, e.g., to reinforce classroom-based learning, or to support specific skill development. Potential disruption to learning should be minimized by following best practice guidelines to ensure ease of access, a seamless user experience, and timely feedback, as well as providing adequate support for rapid resolution of technical glitches. Recommendation for Researchers: E-tutorials offer a useful means of exploring ways in which students acquire learning in the digital environment. A wider, collaborative exploration is needed to provide comparative studies which move beyond case studies. Impact on Society: Online learning mechanisms, such as e-tutorials, offer students different means of acquiring essential literacy skills and different ways to interact with content. E-tutorials constitute reusable learning objects, which can be accessed as just-in-time delivery modes, when students perceive they need to review particular skills or reinforce learning material. Future Research: This research is now expanding into different types of reusable learning objects. E-tutorials may be developed in multiple ways, and comparative research around e-tutorial models will deepen our understanding of how students interact with content in formal learning contexts. As the digital educational landscape continues to expand alongside traditional face-to-face and analogue learning modes, a key research focus will be student and instructor perceptions and experience of blended learning in different contexts.




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Redesigning an Introductory Programming Course to Facilitate Effective Student Learning: A Case Study

Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or redesign their courses to strengthen the relationship between teaching and learning; however, the researchers of this study believe that the concept of Student Ownership of Learning (SOL) connects to student engagement and achievement in the classroom setting. The researchers redesigned the introductory programming course to include valuable teaching methods to increase Student Ownership of Learning and constructive approaches such as making students design an authentic mobile app project as individuals, partners, or within teams. The high quality of students’ projects positioned them as consultants to the university IT department. Methodology: This paper employs a case study design to construct a qualitative research method as it relates to the phenomenon of the study’s goals and lived experiences of students in the redesigned introductory programming course. The redesigned course was marketed to students as a new course with detailed description and elements that were different from the traditional computer science introductory programming course requirement. The redesigned introductory programming course was offered in two sections: one section with 14 registered students and the other section with 15 registered students. One faculty member instructed both sections of the course. A total of 29 students signed up for the newly redesigned introductory programming course, more than in previous semesters, but two students dropped out within the first two weeks of the redesigned course making a total of 27 students. The redesigned coursework was divided into two parts of the semester. The first part of the semester detailed description and elements of the coursework including a redesigned approach with preparation for class, a quiz, and doing homework in class, which gives students control of decisions whenever possible; and working with each other, either with a partner or in a team. The second part of the semester focuses on students designing a non-trivial working mobile app and presenting their developing mobile app at a significant public competition at the end of the semester. Students developed significantly complex mobile apps and incorporated more complex functionality in their apps. Both Management Information System (MIS) major students and Computer Science major students were in the same course despite the fact that MIS students had never taken a programming course before; however, the Computer Science students had taken at least one course of programming. Contribution: This study provides a practical guide for faculty members in Information Technology programs and other faculty members in non-Computer Science programs to create or redesign an introductory course that increases student engagement and achievement in the classroom based on the concept of Student Ownership of Learning (SOL). This study also deepens the discussion in curriculum and instruction on the value to explore issues that departments or programs should consider when establishing coursework or academic programs. Findings: This study found two goals evidently in support to increase Student Ownership of Learning (SOL). The first goal (Increase their ownership of learning SOL) showed that students found value in the course contents and took control of their learning; therefore, the faculty no longer had to point out how important different programming concepts were. The students recognized their own learning gap and were excited when shown a programming concept that addressed the gap. For example, student comments were met with “boy, we can really use this in our app” instead of comments about how complex they were. The coursework produced a desired outcome for students as they would get the knowledge needed to make the best app that they could. The second goal (Develop a positive attitude toward the course) showed positive results as students developed a more positive attitude towards the course. Student actions in the classroom strongly reflected a positive attitude. Attendance was almost 100% during the semester even though no points for attendance were given. Further evidence of Student Ownership of Learning and self-identity was students’ extensive use of the terminology and concept of the course when talking to others, especially during the public competition. Students were also incorporating their learning into their identities. For example, teams became known by their app such as the Game team, the Recipe team, and the Parking team. One team even made team t-shirts. Another exciting reflection of the Student Ownership of Learning which occurred was the learning students did by themselves. Recommendations for Practitioners: Practitioners can share best practices with faculty in different departments, programs, universities, and educational consultants to cultivate the best solution for Student Ownership of Learning based on student engagement and achievement in the classroom setting. Recommendation for Researchers: Researchers can explore different perspectives with scholars and practitioners in various disciplinary fields of study to create or redesign courses and programs to reflect Student Ownership of Learning (SOL). Impact on Society: Student Ownership of Learning is relevant for faculty and universities to incorporate in the creation or redesigning of coursework in academic programs. Readers can gain an understanding that student engagement and achievement are two important drivers of Student Ownership of Learning (SOL) in the classroom setting. Future Research: Practitioners and researchers could follow-up in the future with a study to provide more understanding and updated research information from different research samples and hypotheses on Student Ownership of Learning (SOL).




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Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education

Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinking approach, can empower students to learn and develop their digital skills effectively. This study explores the impact of digital self-directed learning environment, developed using a design thinking approach, on enhancing digital literacy skills among higher education students in Thailand. Methodology: The research methodology involves developing a digital self-directed learning environment, collecting and analyzing data, and using statistical analysis to compare the outcomes between different groups. The sample includes 60 undergraduate students from the School of Industrial Education and Technology at King Mongkut Institute of Technology, divided into a control group (n=30) and an experimental group (n=30). Data analysis involves mean, standard deviation, and one-way MANOVA. Contribution: This research contributes to the evidence supporting the use of Design Thinking in developing digital self-directed learning environment, demonstrating its effectiveness in meeting learners’ needs and improving learning outcomes in higher education. Findings: Key findings include: 1) the digital media and self-directed learning activities plan developed through the design thinking approach received high-quality ratings from experts, with mean scores of 4.87 and 4.93, respectively; and 2) post-lesson comparisons of learning outcome and digital literacy assessment scores revealed that the group utilizing digital media with self-directed learning activities had significantly higher mean scores than the traditional learning group, with a significance level of 0.001. Recommendations for Practitioners: Practitioners in higher education should use design thinking to develop digital self-directed learning environments that enhance digital literacy skills. This approach involves creating high-quality digital media and activities, promoting engagement and improved outcomes. Collaboration and stakeholder involvement are essential for effective implementation. Recommendation for Researchers: Researchers should continue to explore the effectiveness of design thinking approaches in the development of learning environments, as well as their influence on different educational aspects such as student engagement, satisfaction, and overall learning outcomes. Impact on Society: By enhancing digital literacy skills among higher education students, this study contributes to the development of a digitally skilled workforce, encourages lifelong learning, and aids individuals in effectively navigating the challenges of the digital era. Future Research: Future research could explore a broader range of student demographics and educational settings to validate the effectiveness of the Design Thinking approach in enhancing digital literacy. This could include integrating design thinking with alternative digital learning and teaching methods to further improve digital literacy.




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Gamification of Statistics and Probability Education: A Mobile Courseware Approach

Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware’s engagement, functionality, aesthetics, and information quality using the Mobile App Rating Scale (MARS) and a researcher-made Gamified Mobile Courseware Assessment Tool (GMCET). Background: The need to investigate the effectiveness of incorporating game-based elements into mathematics courses through innovative instructional materials inspired the study. The COVID-19 pandemic has made distance learning a necessity, and gamified mobile courseware is a potential solution to improve learning outcomes and engagement in mathematics courses. Methodology: The study employed a descriptive-evaluative method with quantitative and qualitative data to achieve its objectives. Five IT practitioners assessed the developed courseware using the MARS regarding engagement, functionality, aesthetics, and information. A researcher-made GMCET was also used to evaluate the app’s content quality, learning objectives, content presentation, learning assessment, and usability. Five math experts and 12 math teachers rated the app using the GMCET. The study used weighted mean to analyze the quantitative data and content analysis for the qualitative data. Contribution: The study provides insights into the strengths and weaknesses of gamified mobile courseware from the perspective of IT practitioners, math experts, and math teachers. The study’s findings can inform improvements in future iterations of courseware, and the study provides a valuable guide for practitioners looking to develop gamified mobile courseware for mathematics courses. Findings: The quantitative results based on the weighted mean indicate that the IT practitioners had a moderately positive perception of the developed courseware across all categories. At the same time, the math teachers and math experts showed highly positive perceptions of the gamified mobile courseware in Statistics and Probability, rating it highly across all categories. The qualitative data analysis through content analysis highlights the need for improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of the developed app. Recommendations for Practitioners: Practitioners can use the study’s findings to improve the design of gamified mobile courseware for mathematics courses and other content areas. The study recommends that practitioners focus on improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of gamified mobile courseware. Recommendation for Researchers: Future research can build on this study’s findings by exploring the use of gamified mobile courseware in other mathematical courses and other subject areas. Further research can also examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Impact on Society: The study’s findings could improve the effectiveness of gamified mobile courseware in enhancing student learning outcomes in mathematics courses. This can lead to better student performance, improved engagement, and increased interest in mathematics courses, positively impacting society. Future Research: Future research can explore using gamified mobile courseware in other mathematics courses and other subject areas. Additionally, future studies can examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Further research can also investigate the impact of gamified mobile courseware on student motivation, interest, and performance in mathematics courses.




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Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.




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Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




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Emerging Research on Virtual Reality Applications in Vocational Education: A Bibliometric Analysis

Aim/Purpose: This study explores the subject structure, social networks, research trends, and issues in the domain that have the potential to derive an overview of the development of virtual reality-based learning media in vocational education. Background: Notwithstanding the increasingly growing interest in the application of virtual reality in vocational learning, the existing research literature may still leave out some issues necessary for a comprehensive understanding. This study will point out such areas that need more exploration and a more comprehensive synthesis of the literature by conducting a bibliometric analysis. It will be interesting to keep track of the changing concepts and methodologies applied in the development of VR-based learning media in vocational education research. Methodology: This review was carried out using bibliometric methodology, which can highlight patterns of publication and research activity in this hitherto little studied area. The results of the study have the potential to lead to evidence-based priority in VR development, which will tailor work for vocational contexts and set the compass against the growing worldwide interest in this area. The study provides a descriptive analysis of publications, citations, and keyword data for 100 documents published between the years 2013 and 2022 from the Scopus database, which is conducted to illustrate the trends in the field. Contribution: This study also counts as a contribution to understanding the research hotspots of VR-based learning media in vocational education. Through bibliometric analysis, this study thoroughly summarized the relevant research and literature laying a knowledge foundation for researchers and policy makers. Additionally, this analysis identified knowledge gaps, recent trends, and directions for future research. Findings: The bibliometric analysis revealed the following key findings: 1. A growing publication trajectory, with output increasing from 7 articles in 2013 to 25 articles in 2022. 2. The United States led the contributions, followed by China, and Germany. 3. The most prominent authors are affiliated with American medical institutions. 4. Lecture proceedings include familiar sources that reflect this nascent domain. 5. Citation analysis identified highly influential work and researchers. 6. Keyword analysis exposed technology-oriented topics rather than learning-oriented terms. These findings present an emerging landscape with opportunities to address geographic and pedagogical research gaps. Recommendations for Practitioners: This study will be beneficial for designers and developers of VR-based learning programs because it aligns with the most discussed and influential VR technologies within the literature. Such an alignment of an approach with relevant research trends and focus can indeed be very useful for the effective application and use of VR-based learning media for quality improvements in vocational students' learning. Recommendation for Researchers: In fact, in this bibliometric review of VR integration within vocational classrooms, a future call for focused research is presented, especially on teaching methods, course design, and learning impact. This is a framework that seeks to establish its full potential with effective and integrated use of VR in the various vocational curricula and settings of learners. Impact on Society: From the findings of the bibliometric analysis, it is evident that virtual reality technologies (VR) have significantly led to transformation within educational media. There is no denying that the growing interest and investment in the integration of virtual reality into vocational education has been well manifested in the substantive increase in publications in the last decade. This shows what the innovation driving factor is in the United States. At the same time the rapid contributions from China signal worldwide recognition of the potential of VR to improve technical skills training. This study points the way for more research to bridge critical gaps, specifically how VR tools can be used in vocational high school classrooms. Furthermore, research should be aligned to meet specific needs of vocational learners and even promote international cross-border partnerships, pointing out the potential of virtual reality to be a universally beneficial tool in vocational education. The examination of highly cited articles provides evidence of the potential of VR to be an impactful pedagogical tool in vocational education. The findings suggest that researchers need to move forward looking at the trajectory of VR in vocational education and how promising it is in defining the future for innovative and effective learning methodologies. Future Research: This study is an exceptionally valuable contribution, a true landmark in the field of dynamic development, and one that denotes very meaningful implications for the future course of research in the dynamically developing field of bibliometric analysis of VR-based learning media for vocational education. The increase in the number of publications emanates from growing interests in the application of virtual reality (VR) technologies in vocational education. The high concentration of authorship from the USA, along with the ever increasing contributions from China, spotlights the increasing worldwide recognition of the impact of immersive technologies in the enhancement of training in technical skills. These are emerging trends that call for research to exemplify the diverse views and global teamwork opportunities presented by VR technologies. The study also highlights critical areas that need focused attention in future research endeavors. The fact that the embedding of VR tools into classrooms in vocational high schools has been poorly researched points to the major gap in pedagogical research within authentic educational settings. Therefore, further investigations should evaluate teaching methods in VR, lesson designs, and the impacts of VR in specific vocational trades. This supports the need for learner-centered frameworks that are tailor-made to the needs of vocational learners. This calls for more direct and focused investigations into identified research gaps noting a growing dominance in the field of health-related research with the most cited articles in this field, to integrate virtual reality into additional vocational education contexts. In this way, the gaps present an opportunity for researchers to make significant contributions to the development of interventions responsive to the unique needs of vocational learners; this will contribute to strengthening the evidence base for the worldwide implementation of VR within vocational education systems. This was recommended as the intention of such a bibliometric analysis: supporting the potential of VR as a pedagogical tool in vocational contexts and providing grounding for a strong and focused future research agenda within this burgeoning area of educational technology.




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E-service quality subdimensions and their effects upon users' behavioural and praising intentions in internet banking services

The purpose of this study is to explore the effect of electronic service quality subdimensions upon the behavioural and praising intentions of users engaged in internet banking. Using the survey method, 203 responses were collected from users of online banking in Turkey. A partial least square structural equation model was constructed to test both the reliability and validity of the measurement, as well as the structural model. The results indicated that emotional benefits, ease of use, and control subdimensions, which are influenced through graphical quality and layout clarity, have a significant and positive impact upon the behavioural and praising intentions of users of online banking. The study did not find support for the direct effect of layout clarity upon behavioural and praising intentions.




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Quality of work life: an impact on bankers productivity

Quality of work life (QWL) is a generic term that includes an employee's feeling about various aspects of their work including the compensation and rewards, job security, interpersonal relations and the intrinsic meaning of being satisfied in their workplace. This research paper was documented with an intention to understand the influence of the QWL on the productivity of employees working in the banking arena. The study examined the most clout able factors that contributed to the quality of work-life of employees and its correlation on their productivity. A multi-stage sampling method was used to draw a sizeable sample from ten major banks situated in the Karnataka state of India. A total of 756 personnel spread across various branches belonging to rural, semi-urban and urban were covered. The study was validated further by testing various hypotheses drawn based on a review of the literature. The study empirically identified eight major attributes that influence the QWL of bankers. The relationship between QWL and productivity was investigated with notable results using SEM approach.




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'CSR, sustainability and firm performance linkage' current status and future dimensions - a bibliometric review analysis

Corporate social responsibility (CSR) and sustainability are gaining worldwide recognition. The question of whether CSR and sustainability programs benefit an organisation's financial success is still being debated. This study aims to verify this phenomenon by examining the current literature pattern on this relationship using bibliometric and systematic review analysis. It further provides a taxonomy for understanding this association. VOSviewer is used to obtain comprehensive dataset mapping and clustering in the field. The manuscript offers promising insights regarding academia by assessing the pattern of publication trends, the most influential author in the area, and analysing the methodological and theoretical underpinnings of CSR, sustainability and firm performance linkage. The outcome of this study provides exploratory insights into research gaps and avenues for future research.




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Revolutionising facility layout: a case study of dynamic facility layout in cable production

In the competitive landscape of globalised markets, businesses must prioritise cost reduction for sustained competitiveness. This study delves into the dynamic facility layout problem (DFLP) within a cable production company in Kerala, emphasising adaptability to changing production demands. Addressing material handling costs and rearrangement expenses, the research evaluates the efficacy of the current static layout and explores the benefits of transitioning to a dynamic layout. The case study reveals potential cost savings through the strategic restructuring of machine arrangements. The innovative machine learning-based genetic algorithm (ML-GA) integrates machine learning algorithms, genetic algorithms, and a local search method, offering a cutting-edge solution to dynamic facility layout challenges. By considering demand variability and relocation costs, the study provides insights for informed decision-making, emphasising the significance of material flow patterns. This research contributes to enhancing efficiency and profitability, providing practical implications for businesses navigating the complexities of modern manufacturing.




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The influence of digital literacy and schemes on the overall satisfaction of digital usage among unorganised retailers

The world is transitioning towards the digitalisation of everyday tasks significantly. The impact of digital literacy on technological usage is immense. The awareness and utilisation of the digital India schemes are needed to determine unorganised retailers' overall satisfaction with digitalisation and technological usage. The chief motive of this research is to assess and analyse digital literacy in terms of technology usage and the awareness cum utilisation level of the various digital India schemes proposed by the Government of India for unorganised retailers. The conceptual framework consists of the factors such as digital literacy and digital India schemes that determine the overall satisfaction of retailers with technology usage. The corresponding results of the study synthesised the impact of digital literacy, digital India schemes, and the awareness cum utilisation level of technology among unorganised retailers based on recommendations to enhance the performance of the unorganised retail sector.




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Assessing supply chain risk management capabilities and its impact on supply chain performance: moderation of AI-embedded technologies

This research investigates the correlation between risk management and supply chain performance (SCP) along with moderation of AI-embedded technologies such as big data analytics, Internet of Things (IoT), virtual reality, and blockchain technologies. To calculate the results, this study utilised 644 questionnaires through the structural equation modelling (SEM) method. It is revealed using SmartPls that financial risk management (FRM) is positively linked with SCP. Second, it was observed that AI significantly moderates the connection between FRM and SCP. In addition, the study presents certain insights into supply chain and AI-enabled technologies and how these capabilities can beneficially advance SCP. Besides, certain implications, both managerial and theoretical are described for the supply chain managers along with limitations for future scholars of the world.




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Measuring information quality and success in business intelligence and analytics: key dimensions and impacts

The phenomenon of cloud computing and related innovations such as Big Data have given rise to many fundamental changes that are evident in information and data. Managing, measuring and developing business value from the plethora of this new data has significant impact on many corporate agendas, particularly in relation to the successful implementation of business intelligence and analytics (BI&A). However, although the influence of Big Data has fundamentally changed the IT application landscape, the metrics for measuring success and in particular, the quality of information, have not evolved. The measurement of information quality and the antecedent factors that influence information has also been identified as an area that has suffered from a lack of research in recent decades. Given the rapid increase in data volume and the growth and ubiquitous use of BI&A systems in organisations, there is an urgent need for accurate metrics to identify information quality.




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Evaluation criteria for information quality research

Evaluation of research artefacts (such as models, frameworks and methodologies) is essential to determine their quality and demonstrate worth. However, in the information quality (IQ) research domain there is no existing standard set of criteria available for researchers to use to evaluate their IQ artefacts. This paper therefore describes our experience of selecting and synthesising a set of evaluation criteria used in three related research areas of information systems (IS), software products (SP) and conceptual models (CM), and analysing their relevance to different types of IQ research artefact. We selected and used a subset of these criteria in an actual evaluation of an IQ artefact to test whether they provide any benefit over a standard evaluation. The results show that at least a subset of the criteria from the other domains of IS, SP and CM are relevant for IQ artefact evaluations, and the resulting set of criteria, most importantly, enabled a more rigorous and systematic selection of what to evaluate.




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A longitudinal study of user perceptions of information quality of Chinese users of the internet

More than a half billion people use the internet in China, and the environment in which these users work, study, and play using the internet is a rapidly changing one. User perceptions of the quality of information accessed through the internet and through more traditional sources of information may shift over time as the underlying social, cultural, and political environment changes. This study reports the results of a longitudinal survey study of perceptions of information quality of young adults using the internet in China. Results suggest that perceptions of the information quality of internet-based information have shifted more from 2007 to 2012 than perceptions of traditional text sources of information. Implications of the findings for researchers, educators, and information providers are discussed.




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International Journal of Information Quality




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High quality management of higher education based on data mining

In order to improve the quality of higher education, student satisfaction, and employment rate, a data mining based high-quality management method for higher education is proposed. Firstly, construct a high-quality evaluation system for higher education based on the principles of education quality evaluation. Secondly, the association rule mining method is used to construct a university education quality management model and determine the weight of the impact indicators for high-quality management of university education. Finally, the fuzzy evaluation method is used to determine the high-quality evaluation function of higher education, and the results of high-quality evaluation of higher education are obtained. High-quality management strategies are developed based on the evaluation results to improve the quality of education. The experimental results show that the student satisfaction rate of this method can reach 99.3%, and the student employment rate can reach 99.9%.




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A method for evaluating the quality of college curriculum teaching reform based on data mining

In order to improve the evaluation effect of current university teaching reform, a new method for evaluating the quality of university course teaching reform is proposed based on data mining algorithms. Firstly, the optimal data clustering criterion was used to select evaluation indicators and a quality evaluation system for university curriculum teaching reform was established. Next, a reform quality evaluation model is constructed using BP neural network, and the training process is improved through genetic algorithm to obtain the model weight and threshold of the optimal solution. Finally, the calculated parameters are substituted into the model to achieve accurate evaluation of the quality of university curriculum teaching reform. Selecting evaluation accuracy and evaluation efficiency as evaluation indicators, the practicality of the proposed method was verified through experiments. The experimental results showed that the proposed method can mine teaching reform data and evaluate the quality of teaching reform. Its evaluation accuracy is higher than 96.3%, and the evaluation time is less than 10ms, which is much better than the comparison method, fully demonstrating the practicality of the method.




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Evaluation method of teaching reform quality in colleges and universities based on big data analysis

Research on the quality evaluation of teaching reforms plays an important role in promoting improvements in teaching quality. Therefore, an evaluation method of teaching reform quality in colleges and universities based on big data analysis is proposed. A multivariate logistic model is used to select the evaluation indicators for the quality evaluation of teaching reforms in universities. And clustering and cleaning of the evaluation indicator data are performed through big data analysis. The evaluation indicator data is used as input vectors, and the results of the teaching reform quality evaluation are used as output vectors. A support vector machine model based on the whale algorithm is built to obtain the relevant evaluation results. Experimental results show that the proposed method achieves a minimum recall rate of 98.7% for evaluation indicator data, the minimum data processing time of 96.3 ms, the accuracy rate consistently above 97.1%.




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A method for evaluating the quality of teaching reform based on fuzzy comprehensive evaluation

In order to improve the comprehensiveness of evaluation results and reduce errors, a teaching reform quality evaluation method based on fuzzy comprehensive evaluation is proposed. Firstly, on the premise of meeting the principles of indicator selection, factor analysis is used to construct an evaluation indicator system. Then, calculate the weights of various evaluation indicators through fuzzy entropy, establish a fuzzy evaluation matrix, and calculate the weight vector of evaluation indicators. Finally, the fuzzy cognitive mapping method is introduced to improve the fuzzy comprehensive evaluation method, obtaining the final weight of the evaluation indicators. The weight is multiplied by the fuzzy evaluation matrix to obtain the comprehensive evaluation result. The experimental results show that the maximum relative error of the proposed method's evaluation results is about 2.0, the average comprehensive evaluation result is 92.3, and the determination coefficient is closer to 1, verifying the application effect of this method.




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An evaluation of English distance information teaching quality based on decision tree classification algorithm

In order to overcome the problems of low evaluation accuracy and long evaluation time in traditional teaching quality evaluation methods, a method of English distance information teaching quality evaluation based on decision tree classification algorithm is proposed. Firstly, construct teaching quality evaluation indicators under different roles. Secondly, the information gain theory in decision tree classification algorithm is used to divide the attributes of teaching resources. Finally, the rough set theory is used to calculate the index weight and establish the risk evaluation index factor set. The result of teaching quality evaluation is obtained through fuzzy comprehensive evaluation method. The experimental results show that the accuracy rate of the teaching quality evaluation of this method can reach 99.2%, the recall rate of the English information teaching quality evaluation is 99%, and the time used for the English distance information teaching quality evaluation of this method is only 8.9 seconds.




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Quantitative evaluation method of ideological and political teaching achievements based on collaborative filtering algorithm

In order to overcome the problems of large error, low evaluation accuracy and long evaluation time in traditional evaluation methods of ideological and political education, this paper designs a quantitative evaluation method of ideological and political education achievements based on collaborative filtering algorithm. First, the evaluation index system is constructed to divide the teaching achievement evaluation index data in a small scale; then, the quantised dataset is determined and the quantised index weight is calculated; finally, the collaborative filtering algorithm is used to generate a set with high similarity, construct a target index recommendation list, construct a quantitative evaluation function and solve the function value to complete the quantitative evaluation of teaching achievements. The results show that the evaluation error of this method is only 1.75%, the accuracy can reach 98%, and the time consumption is only 2.0 s, which shows that this method can improve the quantitative evaluation effect.




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Online allocation of teaching resources for ideological and political courses in colleges and universities based on differential search algorithm

In order to improve the classification accuracy and online allocation accuracy of teaching resources and shorten the allocation time, this paper proposes a new online allocation method of college ideological and political curriculum teaching resources based on differential search algorithm. Firstly, the feedback parameter model of teaching resources cleaning is constructed to complete the cleaning of teaching resources. Secondly, according to the results of anti-interference consideration, the linear feature extraction of ideological and political curriculum teaching resources is carried out. Finally, the online allocation objective function of teaching resources for ideological and political courses is constructed, and the differential search algorithm is used to optimise the objective function to complete the online allocation of resources. The experimental results show that this method can accurately classify the teaching resources of ideological and political courses, and can shorten the allocation time, with the highest allocation accuracy of 97%.




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National ICT policy challenges for developing countries: a grounded theory informed literature review

This paper presents a review of the literature on the challenges of national information and communication technology (ICT) policies in the context of African countries. National ICT policies have been aligned with socio-development agendas of African countries. However, the policies have not delivered the expected outcomes due to many challenges. Studies have been conducted in isolation to highlight the challenges in the policy process. The study used grounded theory informed literature review to holistically analyse the problems in the context of African countries. The results were categorised in the typology of the policy process to understand the challenges from a broad perspective. The problems were categorised into agenda setting, policy formulation, legal frameworks, implementation and evaluation. In addition, there were constraints related to policy monitoring in the policy phases and imbalance of power among the policy stakeholders. The review suggests areas of further research.




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Transformative advances in volatility prediction: unveiling an innovative model selection method using exponentially weighted information criteria

Using information criteria is a common method for making a decision about which model to use for forecasting. There are many different methods for evaluating forecasting models, such as MAE, RMSE, MAPE, and Theil-U, among others. After the creation of AIC, AICc, HQ, BIC, and BICc, the two criteria that have become the most popular and commonly utilised are Bayesian IC and Akaike's IC. In this investigation, we are innovative in our use of exponential weighting to get the log-likelihood of the information criteria for model selection, which means that we propose assigning greater weight to more recent data in order to reflect their increased precision. All research data is from the major stock markets' daily observations, which include the USA (GSPC, DJI), Europe (FTSE 100, AEX, and FCHI), and Asia (Nikkei).




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DAR: A Modern Institutional Repository with a Scalability Twist

The Digital Assets Repository (DAR) is an Institutional Repository developed at the Bibliotheca Alexandrina to manage the full lifecycle of a digital asset: its creation and ingestion, its metadata management, storage and archival in addition to the necessary mechanisms for publishing and dissemination. DAR was designed with a focus on integrating DAR with different sources of digital objects and metadata in addition to integration with applications built on top of the repository. As a modern repository, the system architecture demonstrates a modular design relying on components that are best of the breed, a flexible content model for digital objects based on current standards and heavily relying on RDF triples to define relations. In this paper we will demonstrate the building blocks of DAR as an example of a modern repository, discussing how the system addresses the challenges that face an institution in consolidating its assets and a focus on solving scalability issues.




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Mobile wallet payments - a systematic literature review with bibliometric and network visualisation analysis over two decades

The study aims to review the literature on mobile wallet payment and align research trends using a systematic literature review with bibliometric and network visualisation analysis over two decades. It uses bibliometric analysis of the literature research retrieved from the Web of Science database. The study period was from 2001 to 2021, with 1,134 research papers. It also provides the indicators like citation trends, cited reference patterns, authorship patterns, subject areas published on the mobile wallet, top contributing authors, and highly cited research articles using the database. Furthermore, network visualisation analysis, like the co-occurrence of author keywords and keywords plus terms, has also been examined using VOSviewer software. The bibliometric analysis shows that the Republic of China dominates mobile wallet payment, and India is a significant contributor. Furthermore, the constructions of the network map using a co-citation analysis and bibliographic coupling shows an interesting pattern of mobile wallet payment.




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Agricultural informatics: emphasising potentiality and proposed model on innovative and emerging Doctor of Education in Agricultural Informatics program for smart agricultural systems

International universities are changing with their style of operation, mode of teaching and learning operations. This change is noticeable rapidly in India and also in international contexts due to healthy and innovative methods, educational strategies, and nomenclature throughout the world. Technologies are changing rapidly, including ICT. Different subjects are developed in the fields of IT and computing with the interaction or applications to other fields, viz. health informatics, bio informatics, agriculture informatics, and so on. Agricultural informatics is an interdisciplinary subject dedicated to combining information technology and information science utilisation in agricultural sciences. The digital agriculture is powered by agriculture informatics practice. For teaching, research and development of any subject educational methods is considered as important and various educational programs are there in this regard viz. Bachelor of Education, Master of Education, PhD in Education, etc. Degrees are also available to deal with the subjects and agricultural informatics should not be an exception of this. In this context, Doctor of Education (EdD or DEd) is an emerging degree having features of skill sets, courses and research work. This paper proposed on EdD program with agricultural informatics specialisation for improving healthy agriculture system. Here, a proposed model core curriculum is also presented.




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Information Quality: The Relationship to Recruitment in Pre-Tertiary IT Education




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Development and Validation of an Instrument for Assessing Users’ Views about the Usability of Digital Libraries




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Software Quality Management supported by Software Agent




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Performance Analysis of Double Buffer Technique (DBT) Model for Mobility Support in Wireless IP Networks




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Concept Mapping as a Tool for Curriculum Quality




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Resistance to Electronic Medical Records (EMRs): A Barrier to Improved Quality of Care




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ISExpertNet: Facilitating Knowledge Sharing in the Information Systems Academic Community




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A Profile of Digital Information Literacy Competencies of High School Students




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Web Triad: the Impact of Web Portals on Quality of Institutions of Higher Education - Case Study of Faculty of Economics, University of Ljubljana, Slovenia




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Quality of Informing: Bias and Disinformation Philosophical Background and Roots




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Video Learning Object Application System: Beyond the Static Reusability




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Mobile Learning, Cognitive Architecture and the Study of Literature




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College Transformation through Enabling Agility




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An Integrative View of IS/IT and Organizational Resources and Capabilities




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Advancing Sustainability of Open Educational Resources




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An Exploration of How a Technology-Facilitated Part-Complete Solution Method Supports the Learning of Computer Programming




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Using an Outcome-Based Information Technology Curriculum and an E-Learning Platform to Facilitate Student Learning




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The Discovery Camp: A Talent Fostering Initiative for Developing Research Capabilities among Undergraduate Students




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Can Online Tutors Improve the Quality of E-Learning?