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The Digital Reconciliation Project

Bobby Maddex interviews Fr. Justin Mathews, the Executive Director of Reconciliation Services, and Tewfi Mulatu, the Project Manager of Reconciliation Services' new Digital Reconciliation Project.




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075: Susie Bulloch – Transitioning From Digital to Physical Products With Purpose

In this episode, I talk to Susie Bulloch, who runs Hey Grill, Hey, which started as a wildly successful food blog (to the tune of a million dollars or more a year in revenue). Then she did something that I absolutely love: she used her online business to kickstart a physical products company. Her sauces […]




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Charities launch child digital safety campaign

The move aims to improve online safety for children with more education for parents.




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Digital skills class aims to end exclusion

The cost of broadband and devices can be a barrier to getting online, the Doncaster charity says.




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Interview: Andrew Grill, Author of Digitally Curious

Last week we attended the launch of Andrew Grill’s latest book, Digitally Curious, held in conjunction with SAP Concur at the firm’s London office. In the book, the futurist, speaker, […]

The post Interview: Andrew Grill, Author of Digitally Curious appeared first on Tech Digest.




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Pete Davidson and Kate Beckinsale are a Legit Thing

While Ariana Grande is maybe fucking Big Sean again, Pete Davidson continues his ascension to legend status by locking down babe of all babes, Kate Beckinsale. It’s one thing to be seen flirting at a Golden Globes after-party or leaving a club at all hours hand-in-hand, it’s a whole other thing to be spotted laying […]

The post Pete Davidson and Kate Beckinsale are a Legit Thing appeared first on HecklerSpray.




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Security and Privacy Preservation for Mobile E-Learning via Digital Identity Attributes

This paper systematically discusses the security and privacy concerns for e-learning systems. A five-layer architecture of e-learning system is proposed. The security and privacy concerns are addressed respectively for five layers. This paper further examines the relationship among the security and privacy policy, the available security and privacy technology, and the degree of e-learning privacy and security. The digital identity attributes are introduced to e-learning portable devices to enhance the security and privacy of e-learning systems. This will provide significant contributions to the knowledge of e-learning security and privacy research communities and will generate more research interests.




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Secure digital academic certificate verification system using blockchain

At present, there is a need for an authentic and fast approach to certificate verification. Which verifies and authenticates the certificates to reduce the extent of duplicity and time. An academic certificate is significant for students, the government, universities, and employers. Academic credentials play a vital role in the career of students. A few people manipulate academic documents for their benefit. There are cases identified where people produced fake academic certificates for jobs or higher education admission. Various research works are developing a secure model to verify genuine academic credentials. This research article proposed a new security model which contains several security algorithms such as timestamps, hash function, digital signature, steganography, and blockchain. The proposed model issues secure digital academic certificates. It enhanced security measures and automated educational certificate verification using blockchain technology. The advantages of the proposed model are automated, cost-effective, secured, traceable, accurate, and time-saving.




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Springs of digital disruption: mediation of blockchain technology adoption in retail supply chain management

Supply chain management practices are vital for success and survival in today's competitive Indian retail market. The advent of COVID-19 pandemic necessitates a digital disruption in retail supply chain management centred on efficient technology like blockchain in order to enhance supply chain performance. The present research aims to decipher the nature of associations between supply chain management practices, blockchain technology adoption and supply chain performance in retail firms. The research is based on primary survey of specific food and grocery retailers operating on a supermarket format stores in two Indian cities. The findings pointed towards the presence of significant and positive association of all the constructs with each other. Moreover, the mediating role of blockchain technology adoption was also revealed, i.e., it partially mediates the effects of supply chain management practices on supply chain performance.




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Insights from bibliometric analysis: exploring digital payments future research agendas

Along with amazing advancements in the field of digital payments, this article seeks to provide a summary of research undertaken over the last four decades and to suggest areas in need of additional study. This study employs a two-pronged technique for analysing its data. The first is concerned with performance analysis, and the second with science mapping. The study uses the apps VOS viewer and R-studio to do bibliometric data analysis. From 1982 until May 2022, the most trustworthy database, Scopus, is used to compile a database of 923 publications The findings of this study identify the scope of current research interest, which is explored with critical contributions from a variety of authors, journals, countries, affiliations, keyword analysis, citation analysis, co-citation analysis, and bibliometric coupling, as well as a potential research direction for further investigation in this emerging field.




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Digitalisation boost operation efficiency with special emphasis on the banking sector

The banking sector has experienced a substantial technological shift that has opened up new and better opportunities for its customers. Based on their technological expenditures, the study assessed the two biggest public Indian banks and the two biggest private Indian banks. The most crucial statistical techniques used to demonstrate the aims are realistic are bivariate correlations and ordinary least squares. This work aims to establish a connection between research and a technology index that serves as a proxy for operational efficiency. The results show that for both public and private banks, the technology index positively influences operational efficiency metrics like IT costs, marketing costs, and compensation costs. This suggests that when the technology index increases, so do IT, marketing, and compensation costs, even though it has been shown that the technology index favourably improves operational efficiency measures like depreciation and printing. This means that the cost to banks is high despite greater investment in technology for these activities.




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The role of mediator variable in digital payments: a structural equation model analysis

The proliferation of technology and communication has resulted in increased digitalisation that includes digital payments. This study is aimed at unravelling the relationship between awareness of individuals about the digital payment system and customer satisfaction with digital payments. Two models were developed in this study. First model considers awareness → usage pattern → customer satisfaction. Second model considers usage pattern → customer satisfaction → perception of digital payments. These two alternative models were tested by collecting data from 507 respondents in southern India was analysed using the structural equation modelling. The results indicate that usage pattern acted as a mediator between awareness and satisfaction, and satisfaction acted as a mediator between usage pattern and consumers' perception of digital payments. The implications for theory and practice are discussed.




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Design of an intelligent financial sharing platform driven by digital economy and its role in optimising accounting transformation production

With the expansion of business scope, the environment faced by enterprises has also changed, and competition is becoming increasingly fierce. Traditional financial systems are increasingly difficult to handle complex tasks and predict potential financial risks. In the context of the digital economy era, the booming financial sharing services have reduced labour costs and improved operational efficiency. This paper designs and implements an intelligent financial sharing platform, establishes a fund payment risk early warning model based on an improved support vector machine algorithm, and tests it on the Financial Distress Prediction dataset. The experimental results show that the effectiveness of using F2 score and AUC evaluation methods can reach 0.9484 and 0.9023, respectively. After using this system, the average financial processing time per order decreases by 43%, and the overall financial processing time decreases by 27%. Finally, this paper discusses the role of intelligent financial sharing platform in accounting transformation and optimisation of production.




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Application of digital twin virtual design and BIM technology in intelligent building image processing

Intelligent digital virtual technology has become an indispensable part of modern construction, but there are also some problems in its practical application. Therefore, it is necessary to strengthen the design of intelligent building image processing systems from many aspects. Starting from image digital processing methods, this paper studies the digital twin virtual design scene construction method and related algorithms, converts the original image into a colour digital image through a greyscale algorithm, and then combines morphological knowledge and feature point extraction methods to complete the construction of a three-dimensional virtual environment. Finally, through the comparison of traditional image processing effects with smart building images based on digital twins and BIM technology, the results show that the optimised image processing results have higher clarity, sharper contrast, and a sensitivity increased by 5.84%, presenting better visual effects and solving the risk of misjudgement caused by inaccurate image recognition.




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Digital architectural decoration design and production based on computer image

The application of computer image digitisation has realised the transformation of people's production and lifestyle, and also promoted the development of the construction industry. This article aims to realise the research on architectural decoration design and production under computer network environment and promote the ecological development of indoor and outdoor design in the construction industry. This article proposes to use virtual reality technology in image digitisation to guide architectural decoration design research. In the comparative analysis of the weight of architectural decoration elements, among the calculated weights of secondary elements, the spatial function has the largest weight, which is 0.2155, and the landscape has the smallest weight, which is 0.0113. Among the three-level unit weights, the service area has the largest weight, which is 0.0976, and the fence frame has the smallest weight, which is 0.0119.




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Digital transformation in universities: models, frameworks and road map

Digital Transformation seeks to improve the processes of an organisation by integrating digital technology in all its areas, this is inevitable due to technological evolution that generates new demands, new habits and greater demands on customers and users, therefore Digital Transformation is important. In organisations to maintain competitiveness. In this context, universities are no strangers to this reality, but they find serious problems in their execution, it is not clear how to deal with an implementation of this type. The work seeks to identify tools that can be used in the implementation of Digital Transformation in universities, for this a systematic review of literature is carried out with a method based on three stages, 23 models, 13 frameworks and 8 roadmaps are identified. The elements found are analysed, obtaining eight main components with their relationships and dependencies, which can be used to generate more optimal models for universities.




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Navigating the digital frontier: a systematic review of digital governance's determinants in public administration

The aim of the study is to examine the determinants of digitalisation in public sector. This research is particularly relevant as digital transformation has become a crucial factor in modernising public sector and enhancing service delivery to citizens. The method of the systematic literature review (SLR) was implemented by searching documents on the Scopus database. The initial research reached the 7902 documents and after specifying the keywords the authors found 207 relevant documents. Finally; after the careful read of their abstracts and the use of inclusion and exclusion criteria; the most cited and relevant 32 papers constituted the final sample. Findings highlighted the focus of the literature on technological factors such as the sense of trust and safety as well as the ease of use in the adoption of digital governance; emphasising the need for effective; trustworthy and user-friendly digital services. The most discussed internal factors were leadership and organisational culture. The study offers a deeper understanding of the factors that shape the successful implementation of digital governance initiatives.




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Developing digital health policy recommendations for pandemic preparedness and responsiveness

Disease pandemics, once thought to be historical relics, are now again challenging healthcare systems globally. Of essential importance is sufficiently investing in preparedness and responsiveness, but approaches to such investments vary significantly by country. These variations provide excellent opportunities to learn and prepare for future pandemics. Therefore, we examine digital health infrastructure and the state of healthcare and public health services in relation to pandemic preparedness and responsiveness. The research focuses on two countries: South Africa and the USA. We apply case analysis at the country level toward understanding digital health policy preparedness and responsiveness to a pandemic. We also provide a teaching note at the end for use in guiding students in this area to formulate digital health policy recommendations for pandemic preparedness and responsiveness.




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Using Digital Logs to Reduce Academic Misdemeanour by Students in Digital Forensic Assessments




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Fostering Digital Literacy through Web-based Collaborative Inquiry Learning – A Case Study




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Digital Bridge or Digital Divide? A Case Study Review of the Implementation of the ‘Computers for Pupils Programme’ in a Birmingham Secondary School




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Digital Forensics Curriculum in Security Education




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Using Autobiographical Digital Storytelling for the Integration of a Foreign Student in the School Environment. A Case Study

Immigrant students face a multitude of problems, among which are poor social adaptation and school integration. On the other hand, although digital narrations are widely used in education, they are rarely used for aiding students or for the resolution of complex problems. This study exploits the potential of digital narrations towards this end, by examining how the development and presentation of an autobiographical digital narration can assist immigrant students in overcoming their adaptation difficulties. For that matter, a female student presenting substantial problems was selected as the study’s subject. Data was collected from all the participating parties (subject, teacher, classmates) using a variety of tools, before, during, and after the intervention. It was found that through the digital narration she was able to externalize her thoughts and feelings and this, in turn, helped her in achieving a smoother integration in the school environment. In addition, the attitudes and perceptions of the other students for their foreign classmate were positively influenced. The intervention was short in duration and it did not require special settings. Hence, it can be easily applied and educators can consider using similar interventions. On the other hand, further research is recommended to establish the generalizability of the study’s findings.




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Formal Learning Sequences and Progression in the Studio: A Framework for Digital Design Education

This paper examines how to leverage the design studio learning environment throughout long-term Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the digital space. We present a framework derived from literature on design, creativity, and theories on learning that: (a) implements a theory of formal learning sequences as a user-centered design process in the studio; and (b) describes design challenge progressions in the design studio environment modeled in seven dimensions. The framework can be used as a tool for designing, evaluating, and communicating course progressions within – and between series of – design studio courses. This approach is evaluated by implementing a formal learning sequence framework in a series of design studio courses that progress in an undergraduate design-oriented Informatics program. Reflections from students, teachers, and external clients indicate high student motivation and learning goal achievement, high teacher satisfaction and skill development, and high satisfaction among external clients.




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Categorizing the Educational Affordances of 3 Dimensional Immersive Digital Environments

Aim/Purpose: This paper provides a general-purpose categorization scheme for assessing the utility of new and emerging three-dimensional interactive digital environments (3D-IDEs), along with specific pedagogic approaches that are known to work. It argues for the use of 3D-IDEs on the basis of their ludic appeal and ability to provide intrinsic motivation to the learner, and their openness that allows the learner to gain a more holistic understanding of a topic. Background: Researchers have investigated the affordances, benefits, and drawbacks of individual 3D-IDEs, such as virtual worlds, but teachers lack a general-purpose approach to assessing new 3D-IDEs as they appear and applying them to teaching practice. Methodology: The categorization scheme is based on the analysis, reflection, and comprehension of the research on limitations, challenges, and opportunities for teaching in virtual environments by Angel Rueda, Valdes Godines and Guzmán Flores; the scheme is discussed in terms of an experiment to trial virtual genetics labs in Second Life. Contribution: The paper describes a general-purpose approach to applying existing and new 3D virtual spaces to education, shows a worked example of the use of the categories, and describes six approaches to consider in applying these technologies. Findings: 3D-IDEs are categorized in terms of the way in which they interface with the user’s senses and their ability to provide ‘immersion’; two forms of immersion are examined: digital perceptual immersion – the generated sense of reality – and ludic narrative immersion – a less cognitive and more emotional engagement with the learning environment. Recommendations for Practitioners: Six specific forms of pedagogy appropriate for 3D-IDEs are examined and discussed, in terms of the affordances and technology required, as assessed by the categorization scheme. More broadly, the paper argues for a change in the assessment of new digital technologies from the technology’s features to its affordances and the pedagogies it can support. Recommendation for Researchers: The paper offers a practical approach to choosing and using 3D-IDEs for education, based upon previous work. The next step is to trial the scheme with teachers to ascertain its ease of use and effectiveness. Impact on Society: The paper argues strongly for a new approach to teaching, where the learner is encouraged to use 3D-IDEs in a ludic manner in order to generate internal motivation to learn, and to explore the topic according to their individual learning needs in addition to the teacher’s planned route through the learning material. Future Research: The categorization scheme is intended to be applied to new technologies as they are introduced. Future research is needed to assess its effectiveness and if necessary update the scheme.




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Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




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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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Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators

Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring computer science teachers. The study draws from both a comprehensive review of relevant literature and the synthesis of the authors’ pedagogical experiences. Methodology: The research utilized a system-activity approach and aligned with the State Educational Standard. It further integrated the theory of continuous education as its psychological and pedagogical foundation. Contribution: A unique model for instructing discrete mathematics elements to future computer science educators has been proposed. This model is underpinned by informative, technological, and personal competencies, intertwined with the mathematical bedrock of computer science. Findings: The study revealed the importance of holistic teaching of discrete mathematics elements for computer science teacher aspirants in line with the Informatics educational programs. An elective course, “Elements of Discrete Mathematics in Computer Science”, comprising three modules, was outlined. Practical examples spotlighting elements of mathematical logic and graph theory of discrete mathematics in programming and computer science were showcased. Recommendations for Practitioners: Future computer science educators should deeply integrate discrete mathematics elements in their teaching methodologies, especially when aligning with professional disciplines of the Informatics educational program. Recommendation for Researchers: Further exploration is recommended on the seamless integration of discrete mathematics elements in diverse computer science curricula, optimizing for varied learning outcomes and student profiles. Impact on Society: Enhancing the quality of teaching discrete mathematics to future computer science teachers can lead to better-educated professionals, driving advancements in the tech industry and contributing to societal progress. Future Research: There is scope to explore the wider applications of the discrete mathematics elements model in varied computer science sub-disciplines, and its adaptability across different educational frameworks.




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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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Digital Technologies Easing the Learning Curve in the Transition to Practicum

Aim/Purpose: This study aims to explore the value of utilizing non-immersive virtual reality (VR) to create virtual learning environments (VLEs) to support and prepare optometry students in their transition into preclinical and clinical teaching spaces. Background: Digital education is widely integrated into university curricula with the use of online simulators, immersive VR, and other digital technologies to support student learning. This study focuses on non-immersive VR as an accessible and low-friction means of accessing VLEs to reduce students’ learning burden. Methodology: Current optometry students were invited to explore 360° 3D panoramic virtual learning environments of preclinical and clinical teaching spaces. Students were recruited to participate in an online Qualtrics survey and individual semi-structured interviews. Quantitative data was analyzed, and thematic analysis was conducted on qualitative data from students’ responses to identify key takeaways on the accessibility and impact of VLEs on students’ learning. Contribution: Non-immersive VR has utility in alleviating student stress and helping transition students into practicum. The VLEs have the means to supplement the curriculum to provide support to students entering the preclinical and clinical teaching spaces. Findings: Students engaged voluntarily with the novel VLEs and utilized the resources to help familiarize themselves with the preclinical and clinical teaching spaces. The open-access resource supported students in their preparation for practical learning and helped to reduce self-reported stress and build confidence prior to entering practical classes. Many of the students enjoyed the experience of navigating through the spaces, which helped to appease their curiosity and reduce the learning curve associated with entering new spaces. The VLEs did not replace attending practical spaces but rather were supportive learning resources that aided students due to limited face-to-face contact hours. For students with existing familiarity with the spaces, through their in-person attendance in pre-clinical and clinical teaching sessions prior to accessing the VLEs, the digital resources were not as beneficial compared to students who were still transitioning into practicum. Recommendations for Practitioners: Introductory digital resources like non-immersive VR are accessible platforms that help to orient and familiarize students with new environments. VLEs can potentially help to relieve student stress and reduce the learning load associated with entering practicum or new learning spaces. Recommendation for Researchers: More work needs to be done on how student preparation can translate to feeling less stressed and more confident in relation to transitioning from traditional learning environments to practical learning spaces. Impact on Society: A broader application of non-immersive VR can be implemented as an introductory learning preparation tool across different disciplines to alleviate student stress and maximize the limited time in practicum to allow focus on learning outcomes and practical skills. Future Research: Future studies should consider different cohorts to study, with a focus on objective measures of engagement with VLEs. The effect of VLEs on students’ cognitive load should be assessed and assessment of self-perceived stress can be evaluated with instruments such as Cohen’s Perceived Stress Scale.




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Educational Continuity in Emergencies: The Role of Offline Digital Libraries in Under-Connected Communities

Aim/Purpose: This article explores the critical need for adaptable educational models in times of crisis, focusing on strategies to overcome infrastructural and digital inequalities exacerbated by the COVID-19 pandemic. Background: By examining a case study of an offline digital library project implemented in South Sudan, this paper seeks to examine the impact of an offline digital educational solution for low-resource and crisis situations. Methodology: The authors utilize a mixed-methods approach, integrating both qualitative interviews and quantitative data analysis, to evaluate the use and impact of the SolarSPELL Initiative’s offline digital libraries in South Sudan. Contribution: This study contributes to our understanding of digital and information literacy within crisis contexts, highlighting the vital role of localized, offline content. Findings: The findings demonstrate that offline digital solutions can effectively mitigate educational disruptions by providing an accessible means to continue education during emergencies. Recommendations for Practitioners: Recommendations for practitioners include the adoption of robust offline digital learning solutions to promote educational continuity. Recommendation for Researchers: The authors recommend that researchers continue investigating the potential of offline digital educational solutions for low-resource and crisis situations. Impact on Society: Ultimately, this article finds that offline digital libraries, when paired with skill-building, are a viable means to lessen digital disparities and promote educational continuity in times of crisis and beyond. Future Research: The study suggests further exploration into the long-term impacts of such interventions on learning outcomes.




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Impact of a Digital Tool to Improve Metacognitive Strategies for Self-Regulation During Text Reading in Online Teacher Education

Aim/Purpose: The aim of the study is to test whether the perception of self-regulated learning during text reading in online teacher education is improved by using a digital tool for the use of metacognitive strategies for planning, monitoring, and self-assessment. Background: The use of self-regulated learning is important in reading skills, and for students to develop self-regulated learning, their teachers must master it. Therefore, teaching strategies for self-regulated learning in teacher education is essential. Methodology: The sample size was 252 participants with the tool used by 42% or the participants. A quasi-experimental design was used in a pre-post study. ARATEX-R, a text-based scale, was used to evaluate self-regulated learning. The 5-point Likert scale includes the evaluation of five dimensions: planning strategies, cognition management, motivation management, comprehension assessment and context management. A Generalized Linear Model was used to analyse the results. Contribution: Using the tool to self-regulate learning has led to an improvement during text reading, especially in the dimensions of motivation management, planning management and comprehension assessment, key dimensions for text comprehension and learning. Findings: Participants who use the app perceive greater improvement, especially in the dimensions of motivation management (22,3%), planning management (19.9%) and comprehension assessment (24,6%), which are fundamental dimensions for self-regulation in text reading. Recommendations for Practitioners: This tool should be included in teacher training to enable reflection during the reading of texts, because it helps to improve three key types of strategies in self-regulation: (1) planning through planning management, (2) monitoring through motivation management and comprehension assessment, and (3) self-assessment through comprehension assessment. Recommendation for Researchers: The success of the tool suggests further study for its application in other use cases: other student profiles in higher education, other teaching modalities, and other educational stages. These studies will help to identify adaptations that will extend the tool’s use in education. Impact on Society: The use of Metadig facilitates reflection during the reading of texts in order to improve comprehension and thus self-regulate the learning of content. This reflection is crucial for students’ knowledge construction. Future Research: Future research will focus on enhancing the digital tool by adding features to support the development of cognition and context management. It will also focus on how on adapting the tool to help other types of learners.




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Crafting Digital Micro-Storytelling for Smarter Thai Youth: A Novel Approach to Boost Digital Intelligent Quotient

Aim/Purpose: To conduct a needs assessment and subsequently create micro-storytelling media aimed at enhancing the Digital Intelligence Quotient (DQ) skills of young individuals. Background: In today's digital society, DQ has emerged as a vital skill that elevates individuals in all aspects of life, from daily living to education. To empower Thai youth, this study seeks to innovate DQ content by adapting it into a digital format known as micro-storytelling. This unique approach combines the art of storytelling with digital elements, creating engaging and effective micro-learning media Methodology: The methodology comprises three phases: 1) assessing the need for digital micro-storytelling development; 2) developing digital micro-storytelling; and 3) evaluating the DQ skills among young individuals. The sample group consisted of 55 higher education learners for needs assessment and 30 learners in the experiment group. Data analysis involves PNI modified, mean, and standard deviation. Contribution: This research contributes by addressing the urgent need for DQ skills in the digital era and by providing a practical solution in the form of digital micro-storytelling, tailored to the preferences and needs of Thai youth. It serves as a valuable resource for educators and policymakers seeking to empower young learners with essential digital competencies. Findings: The findings demonstrate three significant outcomes: 1) The learners wanted to organize their own learning experience with self-paced learning in a digital landscape, and they preferred digital media in the form of video. They were most interested in developing DQ to enhance their understanding of digital safety, digital security, and digital literacy; 2) according to a consensus of experts, digital micro-storytelling has the greatest degree of quality in terms of its development, content, and utilization, with an overall average of 4.86; and 3) the overall findings of the assessment of DQ skills indicate a favorable level of proficiency. Recommendations for Practitioners: Align materials with micro-learning principles, keeping content concise for effective knowledge retention. Empower students to personalize their digital learning and promote self-paced exploration based on their interests. Recommendation for Researchers: Researchers should continuously assess and update digital learning materials to align with the evolving digital landscape and the changing needs of students and investigate the long-term effects of DQ improvement, especially in terms of online safety and digital literacy in students' future lives and careers. Impact on Society: This study's impact on society is centered around fostering a DQ, promoting innovative educational approaches, and elevating Thai youth with essential digital skills. It contributes to a safer, more informed, and digitally literate generation prepared for the challenges of the digital era. Future Research: Undertake comparative studies to analyze the effectiveness of different digital learning formats and methodologies. Comparing micro-storytelling with other approaches can help identify the most efficient and engaging methods for enhancing DQ.




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The authenticity of digital evidence in criminal courts: a comparative study

Scientific progress has a significant impact on both reality and the law that applies to it. As the ICT system has positive points that are considered an added value to it, it made it easier for people to perform their tasks and facilitate interpersonal communication for individuals, saved effort and money, and reduced the time needed to accomplish part of the duties. However, at the same time, it has become a means of committing offences and a fertile space for the existence of offence, to the extent that offence in our current era has become the result of intermarriage between human intelligence and artificial intelligence. Thus, the issue of proving cybercrimes requires a deep exploration in the notion of the authenticity of audio evidence obtained from electronic searches, as well as the process of eavesdropping and recording phone calls, and the use of expert and inspection procedures in criminal lawsuits and its impact on proof before the criminal courts.




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International Journal of Electronic Security and Digital Forensics




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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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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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Leveraging the internet of behaviours and digital nudges for enhancing customers' financial decision-making

Human behaviour, which is led by the human, emotional and occasionally fallible brain, is highly influenced by the environment in which choices are presented. This research paper explores the synergistic potential of the Internet of Behaviours (IoB) and digital nudges in the financial sector as new avenues for intervention while shedding light on the IoB benefits and the digital nudges' added value in these financial settings. Afterward, it proposes an IoB-Nudges conceptual model to explain how these two concepts would be incorporated and investigates their complementary relationship and benefits for this sector. Finally, the paper also discusses key challenges to be addressed by the IoB framework.




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Cloud as Infrastructure at the Texas Digital Library

In this paper, we describe our recent work in using cloud computing to provision digital library services. We consider our original and current motivations, technical details of our implementation, the path we took, and our future work and lessons learned. We also compare our work with other digital library cloud efforts.




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REDDNET and Digital Preservation in the Open Cloud: Research at Texas Tech University Libraries on Long-Term Archival Storage

In the realm of digital data, vendor-supplied cloud systems will still leave the user with responsibility for curation of digital data. Some of the very tasks users thought they were delegating to the cloud vendor may be a requirement for users after all. For example, cloud vendors most often require that users maintain archival copies. Beyond the better known vendor cloud model, we examine curation in two other models: inhouse clouds, and what we call "open" clouds—which are neither inhouse nor vendor. In open clouds, users come aboard as participants or partners—for example, by invitation. In open cloud systems users can develop their own software and data management, control access, and purchase their own hardware while running securely in the cloud environment. To do so will still require working within the rules of the cloud system, but in some open cloud systems those restrictions and limitations can be walked around easily with surprisingly little loss of freedom. It is in this context that REDDnet (Research and Education Data Depot network) is presented as the place where the Texas Tech University (TTU)) Libraries have been conducting research on long-term digital archival storage. The REDDnet network by year's end will be at 1.2 petabytes (PB) with an additional 1.4 PB for a related project (Compact Muon Soleniod Heavy Ion [CMS-HI]); additionally there are over 200 TB of tape storage. These numbers exclude any disk space which TTU will be purchasing during the year. National Science Foundation (NSF) funding covering REDDnet and CMS-HI was in excess of $850,000 with $850,000 earmarked toward REDDnet. In the terminology we used above, REDDnet is an open cloud system that invited TTU Libraries to participate. This means that we run software which fits the REDDnet structure. We are beginning to complete the final design of our system, and starting to move into the first stages of construction. And we have made a decision to move forward and purchase one-half petabyte of disk storage in the initial phase. The concerns, deliberations and testing are presented here along with our initial approach.




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Document Viewers for Non-Born-Digital Files in DSpace

As more institutions continue to work with large and diverse type of content for their digital repositories, there is an inherent need to evaluate, prototype, and implement user-friendly websites -regardless of the digital files' size, format, location or the content management system in use. This article aims to provide an overview of the need and current development of Document Viewers for digitized objects in DSpace repositories -includign a local viewer developed for an newspaper collection and four other viewers currently implemented in DSpace repositories. According to the DSpace Registry, 22% of institutions are currently storing "Images" in their repositories and 21% are using DSpace for non-traditional IR content such as: Image Repository, Subject Repository, Museum Cultural, or Learning Resources. The combination of current technologies such as Djatoka Image Server, IIPImage Server, DjVu Libre, and the Internet Archive BookReader, as well as the growing number of digital repositories hosting digitized content, suggests that the DSpace community will probably benefit with an "out-of-the-box" Document Viewer, especially one for large, high-resolution, and multi-page objects.




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




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The Digital Divide and K-12 Student Computer Use




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A Profile of Digital Information Literacy Competencies of High School Students




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Readiness to Communicate in a Digital World




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Navigating the Virtual Forest: How Networked Digital Technologies Can Foster Transgeographic Learning




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Finger Length, Digit Ratio and Gender Differences in Sensation Seeking and Internet Self-Efficacy




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The Interface between Technological Protection Measures and the Exemptions to Copyright under Article 6 Paragraph 4 of the Infosoc Directive and Section 1201 of the Digital Millennium Copyright Act




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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