4 research outputs found

    Impacto de las tecnologías emergentes en el desarrollo cognitivo: el papel mediador del apoyo social digital entre estudiantes de educación superior

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    The aim of the current study is to explore the direct and indirect relationships between emerging technology and cognitive development. This study utilized a cross-sectional research design, employing a questionnaire survey approach for data collection from students in higher education. The multi-point Likert scale was used to measure emerging technology, cognitive development, and digital social support. Data were collected from 500 students, both male and female, studying at Chinese universities. The PLS-SEM approach was applied to analyze the structural relationship among the given variables in this research study. Findings of the study indicated that emerging technology has a positive and significant relationship with cognitive development, and that digital social support positively and significantly mediates the connection between emerging technology and cognitive development among higher education students. It was concluded that both emerging technology and digital social support are predictors of students' cognitive development at the higher education level. The study contributes to the literature on emerging technology, cognitive development, and digital social support in the context of higher education. This study provides valuable theoretical and practical implications for teachers, psychologists, and curriculum developers at the higher education level.  El objetivo del presente estudio es explorar las relaciones directas e indirectas entre la tecnología emergente y el desarrollo cognitivo. Este estudio utilizó un diseño de investigación transversal, empleando un enfoque de encuesta por cuestionario para la recopilación de datos de estudiantes de educación superior. Se utilizó la escala Likert de múltiples puntos para medir la tecnología emergente, el desarrollo cognitivo y el apoyo social digital. Se recopilaron datos de 500 estudiantes, tanto hombres como mujeres, que estudiaban en universidades chinas. Se aplicó el enfoque PLS-SEM para analizar la relación estructural entre las variables dadas en este estudio de investigación. Los hallazgos del estudio indicaron que la tecnología emergente tiene una relación positiva y significativa con el desarrollo cognitivo, y que el apoyo social digital media positiva y significativamente la conexión entre la tecnología emergente y el desarrollo cognitivo entre los estudiantes de educación superior. Se concluyó que tanto la tecnología emergente como el apoyo social digital son predictores del desarrollo cognitivo de los estudiantes en el nivel de educación superior. El estudio contribuye a la literatura sobre tecnología emergente, desarrollo cognitivo y apoyo social digital en el contexto de la educación superior. Este estudio proporciona valiosas implicaciones teóricas y prácticas para profesores, psicólogos y desarrolladores de planes de estudio en el nivel de educación superior.

    IMMERSIVE VIRTUAL REALITY FOR EXPERIENTIAL LEARNING

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    Immersive virtual reality is any computer-generated environment capable of fooling the user’s senses with a feeling of presence (being there). Two different types of hardware are usually used to access immersive virtual reality: Head Mounted Displays (HMD) or Cave Automated Virtual Environment (CAVE). Due to its ability to generate any kind of environment, either real or imaginary, immersive virtual reality can be used as a tool to deliver experiential learning, as described by Kolb (1984) in his experiential learning circle model. Such model identifies four different steps that, as part of a circle, describe the process of learning by experiencing something, these steps are: (1) concrete experience, (2) observations and reflections, (3) formulation of abstract concepts and generalization, (4) testing implications of concepts in new situations. Immersive virtual reality has been out for decades, but in spite of the big buzz around it, a large adoption of the technology has not occurred yet. One of the main barriers to adoptions is the high cost of gear needed. However, recent development in technology are pushing prices down. For instance, Google Cardboard offers a very inexpensive way to experience virtual reality through smartphones. Moreover, the price of HMD and the powerful computers needed to run virtual reality software are expected to fall as it already happened with desktop computers before. The Technology Acceptance Model (TAM), as introduced by Davis (1989), is an attempt to understand the factors behind the adoption of new technologies. In particular, this model introduces the two key concepts of (1) perceived usefulness and (2) perceived ease of use. Looking at these, the manuscript attempts to bring some light in the current state of the adoption. The findings of this study have both theoretical and managerial implications, useful both to schools and vendors. The main finding of this study is that more research is needed to understand how people learn in immersive virtual reality, and how to develop software capable of delivering experiential learning. A tighter collaboration between schools, students, manufacturers, software developers seems to be the most viable way to go

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference

    Epidemiology of Injury in English Women's Super league Football: A Cohort Study

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    INTRODUCTION: The epidemiology of injury in male professional football has been well documented (Ekstrand, Hägglund, & Waldén, 2011) and used as a basis to understand injury trends for a number of years. The prevalence and incidence of injuries occurring in womens super league football is unknown. The aim of this study is to estimate the prevalence and incidence of injury in an English Super League Women’s Football squad. METHODS: Following ethical approval from Leeds Beckett University, players (n = 25) signed to a Women’s Super League Football club provided written informed consent to complete a self-administered injury survey. Measures of exposure, injury and performance over a 12-month period was gathered. Participants were classified as injured if they reported a football injury that required medical attention or withdrawal from participation for one day or more. Injuries were categorised as either traumatic or overuse and whether the injury was a new injury and/or re-injury of the same anatomical site RESULTS: 43 injuries, including re-injury were reported by the 25 participants providing a clinical incidence of 1.72 injuries per player. Total incidence of injury was 10.8/1000 h (95% CI: 7.5 to 14.03). Participants were at higher risk of injury during a match compared with training (32.4 (95% CI: 15.6 to 48.4) vs 8.0 (95% CI: 5.0 to 10.85)/1000 hours, p 28 days) of which there were three non-contact anterior cruciate ligament (ACL) injuries. The epidemiological incidence proportion was 0.80 (95% CI: 0.64 to 0.95) and the average probability that any player on this team will sustain at least one injury was 80.0% (95% CI: 64.3% to 95.6%) CONCLUSION: This is the first report capturing exposure and injury incidence by anatomical site from a cohort of English players and is comparable to that found in Europe (6.3/1000 h (95% CI 5.4 to 7.36) Larruskain et al 2017). The number of ACL injuries highlights a potential injury burden for a squad of this size. Multi-site prospective investigations into the incidence and prevalence of injury in women’s football are require
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