51 research outputs found

    A Fabricator Competency for Engineering Students in Tertiary Education

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    This article presents the development of fabricator competency for engineering students in tertiary education during the seamless era. This study explored the approach to synthesizing, designing, and developing fabricator competency. The study identified six key components of fabricator competency: 1) Knowledge of materials, 2) Problem-solving and design, 3) Using design software, 4) Using hardware and machines, 5) Safety knowledge and awareness, and 6) Communication and publication. This study emphasizes the importance of human potential development, specifically in the case of engineering students in tertiary education. A competency framework for a fabricator in the seamless era has been developed by synthesizing, designing, and developing fabricator competencies based on published research on fabricator competency

    Exploratory study on didactic aspects used in scientific-technical (STEM) dissemination conferences for students of secondary education

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    The connection between education and a country's economic and social development is unquestionable, and science and technology-related careers are of particular importance. Given the lack of vocations in these degrees, a number of mechanisms have been used to attract students, including science and technology conferences in secondary schools. Focusing on this type of lectures, this article aims to analyse the didactic aspects used by university lecturers who deliver this type of lectures. To this end, 16 teachers were interviewed using a structured interview. From the qualitative analysis of the interviews, we reached a series of results and conclusions, among which we would like to highlight the following: teachers see these lectures as a form of scientific dissemination which also helps to promote the degree courses they teach and serves as a support for attracting students; when choosing the content of the lecture, they mainly take into account the secondary school curriculum, including striking aspects and the results of their own research; the mediums used are mainly visual and supported by Do It Yourself techniques; the content is normally presented through presentations or practical laboratory exercises; finally, the documentation provided to students depends on the teacher giving the lecture, and there is no consensus on this pointPeer Reviewe

    TOWARDS DIGITAL BUSINESS PROCESS MODELS IN HIGHER EDUCATION INSTITUTIONS: A CASE STUDY BASED ON THE ONBOARDING OF STUDENT EMPLOYEES

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    Digitalization is one of the major challenges which also affects higher education institutions. However, a lot of organizational business processes in the administration of higher education institution are still analog and paper-based. We conducted an in-depth case study at one of the top-ranked higher education institutions based on the onboarding process of student employees by applying a five-step approach focussing on the first three steps: (i) qualitative analysis of the case itself, (ii) development of a common denominator, and (iii) develop a new digital business process model derived from a concept matrix. The results contribute to theory with a digital business model in higher education institutions. Research can use the results to develop measurements for new digital skills and competencies and implications for other related areas such as participatory user design, artificial intelligence, e.g., contract validation, and outsourcing/offshoring, all business processes involving multiple stakeholders who bring in different resources to the process. Practitioners can apply the digital business model to discuss this topic and enable them to set up appropriate relationships with other organizations. Organizations can apply this concept for value co-creation in their networks

    A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games

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    Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' meaningful and in-situ learning experiences can be supported through educational games. To understand learners' playful experiences during gameplay, researchers have applied LA, which focuses on understanding students' in-game behaviour trajectories and personal learning needs during play. However, there is a lack of studies exploring how further research on LA in educational games can be conducted. Only a few analyses have discussed how LA has been designed, integrated, and implemented in educational games. Accordingly, this systematic literature review examined how LA in educational games has evolved. The study findings suggest that: (1) there is an increasing need to consider factors such as student modelling, iterative game design and personalisation when designing and implementing LA through educational games; and (2) the use of LA creates several challenges from technical, data management and ethical perspectives. In addition to outlining these findings, this article offers important notes for practitioners, and discusses the implications of the study’s results

    A Framework for Personalized Content Recommendations to Support Informal Learning in Massively Diverse Information WIKIS

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    Personalization has proved to achieve better learning outcomes by adapting to specific learners’ needs, interests, and/or preferences. Traditionally, most personalized learning software systems focused on formal learning. However, learning personalization is not only desirable for formal learning, it is also required for informal learning, which is self-directed, does not follow a specified curriculum, and does not lead to formal qualifications. Wikis among other informal learning platforms are found to attract an increasing attention for informal learning, especially Wikipedia. The nature of wikis enables learners to freely navigate the learning environment and independently construct knowledge without being forced to follow a predefined learning path in accordance with the constructivist learning theory. Nevertheless, navigation on information wikis suffer from several limitations. To support informal learning on Wikipedia and similar environments, it is important to provide easy and fast access to relevant content. Recommendation systems (RSs) have long been used to effectively provide useful recommendations in different technology enhanced learning (TEL) contexts. However, the massive diversity of unstructured content as well as user base on such information oriented websites poses major challenges when designing recommendation models for similar environments. In addition to these challenges, evaluation of TEL recommender systems for informal learning is rather a challenging activity due to the inherent difficulty in measuring the impact of recommendations on informal learning with the absence of formal assessment and commonly used learning analytics. In this research, a personalized content recommendation framework (PCRF) for information wikis as well as an evaluation framework that can be used to evaluate the impact of personalized content recommendations on informal learning from wikis are proposed. The presented recommendation framework models learners’ interests by continuously extrapolating topical navigation graphs from learners’ free navigation and applying graph structural analysis algorithms to extract interesting topics for individual users. Then, it integrates learners’ interest models with fuzzy thesauri for personalized content recommendations. Our evaluation approach encompasses two main activities. First, the impact of personalized recommendations on informal learning is evaluated by assessing conceptual knowledge in users’ feedback. Second, web analytics data is analyzed to get an insight into users’ progress and focus throughout the test session. Our evaluation revealed that PCRF generates highly relevant recommendations that are adaptive to changes in user’s interest using the HARD model with rank-based mean average precision (MAP@k) scores ranging between 100% and 86.4%. In addition, evaluation of informal learning revealed that users who used Wikipedia with personalized support could achieve higher scores on conceptual knowledge assessment with average score of 14.9 compared to 10.0 for the students who used the encyclopedia without any recommendations. The analysis of web analytics data show that users who used Wikipedia with personalized recommendations visited larger number of relevant pages compared to the control group, 644 vs 226 respectively. In addition, they were also able to make use of a larger number of concepts and were able to make comparisons and state relations between concepts

    Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

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    The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the best of our knowledge focused on systematically summarizing the finding related to the Metaverse in education. To cover this gap, this study conducts a systematic literature review of the Metaverse in education. It then applies both content and bibliometric analysis to reveal the research trends, focus, and limitations of this research topic. The obtained findings reveal the research gap in lifelogging applications in educational Metaverse. The findings also show that the design of Metaverse in education has evolved over generations, where generation Z is more targeted with artificial intelligence technologies compared to generation X or Y. In terms of learning scenarios, there have been very few studies focusing on mobile learning, hybrid learning, and micro learning. Additionally, no study focused on using the Metaverse in education for students with disabilities. The findings of this study provide a roadmap of future research directions to be taken into consideration and investigated to enhance the adoption of the Metaverse in education worldwide, as well as to enhance the learning and teaching experiences in the Metaverse

    Microlearning: Transforming Education with Bite-Sized Learning on the Go—Insights and Applications

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    This research delves into microlearning, emphasizing its potential as a transformative tool in the digital age. It extends the theoretical foundations of microlearning, investigates evolving trends, provides practical examples, and discusses the implications associated with education. This is not only to contribute to the growing momentum of microlearning research but also to pave the way for future advancements. The study focuses on Scopus-indexed publications using a systematic review aligned with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and combined with bibliometric analysis. According to the analysis, there has been a noticeable increase in publications related to microlearning since 2015, highlighting a growing interest and contributions from scholars worldwide. The findings corroborate that microlearning is not just about providing learning material in small, easily digestible portions. Crucially, microlearning goes beyond the delivery of bite-sized content. Its flourishing research trajectory underscores its significance, especially for Generation Z and succeeding digitally native generations who are accustomed to smartphones, the Internet, and digital information. Hopefully, these findings offer valuable insights and serve as a reference for the education, government, business, and academic sectors to promote, design, and implement microlearning

    An immersive virtual reality learning environment with CFD simulations: Unveiling the Virtual Garage concept

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    Virtual reality has become a significant asset to diversify the existing toolkit supporting engineering education and training. The cognitive and behavioral advantages of virtual reality (VR) can help lecturers reduce entry barriers to concepts that students struggle with. Computational fluid dynamics (CFD) simulations are imperative tools intensively utilized in the design and analysis of chemical engineering problems. Although CFD simulation tools can be directly applied in engineering education, they bring several challenges in the implementation and operation for both students and lecturers. In this study, we develop the “Virtual Garage” as a task-centered educational VR application with CFD simulations to tackle these challenges. The Virtual Garage is composed of a holistic immersive virtual reality experience to educate students with a real-life engineering problem solved by CFD simulation data. The prototype is tested by graduate students (n = 24) assessing usability, user experience, task load and simulator sickness via standardized questionnaires together with self-reported metrics and a semi-structured interview. Results show that the Virtual Garage is well-received by participants. We identify features that can further leverage the quality of the VR experience with CFD simulations. Implications are incorporated throughout the study to provide practical guidance for developers and practitioners

    Fomento de las competencias experimentales utilizando recursos complementarios

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    [EN]The use of ICT in the academic context is a reality, in the world we live in. The young generation of students is digital native, being immersed in a virtual world during a considerable part of their day. This has an impact in their life, including on their education. In undergraduate engineering education laboratory classes are an integral part of its curriculum. These days, many laboratory classes combine traditional hands-on labs with online labs (remote and virtual labs) and several experimental resources. A “blended” or “hybrid” approach to experimental learning seems the most effective to (students’) experimental learning and the development of competences. Still this technologically mediated resource affects the way students learn and in the literature there is still a lack of works, considering the characterization of didactical implementations using a “blended” or “hybrid” approach and its impact in students’ learning and the way they construct their knowledge. In the Electric and Electronic Engineering topic and using the remote laboratory VISIR there are really very few works, reported in literature, describing some small scaled didactical experiments. The problematic which motivated this work was the need to understand the impact of different didactical approaches using this methodology (simultaneous use of several experimental resources) has on students’ academic results. Ultimately this work intends to contribute to fill a gap identified in the literature: identify factors (including some eventual students’ characteristics) which affect students’ learning and engagement in the electric and electronic circuits topic using the remote lab VISIR along with other complementary resources. To accomplish this end, four research questions where posed, each of them taking into account a set of factors in a specific field of inquiry and its influence on students’ results. The first research question approached the way the several experimental resources could be combined and its effect on students. The second dealt with the influence of the proposed VISIR tasks characteristics on students’ results. The third tackled important teacher mediation traces that could be linked to better students’ performance. And finally, the last research question investigates if there were students’ characteristics that were more associated with good learning outcomes and engagement. Considering the former objectives, it was chosen a multi-case study research methodology, using a mixed method approach, resourcing mainly to questionnaire, interview, documental analysis and observation as data gathering methods, and statistical analysis (descriptive and inferential) and content analysis, as data analysis techniques. A large-scale study analysis was conducted, including 26 courses (in a total of 43 didactical implementations using VISIR, as some of the courses have undergone more than one course implementation edition), comprising 1794 students and involving 52 different teachers. This study took place in several Higher Education Institutions (and at a minor extent, in some Technological and High Schools) in Argentina, Brazil and Portugal. In the southern hemisphere these didactical implementations happened in the 2016 and 2017 academic years while in the northern hemisphere it was possible to collect data from three semesters between 2016/17 and 2018/19 academic years. The study focused on analysing each didactical implementation (their characteristics, teachers’ usage and perception) and the matching students’ results (usage, academic results and perception). Ethical questions to guarantee both students’ and teachers’ privacy was taken care of, when using the data of the participants. The former data was only used for the purposes of this study and the state of the participation was reflected anonymously, which can be observed both in the information collected for the analysis as well as in the transcripts along the text. The study included the analysis of the collected data from various sources, the interpretation of its results using several analysis techniques, and the convergence in a process of triangulation. These results, after discussed with literature, allowed to answer in the most possible complete way the four research questions. Based on them, conclusions were drawn to identify factors that may foster students’ learning and engagement. The study also contributed to the advancement of knowledge in this research area. It allowed to conclude that VISIR and this methodology can be as useful for introductory courses as for more advanced ones (dealing with this thematic) as long as teachers plan the didactical implementation according to the type of course and students’ background. Plus, this methodology based upon VISIR can be applied with high success to courses that do not have an experimental component, nor its contents are directly related to the Electricity and Electronics topic. In these courses VISIR can be used with the purpose of contextualization, providing more interesting and appealing learning environments (e.g. theoretical mathematical courses). Finally, both teachers’ perception and students’ results suggest VISIR target public seems to be the students that require more support in their learning, that is, the students still struggling with difficulties than the more proficient students
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