Emerging Technologies
H. Abbasi; E. Zaraii Zavaraki; M. Nili Ahmadabadi
Abstract
Background and Objectives: The current research was conducted with the aim of investigating the use of new Metaverse technology in teaching and learning in order to develop, facilitate and apply it in education. The research problem was how to make real impossibilities possible in teaching and learning ...
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Background and Objectives: The current research was conducted with the aim of investigating the use of new Metaverse technology in teaching and learning in order to develop, facilitate and apply it in education. The research problem was how to make real impossibilities possible in teaching and learning intuitively and the role of metaverse in this field, the success rate of educational research and their scientific and research reasons for using metaverse in education. In the studies, the goals, variables, methods, results and challenges regarding the use of metaverse in education were investigated.Methods: The research was conducted using a systematic review method. The statistical population (research field), the content required to conduct a systematic review, included valid scientific and research articles. The statistical sample was selected using a targeted method and 23 items were selected from among 127 articles. The criteria for entering the research cycle included the full relevance of the article title to the topic of Metaverse, the newness of the publication year, publication between 2020-2023, the validity of the indexed publication and site, the validity and adequacy of the article reference, the use of correct research methods and its relevance to the topic, that was teaching and learning. The criteria for excluding the article from the research process included the lack of subject relevance, the low research rank of the publication, the publication year not being new, the topic being repetitive, languages other than Persian and English. The keywords used were metaverse, teaching and learning in Persian and English, and the articles were searched in reliable domestic and foreign databases.Findings: The research showed that Metaverse was effective in teaching and learning, despite being new and the limited development of its technological dimensions. In response to the questions, the most prominent goals of research related to the use of metaverse in education, providing a clear definition of metaverse, applications of metaverse in education, presenting the model, determining challenges, describing the characteristics and methods of use, legal requirements, analyzing attitudes and the role of artificial intelligence in metaverse were determined. The leading countries in this field were Korea, China, America, Spain, Taiwan, and UAE. The research methods used were survey, descriptive, experimental, content analysis, modeling, and systematic review. The statistical population of most of the studies were students and the variables were general learning, educational content, user satisfaction, and metaverse framework. Also, the main tools used in the selected studies were questionnaires, interviews and tests. The number of experimental studies in education was seven. The main findings of the research included providing a technical framework, improving interaction, creating deep and meaningful learning, increasing motivation, creating creativity, personalized learning, situational training, and creating new educational opportunities. The challenges were related to the nascent nature of the technology, the effect of technical capabilities on the results, technological limitations, ethical issues, health threats, high costs, content production problems, lack of experts, and lack of access to everyone.Conclusion: The emergence of the metaverse should be practically considered from 2021, but its effective capabilities and abilities in education have been confirmed by most studies, and it is predicted that the metaverse would bring a bright future for teaching and learning and can be used to facilitate and accelerate the realization of educational goals. Therefore, to improve the current situation, it is necessary to a) develop instructional design patterns based on metaverse, b) design and present a content production model for Metaverse, c) design, formulate, and standardize the design principles of teaching and learning environments based on metaverse, d) develop the principles and method of implementation, technical development and support of Metaverse, e) design principles and evaluation methods of educational programs based on metaverse, and f) prepare the legal and ethical charter of metaverse educational environments. Among the limitations of the research, we can point out the lack of experimental researcg, the lack of evolution of applied technologies in the metaverse, and the limited range of studies. It is suggested that by using Metaverse technology, education should be transformed from classroom to virtual world and its effect on different dimensions of education and learning should be researched.
Preparation and compilation of electronic content
H. Abbasi; M. Nili Ahmadabadi; A. Delavar; E. Zaraii Zavaraki
Abstract
Background and Objectives: Due to the growing need of learners for new digital technologies in education, especially augmented reality technology, which has significant potential, the inadequacy of common electronic content, their lack of educational principles and standards and the lack of a suitable ...
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Background and Objectives: Due to the growing need of learners for new digital technologies in education, especially augmented reality technology, which has significant potential, the inadequacy of common electronic content, their lack of educational principles and standards and the lack of a suitable model for producing augmented reality content in education with a constructivism approach necessitate conducting research and finding a solution. The current study aimed to design and validate the model of production of augmented reality content with an emphasis on the constructivism approach.Methods: The present study was an applied one according to the purpose and based on the method, it was a mixture or combination of consecutive exploratory type. Inductive qualitative content analysis was used to extract the template components. In reviewing texts and articles, the systematic review method was used and to determine the internal validity, the survey method was utilized. The statistical population for content analysis included scientific sources, books, articles, treatises and valid scientific documents in the field of augmented reality between 2000-2022. By selecting related keywords, the search was conducted in local and international citation databases. The statistical sample was selected via purposive method and included 232 cases. The statistical population for the interview included professors, specialists and producers of augmented reality and the statistical sample of the target population was formed via purposive sampling consisting of 21 people. Also, the statistical population for model validation included augmented reality specialists and university professors, from which a statistical sample of 33 people were selected via purposive sampling method. Data collection tools included a researcher-made questionnaire and a semi-structured interview. To check the inter-coder reliability, two methods of decoding and second coding were used. The content validity of the questionnaire was confirmed by experts. In order to determine the reliability coefficient of the questionnaire, Cronbach's alpha test and to determine the internal validity of the model, frequency, mean, standard deviation, mean standard error and one-sample t-test were used.Findings: In the first and second method, the inter-coder reliability was 91% and 87%, respectively. And the content validity ratio index was 93% and 96%, respectively. The reliability coefficient of the questionnaire was 96% through Cronbach's alpha test. The value of t-test was positive for all questions and according to the significance level (Sig= 0.001), the difference between the mean of the questions and the theoretical mean was significant. The results of content analysis showed that 13 main categories and 55 subcategories were extracted for the augmented reality content production model. The main categories of augmented reality content production model included management, instructional design, design of constructivism learning environments, multimedia design principles, cognitive load control, technical design, production, execution, rendering, publication, development, program evaluation and academic achievement.Conclusion: By identifying the categories and their subcategories, first a conceptual model and then a process model were designed. The innovation of the designed comprehensive model in instructional and technical design requires the simultaneous attention to instructional and technical dimensions. In the presented model, the categories related to the instructional dimensions were environmentally located and the categories related to the technical dimensions were centrally located. The results of statistical analysis showed that from the perspective of experts, the designed model had a high validity and its validity was confirmed. Therefore, it is suggested that this model be used to produce electronic augmented reality content, especially for position-based training, based on a constructivism approach and designed with augmented reality content.
E-Lerning
Kh. Aliabadi; H. Abbasi
Abstract
Neo multimedia model and the researcher-made multimedia model on student teachers’ learning in smart board training. To produce multimedia electronic content, various models have been proposed, such as the software development life cycle model and the design and production model of Neo and Neo ...
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Neo multimedia model and the researcher-made multimedia model on student teachers’ learning in smart board training. To produce multimedia electronic content, various models have been proposed, such as the software development life cycle model and the design and production model of Neo and Neo educational multimedia with a constructivist approach. Methods: The statistical population was 310 students of Farhangian University, Alzahra Campus of Zanjan. Using purposive sampling, 110 students were selected as the sample. Randomly, 55 people were placed in the form of 2 classes in the experimental group of the Neo-Neo model; and 55 people were placed in the form of 2 classes in the experimental group of the designed multimedia model. The research type is applied and a quasi-experimental method with a post-test design has been used. The research instrument was a researcher-made test. The validity was confirmed by the technology experts. To determine the reliability, split-half method was used and a reliability coefficient of 82% was obtained. The training was conducted in two experimental groups of 4 sessions of 90 minutes, and then a post-test was performed. Descriptive statistics and inferential statistics (Independent samples t-test) were used to test the hypothesis. Kolmogorov Smirnov test was used to determine the normal distribution of the data, Also, SPSS 22 software was used to analyze the results. Findings: Dispersion and central indices were used to evaluate descriptive statistics. The average and standard deviation of student teachers’ learning who have been trained using electronic content with Neo and Neo multimedia production model was 8.05±2.26 and the average and standard deviation of student teachers’ learning trained according to the researcher-made multimedia production model was 11.14±1.91. Based on the results of Kolmogorov Smirnov test, the variance was equal and the normality of the data distribution was confirmed. The reliability coefficient was 0.95 and the significance level of the mean comparison test (0.000) was lower than the default value (0.05); so the null hypothesis (equality of the average learning rate of student-teachers who have been trained using electronic content based on the Neo and Neo multimedia production model with student-teachers trained based on the researcher-made multimedia production model) was rejected and the opposite assumption (inequality of the average learning rate of student-teachers who have been trained using electronic content based on the Neo and Neo multimedia production model with student-teachers trained based on the researcher-made multimedia production model) was accepted. Also, the value of t = 7.73 was obtained. Conclusion: The results showed that there is a significant difference between the amount of learning of teacher-students trained with Neo and Neo multimedia production model and teacher-students who has been trained with the multimedia production model. The amount of teacher-students’ learning who have been trained by produced electronic content on the basis of researcher-made multimedia model has increased.Therefore, the researcher-made model can reduce the existing shortcomings and limitations. It is suggested to use researcher-made multimedia model in teaching unfamiliar content, direct tutorials and training to novice audiences.