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.
Emerging Technologies
A. H. Farajpahlu; A. namdari
Abstract
Background and Objectives: Personal information management is one of the most important issues in estimating information retrieval in an organization and among individuals. In this study, with personal information management activities, the amount of knowledge and skills of personal information management ...
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Background and Objectives: Personal information management is one of the most important issues in estimating information retrieval in an organization and among individuals. In this study, with personal information management activities, the amount of knowledge and skills of personal information management status was identified and its changes were examined in terms of age and educational level and the faculty of the place of study. The purpose of this study was to investigate the personal information management activities of students in the University of Medical Sciences and to assess the level of their knowledge and skills.Methods: This study was conducted on personal information management activities (7 activities of Jones model) and in the present study, a review and comparison among seven personal information management activities and two measures of knowledge and skills was presented. The research was conducted using survey method. Based on the purpose in the category of applied research and in terms of data collection and nature, it was descriptive-analytical. The statistical population includeed students of Ahvaz Jundishapur University of Medical Sciences in the academic year 2018-2019 Convenience sampling method was used to determine the statistical population. By determining the total number of students (1300 people) and using Krejcie-Morgan table, the approximate number of 297 students was determined. Data were collected using an adjacent questionnaire (2013). Pearson and Spearman correlation tests and SPSS 22 statistical software were used to analyze the data.Regarding the data set and content with three indicators of knowledge, skills and personal information management, a face-to-face questionnaire was distributed.Findings: Descriptive findings of the study showed that the mean values of knowledge, skills and a total of seven student activities were equal to 1.22, 2.55, 2.50, respectively, and at an undesirable and relatively undesirable level. Among these factors, there was a significant relationship between different faculties and degrees at the significance level of 0.05 and there was a significant relationship among students with different age groups. In this study, it was found that seven activities ultimately improved the performance of individuals in the proper management of information resources and selecting the information they needed. And their skills showed that although students had high knowledge and skills in personal information management, the level of their activities was declining.Conclusion: The results showed that the status of personal information management of students of Ahvaz Jundishapur University of Medical Sciences had a positive and significant effect on students' knowledge and skills. On the other hand, in this study, it was revealed that with the change of personal information management, the level of satisfaction and dissatisfaction of students and PIM variables and its items would change. Also, with the use of personal information management, information loss, information overflow, the presence of inappropriate information would reduce.
Emerging Technologies
F. Davari; M. Vahidi-Asl; P. Alikhani; M. RezaeiZadeh
Abstract
Background and Objectives: Oral presentation is a key competence for success in the diverse work environments that academics need. It is recommended as part of a higher education curriculum. The role of technology in improving oral presentation skills and especially facilitating feedback, is significant. ...
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Background and Objectives: Oral presentation is a key competence for success in the diverse work environments that academics need. It is recommended as part of a higher education curriculum. The role of technology in improving oral presentation skills and especially facilitating feedback, is significant. In particular, the combination of serious game and virtual reality is a new area of research that is a modern alternative to traditional skills training. The interactive digital environment, real-time feedback, the realism of the learning scenario, the direct experience, and the persistence of the knowledge gained are some of the virtual reality opportunities for skills training. It should not be overlooked that insufficient budget, negative attitude of users about their physical and psychological condition after experiencing virtual reality, and poor technological design of virtual reality environments are also among the limitations of this technology. However, recent meta-analyzes confirm the influence of virtual reality in learning environments. Accordingly, the purpose of this study was to measure the impact of virtual reality on a serious game with the serious purpose of oral presentation training. Methods: We designed and developed an SG and conducted a quasi-experimental study with a post-test on 32 graduate students. The research question we sought to answer was “to what extent can VR impact the effectiveness of SGs in oral presentation training?” The authors also analyzed the cost-effectiveness of incorporating VR elements. The game focused on three key skills, eye contact, walking around while presenting, and time management. The experimental group played the game with the HTC Vive VR system and the control group played the same game with an HD display, a keyboard, and a mouse. In addition to that, we collected in-game data while players were playing the game. Mann-Whitney U test and Student's t-test were used to compare the two groups. Findings: Results revealed that VR elements did not have a significant impact on the demonstration of the players' eye contact skills but they increased players' tendency to walk around the virtual environment. Analysis of players’ performance regarding time management skills showed no significant difference between the two groups. Conclusion: It is concluded that even though playing the serious game with an HD display, a keyboard, and a mouse can be effective, turning the game into a VR experience would result in further improvement in the demonstration of some of the presentation key skills (walking around while presenting). However, creating a VR experience requires developers to spend more time and resources into developing the game. According to researchers, creating a VR SG for improving oral presentation skills allows for training to be done in the context that it occurs within. Moreover, the VR SG can be effectively used to overcome public presentation nerves. Also, due to the challenging economic situations outside the university and the need to benefit from communication skills and oral presentation, a serious game based on virtual reality can improve the indicators of oral presentation. Achieving this requires higher education attention to interactive technologies such as virtual reality.
Emerging Technologies
S.A. FAREGH; M. Jafari Sisi
Abstract
Background and Objectives: Education plays a key role in human life. While the teaching of experimental sciences is one of the most important topics that should be accompanied by student's direct experience, in many cases, due to spatial, temporal, or cost-related constraints, it is based solely on traditional ...
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Background and Objectives: Education plays a key role in human life. While the teaching of experimental sciences is one of the most important topics that should be accompanied by student's direct experience, in many cases, due to spatial, temporal, or cost-related constraints, it is based solely on traditional books and their one-dimensional media. With the spread of new technologies, there are new opportunities for existing teaching and learning methods that can transform the educational structure. Augmented Reality (AR) technology, as a novel paradigm, potentially adds a new feature to the range of traditional student books that not only adds multimedia elements, but also allows interactive engagement with the content of them. Augmented reality, as one of the ways of distance learning, by simulating the real world in the form of animation, virtual objects, three-dimensional images, sound and similar elements makes it possible for the user to interact with the with the experiments of a lesson virtually. This study aims to evaluate the effect of interactive augmented reality based education on the learning and remembering of the content of textbooks. Methods: An experimental study in the pre-test and post-test quasi-experimental framework was performed on two groups of 18 sixth grade elementary school students. For this purpose, two scenarios have been selected from student science book and implemented in an interactive augmented reality application. The control group was trained through traditional teaching method. On the other hand, in addition to the traditional teaching method, the experiment group’s training was reinforced with the AR application. Students' learning and remembering evaluation was carried out through two tests. The validity of tests confirmed by the teachers of science in Education District 2 of Tabriz and their reliability has been calculated through Kuder – Richardson Formula. Findings: The results of analysis of covariance (ANCOVA) showed a significant statistical difference between the control and experimental groups. Also, the learning and remembering in students who were trained in interactive augmented reality were more effective than the other group. Conclusion: According to the results of the experiments, and the comparative review of the theoretical subjects, the use of augmented reality technology has been reported as a useful and effective supplemental tool for textbooks that can, beyond the spatial and temporal constraints, facilitate the training process. Also, the interaction in AR encourages learners to replace the active role with the passive one and to learn the topics with more mental participation. On the other hand, the possibility of repeating augmented reality scenarios in educational topics, regardless of spatial, temporal, and cost-realted constraints, allows users to fix bugs and ambiguities, which are other advantages of using this technology. Finally, by examining these capabilities and the ubiquity of mobile phones in today's world, we can predict the presence of virtual laboratories in mobile smartphones in the near future; which can be useful in deprived areas of the country as a replacement of the lack of minimum facilities.