Innovative Technologies in Distance Learning Education

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Technology Enhanced Education".

Deadline for manuscript submissions: closed (30 November 2022) | Viewed by 19667

Special Issue Editors


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Guest Editor
National University of Physical Education and Sports, 060057 Bucharest, Romania
Interests: theory and methodology of sport training; leisure time activities; adapted physical activities

Special Issue Information

Dear Colleagues,

Mobile devices are extremely popular today, especially among millennials and generation Z, who use them not just for fun, but also to learn and experiment and to play with simulations in VR environments. At the same time, however, mobile devices create a high degree of social alienation, especially for the young population, who are more prone to becoming addicted to them. Educational systems may have a hard time preventing students from using such devices in the classroom, but they can make themselves more attractive, and curricula can be reformed through the integration of such tools as mobile devices, games, immersion in VR environments, and simulation for educational purposes.

Arguably the best aspect of massive open online courses (MOOCs) and VR/AR application is that they can be used in many educational fields such as science, technology, engineering, the arts, and mathematics (STEAM), physical education (PE), physiotherapy, etc. (Tonis, 2020).

The United States and Spain (Granada, Vallaolid) are pioneers in the field of research on the use of VR and AR in physical education. XR is used for training in PE, as well as to increase user motivation through gamification in PE and to teaching PE teachers using different technological instruments (Moreno, 2020).

VR and connected stimuli to the body and the application of constant feedback can help students to improve their motor skills and test different postures/movement without damaging their health (Yaoliang Zhang, 2018). Students have been found to associate VR and AR in education with deep, comprehensive learning due to the reproduction of movement (“learning-by-doing effect”) and engagement of all the senses during simulated reality (Schiffeler, 2018, Soo, 2018).  Difficult topics can be taught and facilitated by VR technology, due to interactive and interesting presentations and constant feedback. This practical approach helps to track changes and reactions in the neural system and allows a more profound experience of learning (Gejendhiran, 2020).

There are apps such as Nearpod VR, EON creator AVR, Audio Response Systems from the Technical University in Graz, and Social VR of Facebook that allow realistic, 3D student–teacher interaction in virtual worlds (Mehlitz, 2019, Hagenhofer, 2019).

The main aim of this Special Issue is to publish original research, case studies, and literature reviews that can offer different perspectives and represent models for future extended implementations. The focus is on:

  • Adapting educational curricula in accordance with the market and with students’ attentiveness to increase their enthusiasm and interest in study;
  • Stimulating interaction between class members (students, teachers) through simulations, gaming, and MOOCS as a response to cases when physical presence is not possible;
  • Boosting innovation and driving changes: quality education and training systems to be able to adapt quickly to new realities, promote innovation, boost resilience through a reinforced social cohesion, anticipate future trends, and drive changes.

References

Bucea-Manea-Țoniş, Rocsana; Bucea-Manea-Țoniş, Radu; Simion, Violeta E.; Ilic, Dragan; Braicu, Cezar; Manea, Natalia. 2020. "Sustainability in Higher Education: The Relationship between Work-Life Balance and XR E-Learning Facilities" Sustainability 12, no. 14: 5872. https://doi.org/10.3390/su12145872

Ferran Calabuig Moreno, María Huertas González-Serrano, Javier Fombona and Marta García-Tascón (2020) The irruption of technology in Physical Education: a general bibliometric analysis with a focus on virtual and augmented reality, Sustainability 2020, 12

Gejendhiran, S.; Anicia, S.A.; Vignesh, S.; Kalaimani, M. Disruptive Technologies—A promising key for Sustainable Future Education. Procedia Comput. Sci. 2020, 172, 843–847

Hagenhofer, T. Social Virtual Learning. 2020. Available online: http://www.social-augmented-learning.de/ (accessed on 15 February 2019).

Mehlitz, M.A. Development of a Medical Virtual Reality Laboratory and a VR-Aided Neuropsychological Testing System with a Pre-Clinical and Clinical Evaluation Study 2004. Available online: https://www.deutschedigitalebibliothek.de/binary/TDSPKXN6FO5UIVNVM2HCNFN3OO3UMY3H/full/1.pdf (accessed on 20 April 2019).

Schiffeler, N.; Abdelrazeq, A.; Stehling, V.; Isenhardt, I.; Richert, A. How AR-E Your Seminars?! Collaborative Learning with Augmented Reality in Engineering Education. In Proceedings of the 12th International Technology, Education and Development Conference, Valencia, Spain, 5–7 March 2018; pp. 8912–8920.

Soo, J.; Crystal, H.; Jihye, O.; Chang, S.J. Application of virtual & augmented reality for training anddevelopment. In Proceedings of the Academy of Human Resource Development International Research Conference, Marriott Richmond, VA, USA, 14–17 February 2018.

Yaoliang Zhang (2018) Application Research of VR Technology in College Sports Popularization and Teaching, Advances in Intelligent Systems Research, volume 163, 8th International Conference on Management, Education and Information (MEICI 2018)

Dr. Rocsana Bucea-Manea-Tonis
Prof. Dr. Silvia Violeta Teodorescu
Guest Editors

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Keywords

  • MOOCs
  • VR
  • AR
  • gaming
  • simulation
  • distance education

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Published Papers (5 papers)

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Research

15 pages, 880 KiB  
Article
Design and Usability Testing of an Augmented Reality (AR) Environment in Pharmacy Education—Presenting a Pilot Study on Comparison between AR Smart Glasses and a Mobile Device in a Laboratory Course
by Karmen Kapp, Mia Sivén, Patrick Laurén, Sonja Virtanen, Nina Katajavuori and Ilona Södervik
Educ. Sci. 2022, 12(12), 854; https://doi.org/10.3390/educsci12120854 - 23 Nov 2022
Cited by 3 | Viewed by 3070
Abstract
An essential feature of pharmacy education is the teaching of theoretical knowledge with the support of practical work in the laboratory. When properly utilized, laboratory activities have the potential to enhance students’ achievement, conceptual understanding, and positive attitudes towards learning. In this pilot [...] Read more.
An essential feature of pharmacy education is the teaching of theoretical knowledge with the support of practical work in the laboratory. When properly utilized, laboratory activities have the potential to enhance students’ achievement, conceptual understanding, and positive attitudes towards learning. In this pilot study, an augmented reality (AR) environment was designed and introduced for teaching laboratory skills in pharmacy education at the university level. The AR environment was used by pharmacy students (n = 36), featuring gate questions, information screens, Quick Response codes, think-aloud questions, and instant feedback. The environment was utilized with smart glasses and mobile devices with the aim of comparing the support to students’ performance. User experience was evaluated through self-efficacy beliefs and anxiety towards the technology. As a result, students found the environment a useful supplement to traditional laboratory teaching. Smart glasses and mobile devices were both accepted with great positivity but neither being clearly preferred over the other. Smart glasses were noted to provide sufficient feedback in the right stages of work. In contrast, mobile devices promoted the learning process more than the smart glasses. The self-efficacy results for mobile device use were higher, especially related to device handling and operating the AR environment. The pilot study gives educators valuable insights on the usability of AR technology in guiding laboratory tasks, although future work should involve larger and more diverse samples, as well as different learning tasks. Full article
(This article belongs to the Special Issue Innovative Technologies in Distance Learning Education)
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12 pages, 306 KiB  
Article
Measuring the Post-Impact of Programming MOOCs: Development and Validation of an Instrument
by Merilin Säde, Reelika Suviste and Piret Luik
Educ. Sci. 2021, 11(12), 811; https://doi.org/10.3390/educsci11120811 - 14 Dec 2021
Cited by 2 | Viewed by 1975
Abstract
Massive open online courses (MOOCs) can potentially affect the lives of millions of people, but there is little research on how a programming MOOC could affect participants’ lives after participation. In Estonia, we have organised several programming MOOCs over the years, attended by [...] Read more.
Massive open online courses (MOOCs) can potentially affect the lives of millions of people, but there is little research on how a programming MOOC could affect participants’ lives after participation. In Estonia, we have organised several programming MOOCs over the years, attended by over 14,000 people. This inspired us to develop and validate a scale for measuring the impact of programming MOOC on participants’ lives. We analysed data from 1261 MOOC participants who had completed at least one of our programming MOOCs. Confirmatory factor analysis (CFA) was used to validate the developed scale. The final model fitted quite well to the data. We found that the factors that influence learners’ lives after a MOOC include acquired learning skills, interest in continuing computer science related studies, learning experience gained from the MOOC, the MOOC’s impact on work and personal life, and new contacts that are established with other participants and organisers. We also compared the means of the factors. The highest-rated factor was related to the learning experience from the MOOC and the lowest-rated was related to finding new contacts through the MOOC. Full article
(This article belongs to the Special Issue Innovative Technologies in Distance Learning Education)
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13 pages, 627 KiB  
Article
Dropout Time and Learners’ Performance in Computer Programming MOOCs
by Marili Rõõm, Marina Lepp and Piret Luik
Educ. Sci. 2021, 11(10), 643; https://doi.org/10.3390/educsci11100643 - 14 Oct 2021
Cited by 16 | Viewed by 2768
Abstract
One of the problems regarding MOOCs (Massive Open Online Courses) is the high dropout rate. Although dropout periods have been studied, there is still a lack of understanding of how dropout differs for MOOCs with different levels of difficulty. A quantitative study was [...] Read more.
One of the problems regarding MOOCs (Massive Open Online Courses) is the high dropout rate. Although dropout periods have been studied, there is still a lack of understanding of how dropout differs for MOOCs with different levels of difficulty. A quantitative study was conducted to determine the periods with the highest dropouts in computer programming MOOCs and the performance of the dropouts on the course before dropping out. Four occurrences of three MOOCs, with different durations, difficulty of the topic, and the degree of supportive methods, were included. The results showed that dropout was highest at the beginning of all studied courses. Learners also dropped out before the project. In the easier and shorter courses, most dropouts were successful until they quit the course. In longer and more difficult courses, learners mainly dropped out in the week they started due to experiencing problems with the course activities. It is suggested to recommend that learners take courses at a level that suits them if their current course is too easy or difficult and encourage learners to use course resources for help. It would be a good idea to provide learners with example topics to assist them in starting with a project. Full article
(This article belongs to the Special Issue Innovative Technologies in Distance Learning Education)
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13 pages, 272 KiB  
Article
Telework Experience of Pedagogues during the COVID-19 Pandemic: Strong Learning Seniors and Relaxed Leaders?
by Agota Giedrė Raišienė, Rita Lučinskaitė-Sadovskienė and Laura Gardziulevičienė
Educ. Sci. 2021, 11(10), 631; https://doi.org/10.3390/educsci11100631 - 12 Oct 2021
Cited by 3 | Viewed by 3613
Abstract
Due to the wide application of remote teaching during the COVID-19 pandemic, the foundations of the education system have been shaken; education has entered a new era of teaching and learning on digitalized platforms. How do pedagogues evaluate their experiences when information technologies [...] Read more.
Due to the wide application of remote teaching during the COVID-19 pandemic, the foundations of the education system have been shaken; education has entered a new era of teaching and learning on digitalized platforms. How do pedagogues evaluate their experiences when information technologies have become the main axis of carrying out their work? What impact did telework have on pedagogues as employees of an education institution or as individuals? What could be expected from older pedagogues in the shift to using digital means of teaching? These were the main questions raised in this research, the results of which are presented in this article. This research is original because the differences in experiences of telework were studied not only in terms of age and nature of work (professional/leader) but also the type of education institution. This delineation is of key importance in understanding the virtual work challenges faced by pedagogues in schools, professional education institutions, colleges, and universities. Full article
(This article belongs to the Special Issue Innovative Technologies in Distance Learning Education)
21 pages, 1456 KiB  
Article
Needs and Performance Analysis for Changes in Higher Education and Implementation of Artificial Intelligence, Machine Learning, and Extended Reality
by Milena P. Ilić, Dan Păun, Nevenka Popović Šević, Aleksandra Hadžić and Anca Jianu
Educ. Sci. 2021, 11(10), 568; https://doi.org/10.3390/educsci11100568 - 23 Sep 2021
Cited by 37 | Viewed by 6606
Abstract
Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of [...] Read more.
Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of available knowledge and experience, is underway. Articles and studies from various publications, such as academic journals and institutes, were used as sources. In addition, academic articles and papers and studies about artificial intelligence, machine learning, and extended reality were also consulted. The authors consider that these technologies could be of great assistance in developing a new higher education strategy. Further, this research is exploratory given that information from the 100 Serbian students from selected higher education institutions was used to better understand if these technologies are welcomed by students. Based on SmartPls software, the research analysis proved that artificial intelligence (AI) and machine learning (ML) are appropriate technologies implemented in higher education institutions (HEI) to develop skills among students, a collaborative learning environment, and an accessible research environment. Additionally, extended reality (XR) facilitates increased motivation, engagement, and learning-by-doing activities between students, offering a realistic environment for learning. Full article
(This article belongs to the Special Issue Innovative Technologies in Distance Learning Education)
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