ir Data dissemination and policy enforcement in multi-level secure multi-domain environments By www.inderscience.com Published On :: 2024-09-26T23:20:50-05:00 Several challenges exist in disseminating multi-level secure (MLS) data in multi-domain environments. First, the security domains participating in data dissemination generally use different MLS labels and lattice structures. Second, when MLS data objects are transferred across multiple domains, there is a need for an agreed security policy that must be properly applied, and correctly enforced for the data objects. Moreover, the data sender may not be able to predetermine the data recipients located beyond its trust boundary. To address these challenges, we propose a new framework that enables secure dissemination and access of the data as intended by the owner. Our novel framework leverages simple public key infrastructure and active bundle, and allows domains to securely disseminate data without the need to repackage it for each domain. Full Article
ir Factors affecting the intention to continue to visit the virtual world metaverse By www.inderscience.com Published On :: 2024-10-02T23:20:50-05:00 A metaverse is a virtual shared space connected to the real world, an alternative reality that enables economic activities, exchanges, and transactions as well as formation of relationships between user avatars and non-player characters (NPCs). Initial experiences of the metaverse were not very satisfactory; new virtual world metaverses may or may not survive as information services or platforms. The purpose of this empirical study is to identify the characteristics of a virtual world metaverse and their effects on intention to continue usage of the platform. Considering the metaverse as a new type of user experience and a powerful mode of communication, we examine the mediating role of these characteristics according to Pine and Gilmore's (1998) experience economy theory, which enriches our understanding of the factors affecting the success of a metaverse. In addition, since social interaction is important in metaverses, we extend Pine and Gilmore's experience economy model by including Schmitt's (2011) relate experience for better understanding. Full Article
ir Enhanced TCP BBR performance in wireless mesh networks (WMNs) and next-generation high-speed 5G networks By www.inderscience.com Published On :: 2024-07-01T23:20:50-05:00 TCP BBR is one of the most powerful congestion control algorithms. In this article, we provide a comprehensive review of BBR analysis, expanding on existing knowledge across various fronts. Utilising ns3 simulations, we evaluate BBR's performance under diverse conditions, generating graphical representations. Our findings reveal flaws in the probe's RTT phase duration estimation and unequal bandwidth sharing between BBR and CUBIC protocols. Specifically, we demonstrated that the probe's RTT phase duration estimation algorithm is flawed and that BBR and CUBIC generally do not share bandwidth equally. Towards the end of the article, we propose a new improved version of TCP BBR which minimises these problems of inequity in bandwidth sharing and corrects the inaccuracies of the two key parameters RTprop and cwnd. Consequently, the BBR' protocol maintains very good fairness with the Cubic protocol, with an index that is almost equal to 0.98, and an equity index over 0.95. Full Article
ir A constant temperature control system for indoor environments in buildings using internet of things By www.inderscience.com Published On :: 2024-07-01T23:20:50-05:00 The performance of a building's internal environment, which includes the air temperature, lighting and acoustics, is what determines the quality of the environment inside the building. We present a thermal model for achieving thermal comfort in buildings that makes use of a multimodal analytic framework as a solution to this challenge. In this study, a multimodal combination is used to evaluate several temperature and humidity sensors as well as an area image. Additionally, a CNN and LSTM combination is used to process the image and sensor data. The results show that heating setback and interior set point temperatures, as well as mechanical ventilation based on real people's presence and CO<SUB align=right>2 levels, are all consistently reduced when ICT-driven intelligent solutions are used. The CNN-LSTM model has a goodness of fit that is 0.7258 on average, which is much higher than both the CNN (0.5291) and LSTM (0.5949) models. Full Article
ir BEFA: bald eagle firefly algorithm enabled deep recurrent neural network-based food quality prediction using dairy products By www.inderscience.com Published On :: 2024-10-07T23:20:50-05:00 Food quality is defined as a collection of properties that differentiate each unit and influences acceptability degree of food by users or consumers. Owing to the nature of food, food quality prediction is highly significant after specific periods of storage or before use by consumers. However, the accuracy is the major problem in the existing methods. Hence, this paper presents a BEFA_DRNN approach for accurate food quality prediction using dairy products. Firstly, input data is fed to data normalisation phase, which is performed by min-max normalisation. Thereafter, normalised data is given to feature fusion phase that is conducted employing DNN with Canberra distance. Then, fused data is subjected to data augmentation stage, which is carried out utilising oversampling technique. Finally, food quality prediction is done wherein milk is graded employing DRNN. The training of DRNN is executed by proposed BEFA that is a combination of BES and FA. Additionally, BEFA_DRNN obtained maximum accuracy, TPR and TNR values of 93.6%, 92.5% and 90.7%. Full Article
ir International Journal of Wireless and Mobile Computing By www.inderscience.com Published On :: Full Article
ir An empirical study on construction emergency disaster management and risk assessment in shield tunnel construction project with big data analysis By www.inderscience.com Published On :: 2024-07-02T23:20:50-05:00 Emergency disaster management presents substantial risks and obstacles to shield tunnel building projects, particularly in the event of water leakage accidents. Contemporary water leak detection is critical for guaranteeing safety by reducing the likelihood of disasters and the severity of any resulting damages. However, it can be difficult. Deep learning models can analyse images taken inside the tunnel to look for signs of water damage. This study introduces a unique strategy that employs deep learning techniques, generative adversarial networks (GAN) with long short-term memory (LSTM) for water leakage detection i shield tunnel construction (WLD-STC) to conduct classification and prediction tasks on the massive image dataset. The results demonstrate that for identifying and analysing water leakage episodes during shield tunnel construction, the WLD-STC strategy using LSTM-based GAN networks outperformed other methods, particularly on huge data. Full Article
ir Educational countermeasures of different learners in virtual learning community based on artificial intelligence By www.inderscience.com Published On :: 2024-07-02T23:20:50-05:00 In order to reduce the challenges encountered by learners and educators in engaging in educational activities, this paper classifies learners' roles in virtual learning communities, and explores the role of behaviour characteristics and their positions in collaborative knowledge construction networks in promoting the process of knowledge construction. This study begins with an analysis of the relationship structure among learners in the virtual learning community and then applies the FCM algorithm to arrange learners into various dimensional combinations and create distinct learning communities. The test results demonstrate that the FCM method performs consistently during the clustering process, with less performance oscillations, and good node aggregation, the ARI value of the model is up to 0.90. It is found that they play an important role in the social interaction of learners' virtual learning community, which plays a certain role in promoting the development of artificial intelligence. Full Article
ir Urban public space environment design based on intelligent algorithm and fuzzy control By www.inderscience.com Published On :: 2024-07-02T23:20:50-05:00 With the development of urban construction, its spatial evolution is also influenced by behavioural actors such as enterprises, residents, and environmental factors, leading to some decision-making behaviours that are not conducive to urban public space and environmental design. At the same time, some cities are vulnerable to various factors such as distance factors, transportation factors, and human psychological factors during the construction of public areas, resulting in a decline in the quality of urban human settlements. Urban public space is the guarantee of urban life. For this, in order to standardise urban public space and improve the quality of urban living environment, the standardisation of the environment of urban public space is required. The rapid development of intelligent algorithms and fuzzy control provides technical support for the environmental design of urban public spaces. Through the modelling of intelligent algorithms and the construction of fuzzy space, it can meet the diverse. Full Article
ir Application of digital twin virtual design and BIM technology in intelligent building image processing By www.inderscience.com Published On :: 2024-07-02T23:20:50-05:00 Intelligent digital virtual technology has become an indispensable part of modern construction, but there are also some problems in its practical application. Therefore, it is necessary to strengthen the design of intelligent building image processing systems from many aspects. Starting from image digital processing methods, this paper studies the digital twin virtual design scene construction method and related algorithms, converts the original image into a colour digital image through a greyscale algorithm, and then combines morphological knowledge and feature point extraction methods to complete the construction of a three-dimensional virtual environment. Finally, through the comparison of traditional image processing effects with smart building images based on digital twins and BIM technology, the results show that the optimised image processing results have higher clarity, sharper contrast, and a sensitivity increased by 5.84%, presenting better visual effects and solving the risk of misjudgement caused by inaccurate image recognition. Full Article
ir Fostering innovative work behaviour in Indian IT firms: the mediating influence of employee psychological capital in the context of transformational leadership By www.inderscience.com Published On :: 2024-10-07T23:20:50-05:00 This empirical study investigates the mediating role of two components of psychological capital (PsyCap), namely self-efficacy and optimism, in the context of the relationship between transformational leadership (TL), work engagement (WE), and innovative work behaviour (IWB). The study was conducted among IT professionals with a minimum of three years of experience employed in Chennai, India. Data collection was executed using a Google Form, and both measurement and structural models were examined using SPSS 25.0 and AMOS 23.0. The findings of this study reveal several significant relationships. Firstly, transformational leadership (TL) demonstrates a robust positive association with work engagement (WE). Furthermore, work engagement (WE) positively correlates substantially with innovative work behaviour (IWB). Notably, the study underscores that two crucial components of psychological capital, specifically self-efficacy and optimism, mediate the relationship between transformational leadership (TL) and work engagement (WE). These findings carry valuable implications for IT company managers. Recognising that transformational leadership positively influences both work engagement and employees' innovative work behaviour highlights the pivotal role of leaders in fostering a productive and innovative work environment within IT organisations. Full Article
ir Do authentic leaders influence innovative work behaviour? An empirical evidence By www.inderscience.com Published On :: 2024-10-07T23:20:50-05:00 The purpose of this research is to investigate how genuine leaders impact the creativity and innovative behaviour (IWB) of information technology (IT) employees. It also examines the impact of perceived organisational support as a mediator in the correlations between authentic leadership as well as innovative behaviours. This study explores the influence of authentic leadership via the employee's IWB using aspects from social exchange theory as well as social cognitive theory. The data was collected from a sample of 487 employees of the IT sector in India. The partial least square method is applied to test the structural relationship of the research framework. Findings reveal that authentic leadership positively impact innovative work behaviour and perceived organisation support mediates authentic leadership and IWB. Additionally, when organisations and leaders support the employees and value their creative thinking then the employee replicates IWB in the organisation. The practical and theoretical implications are discussed. Full Article
ir Does perceive organisational politics effect emotional intelligence and employee engagement? An empirical study By www.inderscience.com Published On :: 2024-10-07T23:20:50-05:00 This paper examines the growing aspect of perceive organisational politics (POPs) in organisations by understanding their employee engagement with mediating effect of emotional intelligence. This study is cross-sectional, wherein a survey is conducted on executives of different sectors holding strategic positions. The purposive sampling technique is applied to find the 117 most suitable executives for this survey. The survey is self-administered, and a questionnaire is used as an instrument with 43 measurement scale items adopted from previous similar studies. Construct's reliability and validity followed by PLS-SEM is performed using JASP statistical application. The result revealed that the dimensionality support and validation of POP based on a new set of measures centred on generalised beliefs of the application and abuse of power, infrastructure, credibility, choice making, and line-of-sight. In line with previous findings, the current findings also showed that POP works as a barrier to individual behavioural demand and can negatively affect work efficiency. Existence of perceive organisational politics due to the normative belief of the situation happing in the organisation, disengagement of employees, and also evaluates new empirical insight into the organisation by mediating emotional intelligence. Full Article
ir E-recruitment adoption among job-seekers: role of vividness and perceived internet stress in shaping their intentions By www.inderscience.com Published On :: 2024-11-11T23:20:50-05:00 Drawn from technology acceptance model, this study establishes a theoretical framework for the analytical interpretation of factors affecting job-seekers intention to use e-recruitment websites. Using the data obtained from 379 respondents in India, ten hypotheses derived from the experimental model are evaluated using a structural equation modelling technique. Vividness, perceived usefulness (PU), and attitude have been shown to have a significant positive impact on the behavioural intentions (BIs) of job-seekers, although perceived ease of use (PEOU) did not. Furthermore, perceived internet stress (PIS) is observed to be a significant antecedent PEOU; and PEOU is of PU. Such findings broaden our knowledge of e-recruiting in various ways and offer qualitative insights into the potential impact of website functionality on the attractiveness of job-seekers. Full Article
ir Knowing thy neighbour: creating and capturing value from a firm's alliance experiences By www.inderscience.com Published On :: 2024-09-02T23:20:50-05:00 Intellectual assets, especially its relational forms, have become increasingly important to explain a firm's innovation. To examine relational forms of intellectual assets (IA), this study theoretically and empirically advances a concept of alliance management capability (AMC) to explain the value creation and capture aspects of a firm's innovation process. The concepts of value-creating alliance experiences (VCAE) and value capturing alliance experiences (VCPAE) were introduced in which a firm's ability to learn from these alliance experiences increases the firm's ability to discover and govern partnerships that bring the firm's innovations to market. Hypotheses were developed and empirically examined in the biotechnology industry. A contribution of this study is that a firm's VCAE and VCPAE introduce a greater 'openness' to a firm's innovation process. This openness enables a firm to better adapt and respond to the opportunities of the market and thus impact a firm's competitive advantage to innovate. Full Article
ir The relationship between 'creative slack' as an intangible asset and the innovative capabilities of the firm By www.inderscience.com Published On :: 2024-09-02T23:20:50-05:00 The notion of creative slack purposefully refers to the notion of organisational slack proposed by Penrose (1959), who suggested that managers in organisations always have some stock of unused resources that inevitably accumulate when developing projects and are the primary factors determining the growth and innovation of the firm. In this contribution, we aim at adding a new dimension to the notion of organisational slack. Our view is that in many innovative organisations the slack of unused ideas is essentially a creative one, which is accumulated in diverse communities through multiple projects. This creative slack is a key intangible asset and a source of knowledge creation and innovation. To explain how organisations may benefit from exploiting the creative slack accumulated by communities, we rely on the analysis of two case studies, that of the Hydro-Québec Research Institute (IREQ), and of Ubisoft Montreal. Full Article
ir Female academics in higher education institutes and their work-life balance strategies: a voiceless saga By www.inderscience.com Published On :: 2024-10-02T23:20:50-05:00 Work-life balance (WLB) is a widely explored topic in the academic discourse. The researchers are trying to find strategies to effectively balance their work and home responsibilities for women in management. This study aims to analyse how gender roles and inequalities shape the strategies of female academics in higher education institutions. Eighteen faculty members participated in the semi-structured interviews. The trustworthiness of qualitative inquiry was ascertained by using triangulation, thick descriptions, and peer reviews. Three major themes emerged from the analysis: emotional, religious and social strategies. Despite available support, faculty noted challenges in managing work and family roles and fighting with gender stereotypes. This research adds to the emerging concept of WLB literature from the developed countries' viewpoint. It also shows how WLB discourse varies from Western sensibilities and collaborates with the previously established strategies that female academics formulate in WLB. Full Article
ir From Requirements to Code: Issues and Learning in IS Students’ Systems Development Projects By Published On :: Full Article
ir Virtual Computing Laboratories: A Case Study with Comparisons to Physical Computing Laboratories By Published On :: Full Article
ir Academic Library Services in Virtual Worlds: An Examination of the Potential for Library Services in Immersive Environments By Published On :: Full Article
ir Encouraging Girls to Consider a Career in ICT: A Review of Strategies By Published On :: Full Article
ir Two-Dimensional Parson’s Puzzles: The Concept, Tools, and First Observations By Published On :: Full Article
ir Fostering Digital Literacy through Web-based Collaborative Inquiry Learning – A Case Study By Published On :: Full Article
ir Digital Bridge or Digital Divide? A Case Study Review of the Implementation of the ‘Computers for Pupils Programme’ in a Birmingham Secondary School By Published On :: Full Article
ir The Effects of ICT Environment on Teachers’ Attitudes and Technology Integration in Japan and the U.S. By Published On :: Full Article
ir Web Annotation and Threaded Forum: How Did Learners Use the Two Environments in an Online Discussion? By Published On :: Full Article
ir Learning Circles: A Collaborative Technology-Mediated Peer-Teaching Workshop By Published On :: 2015-04-14 This research study explores peer teaching and learning without a domain expert teacher, within the context of an activity where teams of second level students (~16 years old) are required to create a learning experience for their peers. The study looks at how participants would like to be taught and how they would teach their peers if given the opportunity and examines the support they require, their motivation levels, and if they actually learn curriculum content using this approach. An exploratory case study methodology was used, and the findings suggest that students want varied learning experiences that include many of the elements which would fall under the heading of 21st century learning, that with some support and encouragement they can create innovative learning experiences for their peers, and that they can learn curriculum content from the process. Full Article
ir Exploring Pair Programming Benefits for MIS Majors By Published On :: 2016-12-16 Pair programming is a collaborative programming practice that places participants in dyads, working in tandem at one computer to complete programming assignments. Pair programming studies with Computer Science (CS) and Software Engineering (SE) majors have identified benefits such as technical productivity, program/design quality, academic performance, and increased satisfaction for their participants. In this paper, pair programming is studied with Management Information Systems (MIS) majors, who (unlike CS and SE majors taking several programming courses) typically take only one programming course and often struggle to develop advanced programming skills within that single course. The researchers conducted two pair programming experiments in an introductory software development course for MIS majors over three semesters to determine if pair programming could enhance learning for MIS students. The program results, researchers’ direct observations, and participants’ responses to a survey questionnaire were analyzed after each experiment. The results indicate that pair programming appears to be beneficial to MIS students’ technical productivity and program design quality, specifically the ability to create programs using high-level concepts. Additionally, results confirmed increased student satisfaction and reduced frustration, as the pairs worked collaboratively to produce a program while actively communicating and enjoying the process. Full Article
ir An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class By Published On :: 2016-12-14 Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-year engineering course, by using low-cost technology aids and proven pedagogical techniques to enhance student learning. Implemented in a first-year engineering course, this modified flipped model demonstrated an improved student awareness of essential engineering concepts and improved academic performance through collaborative and active learning activities, including flipped learning methodologies, without the need for expensive, formal active learning spaces. These findings have been validated through two studies and have shown similar results confirming that student learning is improved by the implementation of multi-pedagogical strategies in-formed by the use of an instructional design in a traditional classroom setting. Full Article
ir Girls, Boys, and Bots: Gender Differences in Young Children’s Performance on Robotics and Programming Tasks By Published On :: 2016-08-29 Prior work demonstrates the importance of introducing young children to programming and engineering content before gender stereotypes are fully developed and ingrained in later years. However, very little research on gender and early childhood technology interventions exist. This pilot study looks at N=45 children in kindergarten through second grade who completed an eight-week robotics and programming curriculum using the KIWI robotics kit. KIWI is a developmentally appropriate robotics construction set specifically designed for use with children ages 4 to 7 years old. Qualitative pre-interviews were administered to determine whether participating children had any gender-biased attitudes toward robotics and other engineering tools prior to using KIWI in their classrooms. Post-tests were administered upon completion of the curriculum to determine if any gender differences in achievement were present. Results showed that young children were beginning to form opinions about which technologies and tools would be better suited for boys and girls. While there were no significant differences between boys and girls on the robotics and simple programming tasks, boys performed significantly better than girls on the advanced programming tasks such as, using repeat loops with sensor parameters. Implications for the design of new technological tools and curriculum that are appealing to boys and girls are discussed. Full Article
ir Using Autobiographical Digital Storytelling for the Integration of a Foreign Student in the School Environment. A Case Study By Published On :: 2016-06-25 Immigrant students face a multitude of problems, among which are poor social adaptation and school integration. On the other hand, although digital narrations are widely used in education, they are rarely used for aiding students or for the resolution of complex problems. This study exploits the potential of digital narrations towards this end, by examining how the development and presentation of an autobiographical digital narration can assist immigrant students in overcoming their adaptation difficulties. For that matter, a female student presenting substantial problems was selected as the study’s subject. Data was collected from all the participating parties (subject, teacher, classmates) using a variety of tools, before, during, and after the intervention. It was found that through the digital narration she was able to externalize her thoughts and feelings and this, in turn, helped her in achieving a smoother integration in the school environment. In addition, the attitudes and perceptions of the other students for their foreign classmate were positively influenced. The intervention was short in duration and it did not require special settings. Hence, it can be easily applied and educators can consider using similar interventions. On the other hand, further research is recommended to establish the generalizability of the study’s findings. Full Article
ir Investigating the Use and Design of Immersive Simulation to Improve Self-Efficacy for Aspiring Principals By Published On :: 2017-04-26 Aim/Purpose: Improving public schools is a focus of federal legislation in the United States with much of the burden placed on principals. However, preparing principals for this task has proven elusive despite many changes in programming by institutions of higher learning. Emerging technologies that rely on augmented and virtual realities are posited to be powerful pedagogical tools for closing this gap. Background: This study investigated the effects of immersive simulation technologies on principals’ self-efficacy after treatment and the perceived significance of the design of the immersive simulation experience as an effective tool for adult learners. Methodology: The investigator employed a multiple-methods study that relied on a purposive sample of graduate students enrolled in educational leadership programs at two small universities in the southeastern United States. Participants completed a two-hour module of immersive simulation designed to facilitate transfer of knowledge to skills thereby increasing their self-efficacy. Contribution: This paper contributes to a small body of literature that examines the use of immersive simulation to prepare aspiring principals. Findings: The findings indicate moderate effect sizes in changes in self-efficacy, positive attitudes toward immersive simulation as a pedagogical tool, and significance in the design of immersive simulation modules. This suggests that immersive simulation, when properly designed, aids principals in taking action to improve schools. Recommendations for Practitioners: Educational leadership programs might consider the use of immersive simulations to enhance principals’ ability to meet the complex demands of leading in the 21st century. Impact on Society: Principals may be more adept at improving schools if preparation programs provided consistent opportunities to engage in immersive simulations. Future Research: Future research should be conducted with larger sample sizes and longitudinally to determine the effectiveness of this treatment. Full Article
ir The Impact of Hands-On Simulation Laboratories on Teaching of Wireless Communications By Published On :: 2017-03-15 Aim/Purpose: To prepare students with both theoretical knowledge and practical skills in the field of wireless communications. Background: Teaching wireless communications and networking is not an easy task because it involves broad subjects and abstract content. Methodology: A pedagogical method that combined lectures, labs, assignments, exams, and readings was applied in a course of wireless communications. Contribution: Five wireless networking labs, related to wireless local networks, wireless security, and wireless sensor networks, were developed for students to complete all of the required hands-on lab activities. Findings: Both development and implementation of the labs achieved a successful outcome and provided students with a very effective learning experience. Students expressed that they had a better understanding of different wireless network technologies after finishing the labs. Recommendations for Practitioners: Detailed instructional lab manuals should be developed so that students can carry out hands-on activities in a step-by-step fashion. Recommendation for Researchers: Hands-on lab exercises can not only help students understand the abstract technical terms in a meaningful way, but also provide them with hands-on learning experience in terms of wireless network configuration, implementation, and evaluation. Impact on Society: With the help of a wireless network simulator, students have successfully enhanced their practical skills and it would benefit them should they decide to pursue a career in wireless network design or implementation. Future Research: Continuous revision of the labs will be made according to the feedback from students. Based on the experience, more wireless networking labs and network issues could be studied in the future. Full Article
ir The Impact of Teacher Gender on Girls’ Performance on Programming Tasks in Early Elementary School By Published On :: 2018-07-03 Aim/Purpose: The goal of this paper is to examine whether having female robotics teachers positively impacts girls’ performance on programming and robotics tasks Background: Women continue to be underrepresented in the technical STEM fields such as engineering and computer science. New programs and initiatives are needed to engage girls in STEM beginning in early childhood. The goal of this work is to explore the impact of teacher gender on young children’s mastery of programming concepts after completing an introductory robotics program. Methodology: A sample of N=105 children from six classrooms (2 Kindergarten, 2 first grade, and 2 second grade classes) from a public school in Somerville, Massachusetts, participated in this research. Children were taught the same robotics curriculum by either an all-male or all-female teaching team. Upon completion of the curriculum, they completed programming knowledge assessments called Solve-Its. Comparisons between the performance of boys and girls in each of the teaching groups were made. Findings: This paper provides preliminary evidence that having a female instructor may positively impact girls’ performance on certain programming tasks and reduce the number of gender differences between boys and girls in their mastery of programming concepts. Recommendations for Practitioners: Practitioners should expose children to STEM role-models from a variety of backgrounds, genders, ethnicities, and experiences. Future Research: Researchers should conduct future studies with larger samples of teachers in order to replicate the findings here. Additionally, future research should focus on collecting data from teachers in the form of interviews and surveys in order to find out more about gender-based differences in teaching style and mentorship and the impact of this on girls' interest and performance in STEM. Full Article
ir Categorizing the Educational Affordances of 3 Dimensional Immersive Digital Environments By Published On :: 2018-05-29 Aim/Purpose: This paper provides a general-purpose categorization scheme for assessing the utility of new and emerging three-dimensional interactive digital environments (3D-IDEs), along with specific pedagogic approaches that are known to work. It argues for the use of 3D-IDEs on the basis of their ludic appeal and ability to provide intrinsic motivation to the learner, and their openness that allows the learner to gain a more holistic understanding of a topic. Background: Researchers have investigated the affordances, benefits, and drawbacks of individual 3D-IDEs, such as virtual worlds, but teachers lack a general-purpose approach to assessing new 3D-IDEs as they appear and applying them to teaching practice. Methodology: The categorization scheme is based on the analysis, reflection, and comprehension of the research on limitations, challenges, and opportunities for teaching in virtual environments by Angel Rueda, Valdes Godines and Guzmán Flores; the scheme is discussed in terms of an experiment to trial virtual genetics labs in Second Life. Contribution: The paper describes a general-purpose approach to applying existing and new 3D virtual spaces to education, shows a worked example of the use of the categories, and describes six approaches to consider in applying these technologies. Findings: 3D-IDEs are categorized in terms of the way in which they interface with the user’s senses and their ability to provide ‘immersion’; two forms of immersion are examined: digital perceptual immersion – the generated sense of reality – and ludic narrative immersion – a less cognitive and more emotional engagement with the learning environment. Recommendations for Practitioners: Six specific forms of pedagogy appropriate for 3D-IDEs are examined and discussed, in terms of the affordances and technology required, as assessed by the categorization scheme. More broadly, the paper argues for a change in the assessment of new digital technologies from the technology’s features to its affordances and the pedagogies it can support. Recommendation for Researchers: The paper offers a practical approach to choosing and using 3D-IDEs for education, based upon previous work. The next step is to trial the scheme with teachers to ascertain its ease of use and effectiveness. Impact on Society: The paper argues strongly for a new approach to teaching, where the learner is encouraged to use 3D-IDEs in a ludic manner in order to generate internal motivation to learn, and to explore the topic according to their individual learning needs in addition to the teacher’s planned route through the learning material. Future Research: The categorization scheme is intended to be applied to new technologies as they are introduced. Future research is needed to assess its effectiveness and if necessary update the scheme. Full Article
ir Delving into the Specificity of Instructional Guidance in Social Media-supported Learning Environments By Published On :: 2018-03-02 Aim/Purpose: This study investigates the variations in student participation patterns across different types of instructional activities, learning modes, and with different instructional guidance approaches. In the current study, different variables, modes of learning (guided versus unguided), and types of guidance (social versus cognitive) were manipulated in a series of microblogging-supported collaborative learning tasks to examine to what extent and in which aspects instructional guidance affects the effectiveness and student perception of microblogging-supported learning. Background: Despite the overwhelming agreement on the importance of instructional guidance in microblogging-supported learning environments, very few studies have been done to examine the specificity of guidance, such as how to structure and support microblogging activities, as well as what types of guidance are appropriate in what learning contexts. Methodology: This semester-long study utilized a case-study research design via a multi-dimensional approach in a hybrid classroom with both face-to-face and online environments. Tweets were collected from four types of activities and coded based on content within their contextual setting. Twenty-four college students participated in the study. Contribution: In response to the call to improve social media learning environments under-scored in contemporary education, the current case study took an initial step aiming at deepening the understanding of the role of instructional guidance in microblogging-supported learning environments. Findings: This study showcases that with instructor facilitation, students succeeded in being engaged in a highly participatory and interactive learning experience across a variety of tasks and activities. This study indicates that students’ perspectives of social media tools rely heavily on what instructors do with the tool and how the instructional activities are structured and supported. Instructors’ scaffolding and support is instrumental in keeping students on task and engaging students with meaningful events, thus ensuring the success of microblogging-based learning activities. Meanwhile, students’ perception of usefulness of instructional guidance is closely related to their own pre-perception and experience. Recommendations for Practitioners: When incorporating social media tools, it is important to examine learner’s prior knowledge and comfort level with these tools and tailor the design of instructional activities to their attributes. It is also vital to monitor student progress, adjust the type and amount of guidance and scaffolding provided as they progress, and eventually remove the scaffolding until students can demonstrate that they can perform the task successfully without assistance. Recommendation for Researchers: Due to many other potential factors in place that could potentially influence student learning, no conclusive remarks can be made regarding the superiority of either one type of guidance approach. Future researchers should continue to develop robust research methodologies to seek ways to better operationalize this variable and strive to understand its effect. Future Research: Future replication studies in other settings, with a larger sample size, and different populations will certainly provide further insights on the effects of instructional guidance in microblogging-based learning. Alternative coding methods may also shed light on differences in student interaction in terms of content diversity and depth of learning when analyzing the tweets. Advanced data collection techniques may be explored to ascertain the completeness of data collection. Full Article
ir Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games By Published On :: 2019-08-04 Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted. Full Article
ir Improving Workgroup Assessment with WebAVALIA: The Concept, Framework and First Results By Published On :: 2020-09-21 Aim/Purpose: The purpose of this study is to develop an efficient methodology that can assist the evaluators in assessing a variable number of individuals that are working in groups and guarantee that the assessment is dependent on the group members’ performance and contribution to the work developed. Background: Collaborative work has been gaining more popularity in academic settings. However, group assessment needs to be performed according to each individual’s performance. The problem rests on the need to distinguish each member of the group in order to provide fair and unbiased assessments. Methodology: Design Science Research methodology supported the design of a framework able to provide the evaluator with the means to distinguish individuals in a workgroup and deliver fair results. Hevner’s DSR guidelines were fulfilled in order to describe WebAVALIA. To evaluate the framework, a quantitative study was performed and the first results are presented. Contribution: This paper provides a methodological solution regarding a fair evaluation of collaborative work through a tool that allows its users to perform their own assessment and peer assessment. These are made accordingly to the user’s perspectives on the performance of each group member throughout the work development. Findings: The first analysis of the results indicates that the developed method provides fairness in the assessment of group members, delivering a distinction amongst individuals. Therefore, each group member obtains a mark that corresponds to their specific contribution to the workgroup. Recommendations for Practitioners: For those who intend to apply this workgroup assessment method, it is relevant to raise student awareness about the methodology that is going to be used. That is, all the functionalities and steps in WebAVALIA have to be thoroughly explained before beginning of the project. Then, the evaluators have to decide about the students’ intermediate voting, namely if the evaluator chooses or not to publish student results throughout the project’s development. If there is the decision to display these intermediate results, the evaluator must try to encourage collaboration among workgroup members, instead of competition. Recommendation for Researchers: This study explores the design and development of an e-assessment tool – WebAVALIA. In order to assess its feasibility, its use in other institutions or contexts is recommended. The gathering of user opinions is suggested as well. It would then be interesting to compare the findings of this study with the results from other experimentations Impact on Society: Sometimes, people develop a rejection of collaborative work because they feel exploited due to the biased evaluation results. However, the group members assessment distinction, according to each one’s performance, may give each individual a sense of fairness and reward, leading to an openness/willingness towards collaborative work. Future Research: As future work, there are plans to implement the method in other group assessment contexts – such as sports and business environments, other higher education institutions, technical training students – in other cultures and countries. From this myriad of contexts, satisfaction results would be compared. Other future plans are to further explore the mathematical formulations and the respective WebAVALIA supporting algorithms. Full Article
ir A Cognitive Approach to Assessing the Materials in Problem-Based Learning Environments By Published On :: 2021-07-12 Aim/Purpose: The purpose of this paper is to develop and evaluate a debiasing-based approach to assessing the learning materials in problem-based learning (PBL) environments. Background: Research in cognitive debiasing suggests nine debiasing strategies improve decision-making. Given the large number of decisions made in semester-long, problem-based learning projects, multiple tools and techniques help students make decisions. However, instructors may struggle to identify the specific tools or techniques that could be modified to best improve students’ decision-making in the project. Furthermore, a structured approach for identifying these modifications is lacking. Such an approach would match the debiasing strategies with the tools and techniques. Methodology: This debiasing framework for the PBL environment is developed through a study of debiasing literature and applied within an e-commerce course using the Model for Improvement, continuous improvement process, as an illustrative case to show its potential. In addition, a survey of the students, archival information, and participant observation provided feedback on the debiasing framework and its ability to assess the tools and techniques within the PBL environment. Contribution: This paper demonstrates how debiasing theory can be used within a continuous improvement process for PBL courses. By focusing on a cognitive debiasing-based approach, this debiasing framework helps instructors 1) identify what tools and techniques to change in an PBL environment, and 2) assess which tools and techniques failed to debias the students adequately, providing potential changes for future cycles. Findings: Using the debiasing framework in an e-commerce course with significant PBL elements provides evidence that this framework can be used within IS courses and more broadly. In this particular case, the change identified in a prior cycle proved effective and additional issues were identified for improvement. Recommendations for Practitioners: With the growing usage of semester-long PBL projects in business schools, instructors need to ensure that their design of the projects incorporates techniques that improve student learning and decision making. This approach provides a means for assessing the quality of that design. Recommendation for Researchers: This study uses debiasing theory to improve course techniques. Researchers interested in assessment, course improvement, and program improvement should incorporate debiasing theory within PBL environments or other types of decision-making scenarios. Impact on Society: Increased awareness of cognitive biases can help instructors, students, and professionals make better decisions and recommendations. By developing a framework for evaluating cognitive debiasing strategies, we help instructors improve projects that prepare students for complex and multifaceted real-world projects. Future Research: The approach could be applied to multiple contexts, within other courses, and more widely within information systems to extend this research. The framework might also be refined to make it more concise, integrated with assessment, or usable in more contexts. Full Article
ir A Deep Learning Based Model to Assist Blind People in Their Navigation By Published On :: 2022-08-23 Aim/Purpose: This paper proposes a new approach to developing a deep learning-based prototyping wearable model which can assist blind and visually disabled people to recognize their environments and navigate through them. As a result, visually impaired people will be able to manage day-to-day activities and navigate through the world around them more easily. Background: In recent decades, the development of navigational devices has posed challenges for researchers to design smart guidance systems for visually impaired and blind individuals in navigating through known or unknown environments. Efforts need to be made to analyze the existing research from a historical perspective. Early studies of electronic travel aids should be integrated with the use of assistive technology-based artificial vision models for visually impaired persons. Methodology: This paper is an advancement of our previous research work, where we performed a sensor-based navigation system. In this research, the navigation of the visually disabled person is carried out with a vision-based 3D-designed wearable model and a vision-based smart stick. The wearable model used a neural network-based You Only Look Once (YOLO) algorithm to detect the course of the navigational path which is augmented by a GPS-based smart Stick. Over 100 images of each of the three classes, namely straight path, left path and right path, are being trained using supervised learning. The model accurately predicts a straight path with 79% mean average precision (mAP), the right path with 83% mAP, and the left path with 85% mAP. The average accuracy of the wearable model is 82.33% and that of the smart stick is 96.14% which combined gives an overall accuracy of 89.24%. Contribution: This research contributes to the design of a low-cost navigational standalone system that will be handy to use and help people to navigate safely in real-time scenarios. The challenging self-built dataset of various paths is generated and transfer learning is performed on the YOLO-v5 model after augmentation and manual annotation. To analyze and evaluate the model, various metrics, such as model losses, recall value, precision, and maP, are used. Findings: These were the main findings of the study: • To detect objects, the deep learning model uses a higher version of YOLO, i.e., a YOLOv5 detector, that may help those with visual im-pairments to improve their quality of navigational mobilities in known or unknown environments. • The developed standalone model has an option to be integrated into any other assistive applications like Electronic Travel Aids (ETAs) • It is the single neural network technology that allows the model to achieve high levels of detection accuracy of around 0.823 mAP with a custom dataset as compared to 0.895 with the COCO dataset. Due to its lightning-speed of 45 FPS object detection technology, it has become popular. Recommendations for Practitioners: Practitioners can help the model’s efficiency by increasing the sample size and classes used in training the model. Recommendation for Researchers: To detect objects in an image or live cam, there are various algorithms, e.g., R-CNN, Retina Net, Single Shot Detector (SSD), YOLO. Researchers can choose to use the YOLO version owing to its superior performance. Moreover, one of the YOLO versions, YOLOv5, outperforms its other versions such as YOLOv3 and YOLOv4 in terms of speed and accuracy. Impact on Society: We discuss new low-cost technologies that enable visually impaired people to navigate effectively in indoor environments. Future Research: The future of deep learning could incorporate recurrent neural networks on a larger set of data with special AI-based processors to avoid latency. Full Article
ir Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education By Published On :: 2023-08-25 Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinking approach, can empower students to learn and develop their digital skills effectively. This study explores the impact of digital self-directed learning environment, developed using a design thinking approach, on enhancing digital literacy skills among higher education students in Thailand. Methodology: The research methodology involves developing a digital self-directed learning environment, collecting and analyzing data, and using statistical analysis to compare the outcomes between different groups. The sample includes 60 undergraduate students from the School of Industrial Education and Technology at King Mongkut Institute of Technology, divided into a control group (n=30) and an experimental group (n=30). Data analysis involves mean, standard deviation, and one-way MANOVA. Contribution: This research contributes to the evidence supporting the use of Design Thinking in developing digital self-directed learning environment, demonstrating its effectiveness in meeting learners’ needs and improving learning outcomes in higher education. Findings: Key findings include: 1) the digital media and self-directed learning activities plan developed through the design thinking approach received high-quality ratings from experts, with mean scores of 4.87 and 4.93, respectively; and 2) post-lesson comparisons of learning outcome and digital literacy assessment scores revealed that the group utilizing digital media with self-directed learning activities had significantly higher mean scores than the traditional learning group, with a significance level of 0.001. Recommendations for Practitioners: Practitioners in higher education should use design thinking to develop digital self-directed learning environments that enhance digital literacy skills. This approach involves creating high-quality digital media and activities, promoting engagement and improved outcomes. Collaboration and stakeholder involvement are essential for effective implementation. Recommendation for Researchers: Researchers should continue to explore the effectiveness of design thinking approaches in the development of learning environments, as well as their influence on different educational aspects such as student engagement, satisfaction, and overall learning outcomes. Impact on Society: By enhancing digital literacy skills among higher education students, this study contributes to the development of a digitally skilled workforce, encourages lifelong learning, and aids individuals in effectively navigating the challenges of the digital era. Future Research: Future research could explore a broader range of student demographics and educational settings to validate the effectiveness of the Design Thinking approach in enhancing digital literacy. This could include integrating design thinking with alternative digital learning and teaching methods to further improve digital literacy. Full Article
ir Key Factors for a Creative Environment in Saudi Arabian Higher Education Institutions By Published On :: 2023-04-29 Aim/Purpose: This research explores the influence of organizational-level and individual-level creativity and innovation and the technology acceptance model toward the higher education creative environment that consists of research creativity and teaching creativity. Background: Creativity and innovation are essential pillars for higher education institutions (HEIs). The two terms are interconnected, where creativity is referring to finding better ideas to do the work, while innovation is referring to how to do and implement these creative ideas. Choosing the optimal creative process and the organizational support needed to develop it is an important goal in achieving a creative and inventive environment. For the success of the creative environment to ensure the improvement of higher education institutions, information technology as social networking sites plays a crucial part in the creative process within universities. However, assessing the creativity and innovation of Saudi higher education institutions has not been well recognized. Universities today serve as knowledge-based institutions because they are at the forefront of cutting-edge R&D and scientific innovations. Creating such a productive research environment in universities, however, necessitates a work culture that encourages employees to be more creative while also encouraging the creation of new ideas and innovations. Methodology: A survey instrument was utilized as a quantitative method for this research to gather data from the study sample on the influencing variables employed in the research framework. Respondent data were analyzed using a disjoint two-stage method using PLS-SEM path modelling. Contribution: The results of this research contribute to the theoretical and scientific literature by offering a model of creativity and innovation in higher education institutions. The model proposes an optimal blend of organizational, individual, and technology variables that contribute to the development of the Higher Education Creative Environment in HEIs via creativity in teaching and research and a culture of innovation. In another way, the proposed framework especially helps to comprehend the challenges regulating establishing teaching and research creativity in HEIs via the adoption of organizational, individual, and technology enablers identified as part of this study. Findings: According to the results, organizational factors such as organizational encouragement, freedom, and challenging work have a positive relationship with the higher education creative environment. However, realistic work pressure, a lack of organizational impediments, managerial encouragement, and work group support is insufficient to affect the creative environment in higher education in Saudi Arabia. Individual variables (creative thinking skills and expertise, for example) also have a positive impact on the higher education creative environment. In the higher education creative environment, however, the influence of intrinsic motivation is insignificant. Finally, technology factors such as social networking site adoption intention, perceived usefulness, and perceived ease of use have the potential to influence the higher education creative environment. Recommendations for Practitioners: On the practical front, the obvious recommendation of this research is that it enables top leadership in Saudi HEIs to rethink the norms of creativity and innovation in their institutions, thereby instilling a mindset guided by a flourishing culture of creativity in the HEI environment with a specific focus on creativity practices in research and teaching domains. Furthermore, to promote the environment’s creativity within Saudi Arabian HEIs, university leaders must consider the suggested Organizational, Individual, and Technology factors as key enablers of creativity and innovation, which will guide them in revisiting their strategic actions in terms of further augmenting the creative performance of their academic’s staff, thereby sustaining a culture of Higher Education Creative Environment (HECE). Recommendation for Researchers: This study addressed many organizational, individual, and technology variables that facilitate Saudi Arabian HECE accomplishment in the form of research and teaching creativity. Furthermore, fresh insights for Saudi public HEIs are revealed when the success aspects of the creative environment are considered. If academic leadership at Saudi HEIs is to encourage the creative environment in general and creativity in teaching and research, it would be suitable for them to highlight individual, organizational, and technology success elements. As a result, their HEIs will be able to produce more innovative research, products, and services that can support and meaningfully achieve national transformation initiatives, opening the path for a transition into a knowledge-based economy. Impact on Society: In fact, this research is based on a quantitative research method, and the findings were also significant especially considering the current global crises. It is clearly understood by this process that includes organizational, individual, and technology factors as key enablers of the creative performance of academic staff, thereby sustaining a culture of HECE. Future Research: While providing the research model, it is probable that this study overlooked any other crucial aspects influencing creativity and innovation. As a result, future research should look at additional variables that may impact HECE in Saudi Arabian HEIs. Furthermore, while this study focused on deriving HECE with a particular emphasis on research and teaching creativity as results, future research might look at deriving other creativity outcomes (e.g., entrepreneurial creativity) within the investigated HECE dimension. Full Article
ir Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies By Published On :: 2024-08-25 Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students. Full Article
ir Emerging Research on Virtual Reality Applications in Vocational Education: A Bibliometric Analysis By Published On :: 2024-05-20 Aim/Purpose: This study explores the subject structure, social networks, research trends, and issues in the domain that have the potential to derive an overview of the development of virtual reality-based learning media in vocational education. Background: Notwithstanding the increasingly growing interest in the application of virtual reality in vocational learning, the existing research literature may still leave out some issues necessary for a comprehensive understanding. This study will point out such areas that need more exploration and a more comprehensive synthesis of the literature by conducting a bibliometric analysis. It will be interesting to keep track of the changing concepts and methodologies applied in the development of VR-based learning media in vocational education research. Methodology: This review was carried out using bibliometric methodology, which can highlight patterns of publication and research activity in this hitherto little studied area. The results of the study have the potential to lead to evidence-based priority in VR development, which will tailor work for vocational contexts and set the compass against the growing worldwide interest in this area. The study provides a descriptive analysis of publications, citations, and keyword data for 100 documents published between the years 2013 and 2022 from the Scopus database, which is conducted to illustrate the trends in the field. Contribution: This study also counts as a contribution to understanding the research hotspots of VR-based learning media in vocational education. Through bibliometric analysis, this study thoroughly summarized the relevant research and literature laying a knowledge foundation for researchers and policy makers. Additionally, this analysis identified knowledge gaps, recent trends, and directions for future research. Findings: The bibliometric analysis revealed the following key findings: 1. A growing publication trajectory, with output increasing from 7 articles in 2013 to 25 articles in 2022. 2. The United States led the contributions, followed by China, and Germany. 3. The most prominent authors are affiliated with American medical institutions. 4. Lecture proceedings include familiar sources that reflect this nascent domain. 5. Citation analysis identified highly influential work and researchers. 6. Keyword analysis exposed technology-oriented topics rather than learning-oriented terms. These findings present an emerging landscape with opportunities to address geographic and pedagogical research gaps. Recommendations for Practitioners: This study will be beneficial for designers and developers of VR-based learning programs because it aligns with the most discussed and influential VR technologies within the literature. Such an alignment of an approach with relevant research trends and focus can indeed be very useful for the effective application and use of VR-based learning media for quality improvements in vocational students' learning. Recommendation for Researchers: In fact, in this bibliometric review of VR integration within vocational classrooms, a future call for focused research is presented, especially on teaching methods, course design, and learning impact. This is a framework that seeks to establish its full potential with effective and integrated use of VR in the various vocational curricula and settings of learners. Impact on Society: From the findings of the bibliometric analysis, it is evident that virtual reality technologies (VR) have significantly led to transformation within educational media. There is no denying that the growing interest and investment in the integration of virtual reality into vocational education has been well manifested in the substantive increase in publications in the last decade. This shows what the innovation driving factor is in the United States. At the same time the rapid contributions from China signal worldwide recognition of the potential of VR to improve technical skills training. This study points the way for more research to bridge critical gaps, specifically how VR tools can be used in vocational high school classrooms. Furthermore, research should be aligned to meet specific needs of vocational learners and even promote international cross-border partnerships, pointing out the potential of virtual reality to be a universally beneficial tool in vocational education. The examination of highly cited articles provides evidence of the potential of VR to be an impactful pedagogical tool in vocational education. The findings suggest that researchers need to move forward looking at the trajectory of VR in vocational education and how promising it is in defining the future for innovative and effective learning methodologies. Future Research: This study is an exceptionally valuable contribution, a true landmark in the field of dynamic development, and one that denotes very meaningful implications for the future course of research in the dynamically developing field of bibliometric analysis of VR-based learning media for vocational education. The increase in the number of publications emanates from growing interests in the application of virtual reality (VR) technologies in vocational education. The high concentration of authorship from the USA, along with the ever increasing contributions from China, spotlights the increasing worldwide recognition of the impact of immersive technologies in the enhancement of training in technical skills. These are emerging trends that call for research to exemplify the diverse views and global teamwork opportunities presented by VR technologies. The study also highlights critical areas that need focused attention in future research endeavors. The fact that the embedding of VR tools into classrooms in vocational high schools has been poorly researched points to the major gap in pedagogical research within authentic educational settings. Therefore, further investigations should evaluate teaching methods in VR, lesson designs, and the impacts of VR in specific vocational trades. This supports the need for learner-centered frameworks that are tailor-made to the needs of vocational learners. This calls for more direct and focused investigations into identified research gaps noting a growing dominance in the field of health-related research with the most cited articles in this field, to integrate virtual reality into additional vocational education contexts. In this way, the gaps present an opportunity for researchers to make significant contributions to the development of interventions responsive to the unique needs of vocational learners; this will contribute to strengthening the evidence base for the worldwide implementation of VR within vocational education systems. This was recommended as the intention of such a bibliometric analysis: supporting the potential of VR as a pedagogical tool in vocational contexts and providing grounding for a strong and focused future research agenda within this burgeoning area of educational technology. Full Article
ir E-service quality subdimensions and their effects upon users' behavioural and praising intentions in internet banking services By www.inderscience.com Published On :: 2024-10-21T23:20:50-05:00 The purpose of this study is to explore the effect of electronic service quality subdimensions upon the behavioural and praising intentions of users engaged in internet banking. Using the survey method, 203 responses were collected from users of online banking in Turkey. A partial least square structural equation model was constructed to test both the reliability and validity of the measurement, as well as the structural model. The results indicated that emotional benefits, ease of use, and control subdimensions, which are influenced through graphical quality and layout clarity, have a significant and positive impact upon the behavioural and praising intentions of users of online banking. The study did not find support for the direct effect of layout clarity upon behavioural and praising intentions. Full Article
ir Nexus between women directors and firm performance: a study on BSE 200 companies By www.inderscience.com Published On :: 2024-10-21T23:20:50-05:00 The present study is a modest attempt to investigate the impact of gender diversity on firm performance of BSE 200 listed companies. The study is based on the secondary data collected from the EMIS database and the corporate governance reports for a period of eight years, i.e., from 2012 to 2019. Sample size of the present study is 174 Indian companies listed in the Bombay Stock Exchange. The study has employed multiple regression models by considering the endogeneity issue to empirically test the impact of gender diversity on firm performance in Indian context. Based on the multiple regression models, we find that the impact of gender diversity is positive and significant on the market-based measure of firm performance. However, the impact becomes negative significant when firm performance was measured by accounting based measure of firm performance. Full Article
ir 'CSR, sustainability and firm performance linkage' current status and future dimensions - a bibliometric review analysis By www.inderscience.com Published On :: 2024-10-21T23:20:50-05:00 Corporate social responsibility (CSR) and sustainability are gaining worldwide recognition. The question of whether CSR and sustainability programs benefit an organisation's financial success is still being debated. This study aims to verify this phenomenon by examining the current literature pattern on this relationship using bibliometric and systematic review analysis. It further provides a taxonomy for understanding this association. VOSviewer is used to obtain comprehensive dataset mapping and clustering in the field. The manuscript offers promising insights regarding academia by assessing the pattern of publication trends, the most influential author in the area, and analysing the methodological and theoretical underpinnings of CSR, sustainability and firm performance linkage. The outcome of this study provides exploratory insights into research gaps and avenues for future research. Full Article