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Showing papers in "International journal of educational technology in higher education in 2022"


Journal ArticleDOI
TL;DR: In this paper , the authors present a systematic review of the literature in the Web of Science and Scopus, to identify, analyze and classify the published articles between 2000 and 2021 on digital competences, and thus find and improve the research being done on digital skills and future avenues of teachers in the university context.
Abstract: Abstract Digital competence has gained a strong prominence in the educational context, being one of the key competencies that teachers must master in today's society. Although most models and frameworks focus on the pre-university level, there is a growing interest in knowing the state of digital competencies of university teachers, that is, the set of knowledge, skills and attitudes necessary for a teacher to make effective use of technologies. The aim of this research is to present a systematic review of the literature in the Web of Science and Scopus, to identify, analyze and classify the published articles between 2000 and 2021 on digital competences, and thus find and improve the research being done on digital skills and future avenues of teachers in the university context. The SciMAT software is used in the analysis. The initial search reveals more than 343 articles in English, of which 152 are duplicates and 135 are not related to the topic of study. After this filtering, 56 articles are obtained and analyzed in depth. The results reveal a predominance of research that focuses on analyzing teachers' self-assessment and reflection of their digital competencies. Teachers recognize that they have a low or medium–low digital competence, as well as the absence of certain competencies, especially those related to the evaluation of educational practice. Despite the multiple studies that address this issue, it is necessary to continue improving research in this area, deepening the assessment of teachers' digital competencies and design, on this basis, more practical and personalized training programs that respond to the needs of teachers in the digital era.

55 citations


Journal ArticleDOI
TL;DR: In this paper , the authors present a systematic literature review (SLR) of studies that covered online flipped classroom (FC) approaches in higher education during the COVID-19 pandemic.
Abstract: Flipped classroom (FC) approaches have gotten substantial attention in the last decade because they have a potential to stimulate student engagement as well as active and collaborative learning. The FC is generally defined as a strategy that flips the traditional education setting, i.e., the information transmission component of a traditional face-to-face lecture is moved out of class time. The FC relies on technology and is therefore suitable for online or blended learning, which were predominant forms of learning during the COVID-19 pandemic (March 2020-July 2021). In this paper we present a systematic literature review (SLR) of studies that covered online FC approaches in higher education during the pandemic. We analyzed 205 publications in total and 18 in detail. Our research questions were related to the main findings about the success of implementation of online FC and recommendations for future research. The findings indicated that those who had used FC approaches in face-to-face or blended learning environments more successfully continued to use them in online environments than those who had not used it before. The SLR opened possible questions for future research, such as the effectiveness of the FC for different courses and contexts, the cognitive and emotional aspects of student engagement, and students' data protection. It pointed to the need to examine different aspects of online delivery of the FC more comprehensively, and with more research rigor.

37 citations


Journal ArticleDOI
TL;DR: In this article , the authors present a systematic review of the literature in the Web of Science and Scopus, to identify, analyze and classify the published articles between 2000 and 2021 on digital competences, and thus find and improve the research being done on digital skills and future avenues of teachers in the university context.
Abstract: Abstract Digital competence has gained a strong prominence in the educational context, being one of the key competencies that teachers must master in today's society. Although most models and frameworks focus on the pre-university level, there is a growing interest in knowing the state of digital competencies of university teachers, that is, the set of knowledge, skills and attitudes necessary for a teacher to make effective use of technologies. The aim of this research is to present a systematic review of the literature in the Web of Science and Scopus, to identify, analyze and classify the published articles between 2000 and 2021 on digital competences, and thus find and improve the research being done on digital skills and future avenues of teachers in the university context. The SciMAT software is used in the analysis. The initial search reveals more than 343 articles in English, of which 152 are duplicates and 135 are not related to the topic of study. After this filtering, 56 articles are obtained and analyzed in depth. The results reveal a predominance of research that focuses on analyzing teachers' self-assessment and reflection of their digital competencies. Teachers recognize that they have a low or medium–low digital competence, as well as the absence of certain competencies, especially those related to the evaluation of educational practice. Despite the multiple studies that address this issue, it is necessary to continue improving research in this area, deepening the assessment of teachers' digital competencies and design, on this basis, more practical and personalized training programs that respond to the needs of teachers in the digital era.

33 citations


Journal ArticleDOI
TL;DR: In this article , the authors investigate current approaches to learning analytics (LA) dashboards while highlighting challenges faced by education providers in their operationalization and propose a state-of-the-art dashboard that not only leverages descriptive analytics components, but also integrates machine learning in a way that enables both predictive and prescriptive analytics.
Abstract: This study investigates current approaches to learning analytics (LA) dashboarding while highlighting challenges faced by education providers in their operationalization. We analyze recent dashboards for their ability to provide actionable insights which promote informed responses by learners in making adjustments to their learning habits. Our study finds that most LA dashboards merely employ surface-level descriptive analytics, while only few go beyond and use predictive analytics. In response to the identified gaps in recently published dashboards, we propose a state-of-the-art dashboard that not only leverages descriptive analytics components, but also integrates machine learning in a way that enables both predictive and prescriptive analytics. We demonstrate how emerging analytics tools can be used in order to enable learners to adequately interpret the predictive model behavior, and more specifically to understand how a predictive model arrives at a given prediction. We highlight how these capabilities build trust and satisfy emerging regulatory requirements surrounding predictive analytics. Additionally, we show how data-driven prescriptive analytics can be deployed within dashboards in order to provide concrete advice to the learners, and thereby increase the likelihood of triggering behavioral changes. Our proposed dashboard is the first of its kind in terms of breadth of analytics that it integrates, and is currently deployed for trials at a higher education institution.

27 citations


Journal ArticleDOI
TL;DR: In this article , the authors investigate current approaches to learning analytics (LA) dashboards while highlighting challenges faced by education providers in their operationalization and propose a state-of-the-art dashboard that not only leverages descriptive analytics components, but also integrates machine learning in a way that enables both predictive and prescriptive analytics.
Abstract: This study investigates current approaches to learning analytics (LA) dashboarding while highlighting challenges faced by education providers in their operationalization. We analyze recent dashboards for their ability to provide actionable insights which promote informed responses by learners in making adjustments to their learning habits. Our study finds that most LA dashboards merely employ surface-level descriptive analytics, while only few go beyond and use predictive analytics. In response to the identified gaps in recently published dashboards, we propose a state-of-the-art dashboard that not only leverages descriptive analytics components, but also integrates machine learning in a way that enables both predictive and prescriptive analytics. We demonstrate how emerging analytics tools can be used in order to enable learners to adequately interpret the predictive model behavior, and more specifically to understand how a predictive model arrives at a given prediction. We highlight how these capabilities build trust and satisfy emerging regulatory requirements surrounding predictive analytics. Additionally, we show how data-driven prescriptive analytics can be deployed within dashboards in order to provide concrete advice to the learners, and thereby increase the likelihood of triggering behavioral changes. Our proposed dashboard is the first of its kind in terms of breadth of analytics that it integrates, and is currently deployed for trials at a higher education institution.

23 citations


Journal ArticleDOI
TL;DR: A systematic review of the literature on AI in education is presented in this article , where the main AI applications in education are: predictive modelling, intelligent analytics, assistive technology, automatic content analysis, and image analytics.
Abstract: Abstract Over the last decade, there has been great research interest in the application of artificial intelligence (AI) in various fields, such as medicine, finance, and law. Recently, there has been a research focus on the application of AI in education, where it has great potential. Therefore, a systematic review of the literature on AI in education is therefore necessary. This article considers its usage and applications in Latin American higher education institutions. After identifying the studies dedicated to educational innovations brought about by the application of AI techniques, this review examines AI applications in three educational processes: learning, teaching, and administration. Each study is analyzed for the AI techniques used, such as machine learning, deep learning, and natural language processing, the AI tools and algorithms that are applied, and the main education topic. The results reveal that the main AI applications in education are: predictive modelling, intelligent analytics, assistive technology, automatic content analysis, and image analytics. It is further demonstrated that AI applications help to address important education issues (e.g., detecting students at risk of dropping out) and thereby contribute to ensuring quality education. Finally, the article presents the lessons learned from the review concerning the application of AI technologies in higher education in the Latin American context.

18 citations


Journal ArticleDOI
TL;DR: In this paper , the authors discuss the effect of a virtual teaching assistant (chatbot) that automatically responds to a student's question and demonstrate that the students who interacted with the chatbot performed better academically comparing to those who did not interact with the course instructor.
Abstract: Abstract Chatbot usage is evolving rapidly in various fields, including higher education. The present study’s purpose is to discuss the effect of a virtual teaching assistant (chatbot) that automatically responds to a student’s question. A pretest–posttest design was implemented, with the 68 participating undergraduate students being randomly allocated to scenarios representing a 2 × 2 design (experimental and control cohorts). Data was garnered utilizing an academic achievement test and focus groups, which allowed more in depth analysis of the students’ experience with the chatbot. The results of the study demonstrated that the students who interacted with the chatbot performed better academically comparing to those who interacted with the course instructor. Besides, the focus group data garnered from the experimental cohort illustrated that they were confident about the chatbot’s integration into the course. The present study essentially focused on the learning of the experimental cohort and their view regarding interaction with the chatbot. This study contributes the emerging artificial intelligence (AI) chatbot literature to improve student academic performance. To our knowledge, this is the first study in Ghana to integrate a chatbot to engage undergraduate students. This study provides critical information on the use and development of virtual teaching assistants using a zero-coding technique, which is the most suitable approach for organizations with limited financial and human resources.

17 citations


Journal ArticleDOI
TL;DR: In this article , the authors explored the effect of in-class attendance in technology-enhanced courses that are increasingly provided by secondary institutions and found that lecture attendance does not have a direct effect on academic outcomes, but it promotes performance by leveraging online learning engagement and formative assessment performance.
Abstract: In traditional school-based learning, attendance was regarded as a proxy for engagement and key indicator for performance. However, few studies have explored the effect of in-class attendance in technology-enhanced courses that are increasingly provided by secondary institutions. This study collected n = 367 undergraduate students' log files from Moodle and applied learning analytics methods to measure their lecture attendance, online learning activities, and performance on online formative assessments. A baseline and an alternative structural equation models were used to investigate whether online learning engagement and formative assessment mediated the relationship between lecture attendance and course academic outcomes. Results show that lecture attendance does not have a direct effect on academic outcomes, but it promotes performance by leveraging online learning engagement and formative assessment performance. Findings contribute to understanding the impact of in-class attendance on course academic performance and the interplay of in-class and online-learning engagement factors in the context of technology-enhanced courses. This study recommends using a variety of educational technologies to pave multiple pathways to academic success.The online version contains supplementary material available at 10.1186/s41239-021-00307-5.

16 citations


Journal ArticleDOI
TL;DR: The authors compared the effects of using MIM and asynchronous online discussion (AOD) on student online engagement, using a quasi-experimental study involving a historical cohort control group and found that the MIM group was more behaviorally engaged in discussion activities, producing more messages, more words, and higher rates of participation, task completion, and interaction.
Abstract: Abstract Mobile instant messaging (MIM) has become the most popular means for young people to communicate. MIM apps typically come with a myriad of features that educators may leverage to increase student learning. However, it remains poorly understood to what extent and in what aspect MIM can facilitate student engagement. We address the gap by comparing the effects of using MIM and asynchronous online discussion (AOD) on student online engagement, using a quasi-experimental study involving a historical cohort control group. Understanding which communication mode can better promote student online engagement is particularly important during the current widespread use of online learning. Specifically, we examined engagement from the behavioral, emotional, and cognitive dimensions. The results showed that the MIM group was more behaviorally engaged in discussion activities, producing more messages, more words, and higher rates of participation, task completion, and interaction. Emotionally, no statistically significant difference was found in students’ affective evaluation of course interaction and satisfaction between the two groups. However, MIM appeared to help students with improved intimacy and interpersonal relationships. Cognitively, the MIM group was more engaged than the AOD group. In particular, MIM seemed to facilitate interactive idea exchange and thus contributing to more “creating” activities. We conclude by providing suggestions for future instructional practice and research directions.

16 citations


Journal ArticleDOI
TL;DR: In this paper , the authors uncover the reasons for student dropout considering the perspective of students, field experts, instructors, administrators, and support staff, and reveal that students decide to drop out mainly due to four main reasons: internal reasons, external reasons, student characteristics, and student skills.
Abstract: Abstract While the demand for open and distance education is increasing, it also faces high dropout rates. The reasons and solutions for student dropouts need considerable attention. This study aims to uncover the reasons for student dropouts considering the perspective of students, field experts, instructors, administrators, and support staff. Data from semi-structured interviews with 40 participants revealed that students decide to drop out mainly due to four main reasons: internal reasons, external reasons, student characteristics, and student skills. These reasons include 37 sub-factors such as academic integration, social integration, financial status, personality, and self-regulation. The sub-factors and selected quotations from the interviews are presented in the findings. According to the results, administrators, field experts, instructors, and support staff are not aware of all the dropout reasons. The results of this research are believed to guide researchers, practitioners, and administrators in enhancing the quality of open and distance education.

12 citations


Journal ArticleDOI
TL;DR: In this paper , the authors investigated university students' perceptions of flexibility, self-regulated effort and satisfaction with the distance education process, and their views on distance education, and found that male students were more satisfied with distance education than female students, and education faculty students had the highest level of satisfaction.
Abstract: Distance education offers flexible learning opportunities in terms of time, place and learning speed to teachers and students through internet technologies. However, the learning opportunities provided in distance education environments require students to act more autonomously and take more responsibility for regulating their learning processes to achieve their learning goals. For this reason, it is crucial to reveal the relationships between flexibility, self-regulated effort and satisfaction factors to provide efficient and effective learning environments in distance education. Accordingly, within the scope of this study, it is aimed to investigate university students' perceptions of flexibility, self-regulated effort and satisfaction with the distance education process, and their views on distance education. Survey research was used as the research method in the study. The study sample consisted of 1760 university students studying at 28 different universities. Data were analysed using t-test, ANOVA, and regression methods. As a result of the study, male students were more satisfied with distance education than female students, and education faculty students had the highest level of satisfaction. In addition, self-regulated effort and flexibility variables were significant factors affecting students' satisfaction towards distance education. Furthermore, the advantages and problems of distance education and suggestions for future distance learning environments were presented in the light of students views. Finally, the study's implications and various recommendations for practitioners and researchers were discussed in detail.

Journal ArticleDOI
TL;DR: In this paper , the impact of gamification on students' behavior in introductory programming courses (CS1) has been investigated, and the authors found that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students.
Abstract: Abstract There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.

Journal ArticleDOI
TL;DR: In this article , the authors proposed and validated a comprehensive digital competence scale for students in higher education, which includes skills of online learning and collaboration, social media, smart and mobile devices, safety, and data protection.
Abstract: Abstract Towards the transition to blended and remote education, evaluating the levels of students’ digital competence and designing educational programs to advance them is of paramount importance. Existing validated digital competence scales usually ignore either important digital skills needed or new socio-technological innovations. This study proposes and validates a comprehensive digital competence scale for students in higher education. The suggested instrument includes skills of online learning and collaboration, social media, smart and mobile devices, safety, and data protection. The scale was evaluated on a sample of 156 undergraduate and postgraduate students just before and at the beginning of the COVID-19 crisis. The final scale is composed of 28 items and six digital competence components. The evaluation study revealed valid results in terms of model fit criteria, factor loadings, internal validity, and reliability. Individual factors like the students’ field of study, computer experience and age revealed significant associations to the scale components, while gender revealed no significant differences. The suggested scale can be useful to the design of new actions and policies towards remote education and the digital skills’ development of adult learners.

Journal ArticleDOI
TL;DR: In this article , a theoretically grounded goal-access-feedback-challenge-collaboration gamification model was proposed to enhance student behavioral engagement in online discussion forums, affective engagement in the class, and learning performance.
Abstract: Abstract We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model in semester one of the 2020–2021 academic year ( N = 26). The aim was to enhance student behavioral engagement in online discussion forums, affective engagement in the class, and learning performance. The results of Study 1 showed that although most participants were engaged in this gamified learning experience during the first two sessions, they gradually lost interest and their participation in online discussions dropped over the next eight weeks. Thus, we introduced a new element, fantasy , into the original model. In Study 2, we tested the effectiveness of the goal-access-feedback-challenge-collaboration-fantasy model on students’ learning outcomes in semester two of 2020–2021 ( N = 23). The results of Study 2 suggested that, compared to the original model, the goal-access-feedback-challenge-collaboration-fantasy model can better promote students’ engagement in online discussion, as measured by increased interaction with peers, learning experience, and learning performance.

Journal ArticleDOI
TL;DR: The authors argue that micro-credentialing will allow universities to respond quickly to changing worker educational needs rather than only offering full degrees that may not be economically viable or personally desirable for individuals.
Abstract: Abstract The current historic COVID-19 Pandemic moment has thrown into sharp relief the need for flexible and rigorous higher education that meets upskilling and reskilling needs of global workforces. Discussions of micro-credentialing predate the Pandemic but have received increased focus as potentially assisting in addressing perceived skills gaps. However, not all commentators have been complimentary about the possibilities inherent in micro-credentialing. In this paper we discuss Ralston (Postdigital Science and Education 3:83–101, 2021) criticism of the “microcredentialing craze” as provocation to consider how equitable, thoughtful and just educative aims may be met. We address Ralston’s argument that micro-credentials present an educative “moral hazard” by arguing that micro-credentialing will allow universities to respond quickly to changing worker educational needs rather than only offering full degrees that may not be economically viable or personally desirable for individuals. Rather, we suggest, the potential of micro-credentials lies in their pathways and potential to enhance lifelong learning and suggest that micro-credentials do not stand outside of the pedagogical ethical imperative that learning experiences should be positive and inclusive.

Journal ArticleDOI
TL;DR: In this paper , the authors examined the data of 535 learners taking the assessment in a MOOC to detect the differences in learning engagement and the above learning patterns among three groups of learners with different achievement levels, labeled failed , satisfactory and excellent.
Abstract: Abstract In an open and flexible context of Massive Open Online Courses (MOOCs), learners who take final assessments exhibit the motivation for performance goals. The learning trajectories of this group usually provide more clues for course design and teaching improvement in that this group tend to interact more fully with course learning activities and resources for better learning outcomes. This study focused on such learners to investigate their learning engagement, time organization, content visit sequences, and activity participation patterns by applying statistical analysis, lag sequence analysis, and other data mining methods. This study examined the data of 535 learners taking the assessment in a MOOC to detect the differences in learning engagement and the above learning patterns amongst three groups of learners with different achievement levels, labeled failed , satisfactory and excellent . We found differences in both learning engagement and learning patterns among the three groups. The results indicated that for the learners to be successful, they require a certain degree of task completion as a basic guarantee for passing the course, effective session workload organization, reasonable learning content arrangement, and more cognitive engagement (rather than investing more time and energy). Based on the outcomes, implications for personalized instructional design and intervention to promote academic achievement in MOOCs are discussed.

Journal ArticleDOI
TL;DR: In this article , the authors proposed a BEAM robotics course to enhance the STEM knowledge and skills of engineering students in the electrical, electronic, and mechanical domains, where students learn to recognize each part of robots and how they are related, abstract useful information from an electronic scheme and concretize it in a machine by systematizing their behavior.
Abstract: In this work, BEAM robotics is proposed to enhance the STEM knowledge and skills of engineering students in the electrical, electronic, and mechanical domains. To evaluate the proposal, a course is designed and implemented based on a curriculum with objectives and learning activities centered on the design, construction, and operation of the BEAM robots. In addition, the connection between this proposal and computational thinking is explored. Students learn to recognize each part of robots and how they are related, abstract useful information from an electronic scheme and concretize it in a machine by systematizing their behavior. In addition, thanks to an evaluation of the behavior of the robot, identify the faults and apply the solution, as in the debugging process carried out in software programming. It should be added that BEAM robotics has a sustainable and low-cost aspect, which is used in learning activities where Waste Electrical and Electronic Equipment (WEEE) is recycled, and students are taught to value and integrate these parts into the design of the robots. A pre and post survey and a respective statistical analysis and evaluation of curricular activities are presented as evidence of the improvement observed in students' STEM knowledge and skills. In general, the results show that this new teaching tool can promote the STEM curriculum in engineering students and motivate implementation, as a new educational robot, at other academic levels such as secondary and pre-secondary education.

Journal ArticleDOI
TL;DR: In this article , the authors investigated the influence of digital competences, self-organization, and independent learning abilities on students' acceptance of digital learning and their acceptance on the resistance to the change from face-to-face to digital learning.
Abstract: Abstract Despite digital learning disrupting traditional learning concepts and activities in higher education, for the successful integration of digital learning, the use and acceptance of the students are essential. This acceptance depends in turn on students’ characteristics and dispositions, among other factors. In our study, we investigated the influence of digital competences, self-organization, and independent learning abilities on students’ acceptance of digital learning and the influence of their acceptance on the resistance to the change from face-to-face to digital learning. To do so, we surveyed 350 students and analyzed the impact of the different dispositions using ordinary least squares regression analysis. We could confirm a significant positive influence of all the tested dispositions on the acceptance of digital learning. With the results, we can contribute to further investigating the underlying factors that can lead to more positive student perceptions of digital learning and build a foundation for future strategies of implementing digital learning into higher education successfully.

Journal ArticleDOI
TL;DR: In this article , three psychological variables (performance expectancy, effort expectancy, and social influence) were related to acceptance of VR, which was measured in two ways: (a) rated intentions to use VR and (b) preference for VR over a video-based alternative.
Abstract: Abstract Post-secondary institutions are investing in and utilizing virtual reality (VR) for many educational purposes, including as a discretionary learning tool. Institutions such as vocational schools, community colleges, and universities need to understand what psychological factors drive students’ acceptance of VR for learning in discretionary contexts. The Unified Theory of Acceptance and Use of Technology (UTAUT; Venkatesh et al. in MIS Quarterly 27:425–478, 2003) offers a theoretical framework for understanding students’ receptivity to VR for learning. Undergraduate university students ( N = 300) read a description of VR and video training mediums, then indicated which they would choose to learn a novel task. Three psychological variables—performance expectancy, effort expectancy, and social influence—tended to be related to acceptance of VR, which was measured in two ways: (a) rated intentions to use VR and (b) preference for VR over a video-based alternative. Relative weight analyses compared the importance of the three predictors and revealed that performance expectancy tended to be the most influential antecedent of VR acceptance.

Journal ArticleDOI
TL;DR: In this article , the authors presented the Employability Skills Micro-credentialing (ESMC) methodology, designed under the EPICA Horizon 2020 (H2020) project and tested at three East African universities, and showed how it fosters pedagogical innovation and promotes employability skills integration and visibility.
Abstract: Increasingly, among international organizations concerned with unemployment rates and industry demands, there is an emphasis on the need to improve graduates' employability skills and the transparency of mechanisms for their recognition. This research presents the Employability Skills Micro-credentialing (ESMC) methodology, designed under the EPICA Horizon 2020 (H2020) project and tested at three East African universities, and shows how it fosters pedagogical innovation and promotes employability skills integration and visibility. The methodology, supported by a competency-based ePortfolio and a digital micro-credentialing system, was evaluated using a mixed-method design, combining descriptive statistics and qualitative content analysis to capture complementary stakeholder perspectives. The study involved the participation of 13 lecturers, 169 students, and 24 employers. The results indicate that the ESMC methodology is a promising approach for supporting students in their transition from academia to the workplace. The implementation of the methodology and the involvement of employers entails rethinking educational practices and academic curricula to embed employability skills. It enables all actors to broaden their understanding of the relationship between higher education and the business sector and to sustain visibility, transparency, and reliability of the recognition process. These findings indicate that there are favourable conditions in the region for the adoption of the approach, which is a meaningful solution for the stakeholder community to address the skills gap.

Journal ArticleDOI
TL;DR: In this paper , the authors proposed and validated a comprehensive digital competence scale for students in higher education, which includes skills of online learning and collaboration, social media, smart and mobile devices, safety, and data protection.
Abstract: Abstract Towards the transition to blended and remote education, evaluating the levels of students’ digital competence and designing educational programs to advance them is of paramount importance. Existing validated digital competence scales usually ignore either important digital skills needed or new socio-technological innovations. This study proposes and validates a comprehensive digital competence scale for students in higher education. The suggested instrument includes skills of online learning and collaboration, social media, smart and mobile devices, safety, and data protection. The scale was evaluated on a sample of 156 undergraduate and postgraduate students just before and at the beginning of the COVID-19 crisis. The final scale is composed of 28 items and six digital competence components. The evaluation study revealed valid results in terms of model fit criteria, factor loadings, internal validity, and reliability. Individual factors like the students’ field of study, computer experience and age revealed significant associations to the scale components, while gender revealed no significant differences. The suggested scale can be useful to the design of new actions and policies towards remote education and the digital skills’ development of adult learners.

Journal ArticleDOI
TL;DR: In this paper , a systematic literature review of 36 peer-reviewed empirical articles outlines eight strategies used by higher education lecturers and students to maintain educational continuity during the COVID-19 pandemic since January 2020.
Abstract: This systematic literature review of 36 peer-reviewed empirical articles outlines eight strategies used by higher education lecturers and students to maintain educational continuity during the COVID-19 pandemic since January 2020. The findings show that students' online access and positive coping strategies could not eradicate their infrastructure and home environment challenges. Lecturers' learning access equity strategies made learning resources available asynchronously, but having access did not imply that students could effectively self-direct learning. Lecturers designed classroom replication, online practical skills training, online assessment integrity, and student engagement strategies to boost online learning quality, but students who used ineffective online participation strategies had poor engagement. These findings indicate that lecturers and students need to develop more dexterity for adapting and manoeuvring their online strategies across different online teaching and learning modalities. How these online competencies could be developed in higher education are discussed.

Journal ArticleDOI
TL;DR: In this article , the impact of gamification on students' behavior in introductory programming courses (CS1) has been investigated, and the authors found that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students.
Abstract: Abstract There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.

Journal ArticleDOI
TL;DR: The authors explored how second-year students retrospectively viewed their experiences of time challenges and how they impacted their persistence in their first year at an online open university and found that time pressure and time-conflicts were crucial barriers for success in the foundational semester; the main barrier was juggling study with multiple priorities.
Abstract: Abstract Student persistence in the first year of studies is a crucial concern in online higher education. Recent accelerated growth in online programs due to the COVID pandemic has increased concerns over higher dropout rates, which are often connected to students’ time challenges—time poverty, juggling multiple commitments, and fitting studies into busy lives. However, research seldom focuses on students’ perceptions of time issues related to persistence. This study addresses this gap by exploring how 20 second-year students retrospectively viewed their experiences of time challenges and how they impacted their persistence in their first year at an online open university. Content analysis of in-depth interviews demonstrated that time pressure and time-conflicts were crucial barriers for success in the foundational semester; the main barrier was juggling study with multiple priorities. Most persisters had good time management and high levels of intrinsic motivation, satisfaction, and self-determination. However, even procrastinators with heavy work-family duties managed to persevere due to their resilience and personal motivation. Lastly, recommendations and strategies for effective student-based interventions to foster persistence are suggested.

Journal ArticleDOI
TL;DR: In this article , the authors examined how early childhood teacher candidates learned to program and debug block-based code with and without scaffolding and found that participants persisted longer with hypothesis-driven scaffolds, whereas the participants without scaffolds often debugged alone.
Abstract: Abstract It is critical to teach all learners to program and think through programming. But to do so requires that early childhood teacher candidates learn to teach computer science. This in turn requires novel pedagogy that can both help such teachers learn the needed skills, but also provide a model for their future teaching. In this study, we examined how early childhood teacher candidates learned to program and debug block-based code with and without scaffolding. We aimed to see how approaches to debugging vary between early childhood teacher candidates who were provided debugging scaffolds during block-based programming and those who were not. This qualitative case study focused on 13 undergraduates majoring in early childhood education. Data sources included video recording during debugging, semi-structured interviews, and (in the case of those who used scaffolding) scaffold responses. Research team members coded data independently and then came to consensus. With hypothesis-driven scaffolds, participants persisted longer. Use of scaffolds enabled the instructor to allow struggle without immediate help for participants. Collaborative reasoning was observed among the scaffolded participants whereas the participants without scaffolds often debugged alone. Regardless of scaffolds, participants often engaged in embodied debugging and also used trial and error. This study provides evidence that one can find success debugging even when engaging in trial and error. This implies that attempting to prevent trial and error may be counterproductive in some contexts. Rather, computer science educators may be advised to promote productive struggle.

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TL;DR: In this article , the authors investigate the impact of platform value co-creation on learners' engagement outcomes and find that behavioral engagement, cognitive engagement, and emotional engagement have a significant impact on learning outcomes through the mediating effect of the platform value, a second-order hierarchical latent variable.
Abstract: Abstract From the perspective of service science and its core concept of value co-creation, promoting learner engagement is critical for learning outcomes in a non-formal online learning environment. To promote online learning performance, we study how multidimensional learner engagement affects both instrumental and experiential learning outcomes. By incorporating the service-dominant logic perspective into the research model, we designed an online survey to investigate the impact of platform value co-creation on learners’ engagement outcomes. By employing a partial least squares-structural equation modeling (PLS-SEM), the results show that behavioral engagement, cognitive engagement, and emotional engagement have a significant impact on learning outcomes through the mediating effect of platform value, a second-order hierarchical latent variable. This study has multiple theoretical contributions and practical implications. First, we found new evidence that pursuing good learning outcomes in a non-formal online learning setting is not just a technological architecture or pedagogic guidelines, but also a “win–win” value co-creation process. Second, our results confirm the posited direct and indirect effects, thus evidencing functional value, emotional value, social value, and personalized value as components of the platform value construct, and it as a driver and mediator for better online learning outcomes. Third, our results underscore the importance of platform value in studying the impact of learner engagement on learning outcomes and provide a sharper theoretical lens to evaluate online learning platform value from the perspective of online learners.

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TL;DR: In this paper , three psychological variables (performance expectancy, effort expectancy, and social influence) were related to acceptance of VR, which was measured in two ways: (a) rated intentions to use VR and (b) preference for VR over a video-based alternative.
Abstract: Abstract Post-secondary institutions are investing in and utilizing virtual reality (VR) for many educational purposes, including as a discretionary learning tool. Institutions such as vocational schools, community colleges, and universities need to understand what psychological factors drive students’ acceptance of VR for learning in discretionary contexts. The Unified Theory of Acceptance and Use of Technology (UTAUT; Venkatesh et al. in MIS Quarterly 27:425–478, 2003) offers a theoretical framework for understanding students’ receptivity to VR for learning. Undergraduate university students ( N = 300) read a description of VR and video training mediums, then indicated which they would choose to learn a novel task. Three psychological variables—performance expectancy, effort expectancy, and social influence—tended to be related to acceptance of VR, which was measured in two ways: (a) rated intentions to use VR and (b) preference for VR over a video-based alternative. Relative weight analyses compared the importance of the three predictors and revealed that performance expectancy tended to be the most influential antecedent of VR acceptance.

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TL;DR: In this paper , the authors examined 98 articles which studied various aspects of online learner satisfaction and found that learner characteristics was the most examined theme, followed by engagement and course delivery, while program quality, assessment, and learner support were some of the least studied.
Abstract: Abstract Satisfaction is a critical aspect of student success in online education. In this systematic review, we examine 98 articles which studied various aspects of online learner satisfaction. We specifically analyzed publication patterns, context, research methodology, research instruments, and research themes and factors pertaining to online learner satisfaction research. Among these 98 studies, the journal Internet and Higher Education published the highest number of articles ( n = 8), and the majority of studies were conducted in the United States ( n = 37). Thirty five percent of the studies were conducted with undergraduate students. The majority of the studies (89%) was quantitative, 68% were descriptive, and 94% used surveys. Learner characteristics was the most examined theme, followed by engagement and course delivery. Program quality, assessment, and learner support were some of the themes that were least studied. In 46 studies researchers adopted or modified existing items or instruments to measure student satisfaction. The framework benefits both online learning practitioners and researchers.

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TL;DR: In this article , a meta-analysis of the cases, carried out in 2019, followed suggestions from (Stake in The art of case study research, Sage Publications Inc., 1995) as well as from qualitative research that seeks to understand what is behind the cases from three dimensions: education, technology, organization.
Abstract: This work seeks to support scholars interested in non-face-to-face modalities of higher education in making decisions about the use of digital and educational technologies (DET) to promote educational transformation (ET) in the context of their organizations. This organizational change deals with the implementation of technology-based flexible educational practices, focused on helping students develop competencies of interest for their personal and professional growth. With this in mind, in 2018 we identified and followed six leading higher education institutions on three continents that, for years, have carried out educational innovation experiences with the support of technology. Two of the analyzed experiences make use of eLearning, another of bLearning, and the others combine eLearning and bLearning as a complement to the face-to-face modality. The meta-analysis of the cases, carried out in 2019, followed suggestions from (Stake in The art of case study research, Sage Publications Inc., 1995) as well as from qualitative research that seeks to understand what is behind the cases from three dimensions: education, technology, organization. For each one, we determined what they do, how they do it, and what success factors must be considered. As the data was collected before the 2020 pandemic and this issue produced structural imbalances in society and in higher education, it was considered pertinent, at the end of 2020, to check the pulse of the ET mediated with DET in three of the six institutions studied. The purpose was to refine the findings of the meta-analysis and learn from the decisions made in the situation of forced change in environments, means, and strategies to continue providing quality higher education.

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TL;DR: In this article , the impact of creating a more synchronous/collaborative online out-of-class flipped-class component was examined by examining the impact on student's performance.
Abstract: Abstract Extensive research on the in-class synchronous learning aspect of the flipped classroom approach (FCA) has rendered favorable results the past decade. However, less attention has been placed on the out-of-class component of the FCA, specifically the drawbacks that may occur, such as low student accountability while watching the pre-assigned video lessons, thus coming to class unprepared, and not using the latest online technological to its full potential. This study addresses these issues by examining the impact of creating a more synchronous/collaborative online out-of-class flipped-class component. Using the latest online technology, a newly proposed flipped group (PFG) was created and then compared to a regular flipped group (RFG), and a traditional class (TC) over 14 weeks. Fifty-four undergraduate business students from a university in Taiwan participated in the study. Mock International English Language Testing System (IELTS) oral pre/post-tests were given to all participants to investigate which teaching approach is more effective. The results showed the PFG significantly improved overall on average, out-preforming the RFG. Surprisingly, the TC significantly performed better than the RFG. In addition, significant differences and correlations also occurred between the PFG and RFG students’ online learning behaviors and objective performances, such as the time spent online viewing the assigned video lessons and the effects on their quiz and final grade scores. This study’s findings support creating a more synchronous/collaborative online learning environment can enhance the out-of-class component of a FCA, and therefore help improve student’s overall oral/aural EFL learning.