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Zoekresultaten

Producten 3.626

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Learning in a game-based virtual environment: a comparative evaluation in higher education

The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.

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A technology acceptance model analysis of Metaverse technology in Education and behavioural intention to use it among university students. A comparative analysis of students' behaviour in The Netherlands and Greece. 

The present study proposes a framework for university students’ metaverse technologies in education acceptance and intention to use. The study is based on the Technology Acceptance Model (TAM). Data used are coming from two universities and are compared to each other. 311 university students from The Netherlands and 292 from Greece participated, gathering 513 valid answers to analyze (285 from The Netherlands and 228 from Greece). The objectives of the study are to analyze the relationship between students’ intention to use metaverse in education technologies (hereafter named MetaEducation) in correlation with selected constructs of TAM such as Attitude (ATT), Perceived Usefulness (PU), Perceived Ease of Use (PE), Self-efficacy (SE) of the metaverse technologies in education, and Subjective Norm (SN). Furthermore, we want to research any cultural differences between the two populations based on their answers. Therefore, we propose two different structural models from the SEM analysis, once for each country. For both proposed models, different and individual analysis is conducted. We decided not to combine the datasets, since the samples present several cultural differences. The proposed models will be useful to universities’ managers, policymakers, and professors to better incorporate the upcoming metaverse technology. The present study tests the correlations among the aforementioned constructs. Preliminary results show a hesitance to use MetaEducation technologies from university students from both countries. Self-efficacy and Subjective Norms affect Attitude and Perceived Usefulness positively, but on the other side, there is no strong correlation between Perceived Ease of Use and Attitude or Perceived Usefulness and Attitude. Authors believe that the weak ties among the study constructs have to do with the lack of knowledge of what really MetaEducation really is, and which are its advantages of use.

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Motivating remote employees in higher education

Technological advancements and sophisticated information and technological systems are being increasingly used by organizations which affect our daily lives to a large extent. Covid-19 pandemic has fast-forwarded the transition towards a virtual workforce and remote working. Higher Education Institutions (HEIs) are not an exemption and still after the world has come to put an end on the pandemic there are yet uncertainties about the extent to which educational systems will use online or hybrid working systems and how this phenomenon can affect motivation of academics. The study uses a phenomenological approach, and it is comparative in nature where the motivation and experience of university faculty members and researchers from different generations in Germany and the Netherlands. A total number of 23 interviews were conducted with academics in the mentioned countries. Findings reveal that there are some similarities and differences amongst different generations regarding the impact of remote working on employee’s motivation. This study provides crucial information for policymakers in the higher education sector to rethink and reformulate HR policies in a manner that can enhance employees’ motivation when working remotely, considering the needs and expectations of different generations.

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Projecten 3

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Insects as indicators of biodiversity in nature inclusive agricultural development.

Human kind has a major impact on the state of life on Earth, mainly caused by habitat destruction, fragmentation and pollution related to agricultural land use and industrialization. Biodiversity is dominated by insects (~50%). Insects are vital for ecosystems through ecosystem engineering and controlling properties, such as soil formation and nutrient cycling, pollination, and in food webs as prey or controlling predator or parasite. Reducing insect diversity reduces resilience of ecosystems and increases risks of non-performance in soil fertility, pollination and pest suppression. Insects are under threat. Worldwide 41 % of insect species are in decline, 33% species threatened with extinction, and a co-occurring insect biomass loss of 2.5% per year. In Germany, insect biomass in natural areas surrounded by agriculture was reduced by 76% in 27 years. Nature inclusive agriculture and agri-environmental schemes aim to mitigate these kinds of effects. Protection measures need success indicators. Insects are excellent for biodiversity assessments, even with small landscape adaptations. Measuring insect biodiversity however is not easy. We aim to use new automated recognition techniques by machine learning with neural networks, to produce algorithms for fast and insightful insect diversity indexes. Biodiversity can be measured by indicative species (groups). We use three groups: 1) Carabid beetles (are top predators); 2) Moths (relation with host plants); 3) Flying insects (multiple functions in ecosystems, e.g. parasitism). The project wants to design user-friendly farmer/citizen science biodiversity measurements with machine learning, and use these in comparative research in 3 real life cases as proof of concept: 1) effects of agriculture on insects in hedgerows, 2) effects of different commercial crop production systems on insects, 3) effects of flower richness in crops and grassland on insects, all measured with natural reference situations

Afgerond
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SELFLEX: Towards Evidence-informed Support for Self-regulation of Flexible Learning

Higher education offers great flexibility as students are largely free to decide where, when, and how to study. Being successful in such an environment requires well-developed self-regulated learning skills. However, every teacher in higher education knows that students experience ample difficulty to self-regulate their learning. They struggle to set and plan learning goals, and to gain sufficient depth in learning when preparing for exams. These struggles can negatively impact their learning, well-being, academic achievement, and professional life. On top of the existing flexibility in higher education, a need for more flexibility in what students learn is becoming evident. That is, students have room for flexible learningapproaches (i.e., deciding what learning goals or materials to study and how) and/or flexible learning trajectories (i.e.,choosing what combination of courses to take). This places an additional burden on students’ self-regulated learning skills. We posit that for students to thrive in flexible higher education, practice-oriented research on supporting students’self-regulated learning skills is required. Our collaborative consortium will i) unravel how students can be optimally scaffolded within flexible learning approaches and flexible learning trajectories, ii) examine how to optimize teacher and technological support, and iii) study how student autonomy and motivation can be guarded. We will set up a practice-oriented research program with both qualitative and quantitative methods, including design-based research, action research, pre-post comparative intervention studies, and large-scale correlational research. The findings will impact higher education through (technological) design guidelines and intervention programs for educational professionals, andsupport-modules for students.

Lopend
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The contribution of experience-scapes to the creation of resilient communities

The increasing concentration of people in urban environments in an era of globalisation means that social, economic, and environmental resources for living and working are under pressure. Urban communities experience increased stress levels due to inadequate and overburdened infrastructure and services, challenges due to ethnic and cultural diversity, socio-economic inequalities as well as the impact of environmental degradation. For these communities to build resilience under these circumstances therefore requires a multipronged approach. The underlying question this project will answer is: “What are the key characteristics of experiencescapes that contribute to resilience-building in communities?” The project will dive into the identification of building blocks of experiencescapes and roles of relevant actors that can support communities in building resilience. Within the context of a multidisciplinary approach, this project applies a range of qualitative research methods, such as in-depth interviews, focus groups, participant observation, storytelling techniques, life stories, as well as various biometric quantitative methods, available through the experience lab of BUas. The outcome of the project will enable practitioners and researchers alike in various sectors to understand what and how they can contribute to creating an environment in which people can meaningfully interact in a way that builds resilience in communities. This outcome is communicated not only through academic publications and conference contributions, but also through public reports and a handbook for practitioners and students. These reports and handbooks support identification and application of building blocks of experiencescapes that support building resilience in communities. Finally, the knowledge generated in the project will contribute to the development of curricula of various educational programmes at Breda University of Applied Sciences by expanding the scope of experience design into the area of people-to-people relationships.

Afgerond