A Comprehensive Rubric for Evaluating EduVR

10.28945/4737 ◽  
2021 ◽  
Vol 20 ◽  
pp. 137-171
Author(s):  
Alex Fegely ◽  
Todd S Cherner

Aim/Purpose: This article presents a comprehensive rubric for evaluating educational virtual reality experiences for mobile devices. The aim of this article is to systematically analyze research to address the quality of virtual reality experiences on mobile applications in order to extend the work of Lee and Cherner (2015) and their instructional application rubric. Background: Ratings in proprietary mobile application stores – The App Store and Google Play, etc. – are generic and do not provide meaningful evaluations of the virtual reality. This article utilizes research in the areas of virtual reality and education to present a comprehensive rubric for evaluating educational virtual reality for mobile applications, which continues to advance previously published, research-based rubrics. Methodology: The methodology uses a systematic process that spans multiple stages. The first stage was to locate pre-existing rubrics for virtual reality, followed by a review of literature focused on it. The third stage was to develop and vet a research-supported rubric for evaluating educational virtual reality. Contribution: The main contribution from this article is that it fills a gap in the literature by presenting a criterion-referenced, research-supported rubric for evaluating the quality of educational virtual reality for mobile devices (e.g., smartphones, tablets, and app-connected goggles). Findings: This paper’s findings include the domains, dimensions, and criterion-referenced Likert scale indicators in the form of rubric dimensions for evaluating educational virtual reality. The evaluative domains consist of (1) Positioning of the EduVR, (2) Avatar Level, (3) Virtual Environment, and (4) Virtual Experience. Recommendations for Practitioners: This rubric is a tool for instructional coaches, teacher educators, and instructional technologists to use when recommending virtual reality experiences for instructional purposes. Recommendation for Researchers: Researchers can use this tool to monitor the quality of educational virtual reality being developed for classroom use. They can also use this rubric to examine educational virtual reality experiences they would use in their studies and evaluate how those educational virtual reality experiences impact student learning, engagement, and collaboration. Impact on Society: We foresee this rubric being an aid in the development, selection, and purchase of educational virtual reality by educational institutions, educators, researchers, edtech developers, and edu-philanthropists, thus advancing the quality and expectations for educational virtual reality experiences. Future Research: Future researchers can further enhance the validity of this rubric by collecting large amounts of data from a diverse set of end users and stakeholders. Also, subsequent rubrics for evaluating augmented reality and extended reality comprise additional research avenues.

Author(s):  
Gustaf Juell-Skielse

M-government is an emergent area for mobile applications, where citizens and organizations can interact with government and municipal agencies through mobile devices. One promising area for m-government is complaint and problem management, where mobile applications using the integrated functions of a cellular telephone can offer citizens convenient ways of rapidly reporting problems. The problems reported can then be effectively managed by the municipality using state-of-the-art workflow techniques. Furthermore, the municipality can inform citizens and companies of problems already reported or addressed, which can be visualized through interactive maps. In this study, a municipal e-service for complaint and problem management is transformed into an m-service and put into operation in a Swedish municipality. The experiences from developing the m-service comprise of a suggested design and several identified challenges. Suggestions for future research include the application of new technologies for positioning and the adaptation of the m-service to new cellular telephone models.


Compiler ◽  
2013 ◽  
Vol 2 (1) ◽  
Author(s):  
Novrianto Novrianto ◽  
Sumarsono Sumarsono ◽  
Yuliani Indrianingsih

Information regarding the admission of new students in a school is very important to support the smooth reception o f new students. Good information distribution process, will improve the quality of education in a school. Application o f these new students is a solution that can parents help their parents in distributing information about the graduation o f their students in a school. The application supports the announcement o f the distribution process before the announcement o f new admissions at the school run. This application was developed using Java programming language, assisted by Net.bin for Android Operating System environment. This method is based on client-server, where mobile devices like cell phones or netbooks as a web server as a client and server. Parents are parents who have Android-based mobile devices, can use this application to support the admission o f new students. Android mobile applications can make it easier for parents to see the announcement o f new admissions, thereby saving time getting to know their students are accepted or not on SMA High Abung, North Lampung.


Challenges ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 31
Author(s):  
Maria Drolia ◽  
Eirini Sifaki ◽  
Stamatios Papadakis ◽  
Michail Kalogiannakis

The mass influx of refugees into Europe since 2013 and their educational challenges have increased the need for high-quality refugee education. One proposal for addressing these challenges was to leverage mobile devices for educational purposes (mobile learning). Although significant research has been done in this field, mobile learning’s effectiveness on different social groups has yet to be explored. The present review paper aims to outline: (a) the factors that challenge refugee education, (b) the use of smart mobile devices by the refugee population, (c) the conflicting views about the effect of mobile learning in refugee education, and (d) the proposed characteristics for mobile refugee applications as found in the literature. A juxtaposition of refugee needs with the characteristics of mobile learning apps is attempted. By surveying the literature, the present paper concludes that mobile learning seems beneficial for refugees in two ways: providing refugees access to education and improving the quality of the provided refugee education. However, it is not a one-solution-fits-all regarding their education. At the end, future research proposals are included.


10.28945/3738 ◽  
2017 ◽  
Author(s):  
Ruti Gafni ◽  
Dafni Biran Achituv ◽  
Gila Rahmani

Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners' attitudes towards the process of learning, in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for different purposes, including educational objectives. Among others, they are used in the process of foreign language acquisition. The use of a MALL application to learn foreign languages has advantages and drawbacks, which are important to understand, in order to achieve better learning results, while improving the enjoyment of the process. Methodology: The study population included people who participated in a foreign language course and used Duolingo application on a mobile device in parallel. One group consisted of high school pupils, who were obliged to use the application, while the other group consisted of people who took face-to-face courses, and chose to use the same Duolingo application voluntarily, in order to assist their studies. Contribution: This paper helps to understand the perceived advantages and drawbacks of using a MALL application by students both in mandatory and voluntary environments. Findings: Most of the participants found the MALL Duolingo application as enhancing the learning process. The gamification characteristics, ease of use, ubiquity and self-learning facilities had a stimulating effect on the process of learning, and contributed to the willingness to continue using the application and to recommend it to others. Recommendations for Practitioners: The research findings can contribute to both teachers and students who conduct and participate in foreign language courses, by helping them examine the possibility of combining mobile learning with a traditional face-to-face course. Moreover, the findings can assist developers of mobile learning applications, in order to include gamification options in the process of learning. Recommendation for Researchers: Researchers in the fields of mobile applications and m-learning need to understand the factors enhancing the learning process, in order to develop the next generations of m-learning applications. Impact on Society: Mobile devices have become an accessory that almost every person in the world uses. Its ubiquitous characteristics allow using it everywhere and anytime. This is a greatjite opportunity to facilitate education to people all around the world. Gamification of m-learning applications can promote and encourage the use of these applications. Future Research: Further examination is need in different cultures, in order to understand if the findings are universal.


10.28945/3855 ◽  
2017 ◽  
Vol 16 ◽  
pp. 301-317 ◽  
Author(s):  
Ruti Gafni ◽  
Dafni Biran Achituv ◽  
Gila Rahmani

Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners’ attitudes towards the process of learning, and more specifically in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for different purposes, including educational objectives. Among others, they are used in the process of foreign language acquisition. The use of a MALL application to learn foreign languages has advantages and drawbacks, which are important to understand, in order to achieve better learning results, while improving the enjoyment of the process. Methodology : The study population included people who participated in a foreign language course and used Duolingo application on a mobile device in parallel. One group consisted of high school pupils, who were obliged to use the application and filled in before and after questionnaires. The other group consisted of people who took face-to-face courses, and chose to use the same Duolingo application voluntarily, in order to assist their studies. The second group answered another questionnaire tailored to more experienced users. The findings were analyzed using IBM SPSS version 22, and a model was examined with Partial Least Squares Structural Equation Modeling. Contribution: This paper helps to understand the perceived advantages and drawbacks of using a MALL application by students both in mandatory and voluntary environments. Findings: Most of the participants found the MALL Duolingo application enhanced the learning process. The gamification characteristics, ease of use, ubiquity and self-learning facilities had a stimulating effect on the process of learning, and contributed to the willingness to continue using the application and to recommend it to others. However, some statistically significant differences were found between the groups, referring to the characteristics of the application, among them ubiquity, lack of human feedback and simplicity of use. Recommendations for Practitioners: The research findings can contribute to both teachers and students who conduct and participate in foreign language courses, by helping them examine the possibility of combining mobile learning with a traditional face-to-face course. Moreover, the findings can assist developers of mobile learning applications, in order to include gamification options in the process of learning. Recommendation for Researchers: Researchers in the fields of mobile applications and m-learning need to understand the factors enhancing the learning process, in order to develop the next generations of m-learning applications. Impact on Society: Mobile devices have become an accessory that almost every person in the world uses. Its ubiquitous characteristics allow using it everywhere and anytime. This is an opportunity to facilitate education to people all around the world. Gamification of m-learning applications can promote and encourage the use of these applications. Future Research Further examination is needed in different cultures, in order to understand if the findings are universal.


2018 ◽  
Vol 4 (6) ◽  
pp. 826-844 ◽  
Author(s):  
Garithuzy Macedo Oliveira ◽  
Leidiene Ferreira Santos

A educação em saúde possui o intuito de promover mudanças de comportamentos e a melhora na saúde da população. O presente estudo tem o objetivo de conhecer o uso dos aplicativos para educação em saúde por meio de dispositivos móveis. Destaca-se que os tais dispositivos se tornaram aliados para a educação em saúde, pois potencializam e agilizam a comunicação entre profissionais da saúde e pacientes ou usuários dos serviços de saúde, encurtando distâncias e levando informações mais seguras, favorecendo significativamente a qualidade do autocuidado, empoderamento e acompanhamento mais seguro dos processos de saúde-doença.   PALAVRAS-CHAVE: Comunicação em saúde; Educação em saúde; Aplicativos móveis.       ABSTRACT Health education aims to promote behavioral changes and improve the health of the population. The present study aims to know the use of applications for health education through mobile devices. It should be noted that such devices have become allies for health education, since they enhance and accelerate the communication between health professionals and patients or users of health services, shortening distances and providing safer information, significantly favoring the quality of self-care, empowerment and safer monitoring of health-disease processes.   KEYWORDS: Communication in health; Health education; Mobile applications       RESUMEN La educación en salud tiene la intención de promover cambios de comportamiento y la mejora en la salud de la población. El presente estudio tiene el objetivo de conocer el uso de las aplicaciones para educación en salud por medio de dispositivos móviles. Se destaca que estos dispositivos se han convertido en aliados para la educación en salud, pues potencian y agilizan la comunicación entre profesionales de la salud y pacientes o usuarios de los servicios de salud, acortando distancias y llevando informaciones más seguras, favoreciendo significativamente la calidad del autocuidado, el empoderamiento y el seguimiento más seguro de los procesos de salud-enfermedad.   PALABRAS CLAVE: Comunicación en salud; Educación en salud; Aplicaciones móviles.


2014 ◽  
Vol 21 (3) ◽  
pp. 221-227
Author(s):  
Ştefania Dumitrescu

AbstractSmartphones and other mobile devices have become an integral component of daily life for many people worldwide, offering a broad and up-growing range of functions and utilities. Social media, the information and communication technology, and the enhanced usability and pervasiveness of mobile devices have resulted in an enormous interest in the development of a large diversity of health care applications. This dynamic time for new technologies that overlaps the current epidemic of diabetes and obesity gives smartphones the potential to play a role in increasing healthcare delivery and efficiency. Research has consistently shown that diabetes and obesity management represents the medical area where mobile devices could help in achieving therapeutic goals and enhance patients’ quality of life. This paper comprises a brief overview of the current state of development, requirements and regulations in the health mobile applications industry, and a short overlook on mobile applications diversity, safety and efficacy towards the self-management of individuals with diabetes mellitus and/ or obesity and the enhancement of their quality of life.


Author(s):  
Oscar Westlund

Not long ago mobile news was considered non-existent and peripheral, but throughout the 2010’s it has rapidly gained traction. News publishers have incorporated mobile technology into their news production processes, and autonomous mobile journalists have emerged who sneak into areas and countries that would otherwise confiscate their equipment. Mobile devices place several different user interfaces on offer, among which native mobile applications have become increasingly important. Mobile news consumption has grown substantially, having both displacing and complementary effects on other forms of news consumption. People have extended their news day, oftentimes starting soon after they reach for their mobile device to switch off the alarm in the morning and continuing throughout the day until they disconnect in the evening. Mobile news has become integral to journalism and journalism studies as a whole and is closely connected to important inquiries about the future of journalism, its business, and its capacity to inform citizens. This chapter focuses on three distinct yet interrelated areas: (1) mobile news production, (2) mobile news distribution, and (3) mobile news consumption. It concludes with a discussion on key future research inquiries.


Author(s):  
Anna Mihailovna Chetyrina

Modern information technologies provide new ways of solving a number of practical issues connected with the determination of the volume and content of the modern language individual’s vocabulary. The development of the mobile content market led to the emergence of information and entertainment applications which mobile devices owners can use to extend their vocabulary. These include applications aimed at recognizing and memorizing word meanings, e-dictionaries and e-books, as well as numerouslinguistic games. The article discusses the features of mobile applications which demonstrate the meanings of potential Russian agnonyms (neologisms, special terms, obsolete and rarely used words). The content of such applications is analyzed, their technical potential is assessed, the quality of linguistic information and the manner of its representation are analyzed. On the basis of the author’s own experience conclusions are made about the efficiency of these e-resources in view of the stated goal.


Author(s):  
Nhu Le ◽  
Hanh Dinh

Rapid advancement in technology has altered the way language education is conceptualized and practiced. Technological tools, when effectively integrated with appropriate pedagogical foundations, can enhance the quality of teaching and learning experiences. Augmented reality (AR) has emerged as one of the latest technologies offering a new way to bridge virtual and reality worlds. Due to the widespread proliferation of digital technology, the implementation of AR on mobile devices such as smartphones and tablets has become a growing trend in educational settings. Regardless of the advantages that AR technology brings to language classrooms, there have been very few studies exploring the design, evaluation, and applications of AR for educational purposes. Therefore, this chapter aims to (a) introduce AR technology in learning environments, (b) embrace its potentials and foreseeable hindrances to language education, (c) discuss practical and applicable ways to use this merging technology effectively in the classroom, and (d) propose some issues for future research.


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