Research Article
Mary Precy Aguilar, Wondwesen Tafesse
CONT ED TECHNOLOGY, Volume 18, Issue 3, Article No: ep665
ABSTRACT
Virtual reality’s (VR) potential and applications in education gained much interest recently, particularly as a pedagogical tool in higher education. It is well recognized for its immersive nature, promoting interaction and a sense of realism. A noticeable gap exists in the empirical application of VR in business education grounded in a specific learning theory. This study applies Kolb’s experiential learning theory and employs Kolb’s four-stage cycle to examine the impact of VR-immersive pedagogy—an area that remains underexplored. The study is qualitative and uses thematic analysis with ChatGPT as a research tool. While language models, such as ChatGPT, have gained much attention as a research tool, the benefits and limitations must be critically considered. The findings provide a comprehensive narrative of how students engage in the four phases of Kolb’s learning cycle: concrete experience, reflective observation, abstract conceptualization, and active experimentation. This study also identified the challenges and practical difficulties encountered in using VR in the classroom. It provides educators with a deeper understanding of the pedagogical impact of VR, enabling them to make informed decisions regarding curriculum design and pedagogy to facilitate experiential learning. This study highlights the potential of language models to enhance qualitative data analysis.
Keywords: virtual reality, student experience, experiential learning, higher education, business education, GenAI
Research Article
Ekaterina Pechenkina, Amanda Scardamaglia, Janet Gregory
CONT ED TECHNOLOGY, Volume 9, Issue 4, pp. 405-422
ABSTRACT
This mixed method study involved twenty students enrolled in three consecutive intakes of an Australian Bachelor of Laws program’s introductory unit. Pioneering a multi-element blended design, the unit featured three key elements: summary videos, self-test online quizzes and interactive discussion boards. These elements were chosen based on evidence-based research into digital tools found effective in enhancing students’ face-to-face learning experience in blended and fully online designs. The study’s main goal was to evaluate how students utilized these elements and in what ways their previous experiences with blended designs influenced their learning process in this unit. A focus-group and online surveys were used to collect data. Based on literature review, four areas of student experience with this blended designs formed a particular focus of this study: student expectations, support, resources, and collaboration. It was found that students extensively used videos and quizzes for catch-up, revision, and clarification, while discussion boards were not perceived as useful, with students preferring to have discussions face-to-face, in and out of classroom. Findings also indicated that students’ expectations of and previous experiences with blended learning can be leveraged to strengthen blended designs.
Keywords: Blended learning, Videos, Quizzes, Discussion boards, Law program, Student experiences
Research Article
Casimir C. Barczyk, Emily Hixon, Janet Buckenmeyer, Heather Zamojski
CONT ED TECHNOLOGY, Volume 3, Issue 2, pp. 99-114
ABSTRACT
Students at a regional campus of a Midwestern university were surveyed using an online questionnaire to determine their ownership, skill, and use of technological devices. Four hundred ninety-three students responded to the survey. It was found that the survey sample mirrored the student population at the university. Students owned and used a wide variety of electronic devices. Eighty five percent of the students owned laptop computers, 62% digital phones, 60% desktop computers, and 52% gaming systems. Students used electronic devices an average of 6.03 hours per week on classroom activities and 3.93 hours per week surfing the Internet for pleasure. They perceived themselves as being very skilled at using email, surfing the web, and word processing. It was also found that there was a significant correlation between students’ ownership of and skill with educational technology and their experience with Blackboard. Technological barriers were found to have a negative impact on students’ experience with Blackboard. Those barriers also negatively impacted their technological use and skill. A simple linear regression model explains that students’ experience with Blackboard is enhanced by having greater skill with technology, but is diminished when confronted with technological barriers. Implications for course design are discussed.
Keywords: Educational Technology, Post-Secondary Education, Student Experience with Technology, Barriers to Use Technology, Course Design