Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact
Abstract
:1. Introduction
1.1. Existing Teaching Paradigms
- An outdated and limiting teacher–pupil structure;
- An excessively long period, often into the student’s 30s or 40s, for postgraduate study;
- Inefficiency in conveying information and knowledge that is not targeted or tailored to better suit the student’s requirements;
- A focus on reproduction and “drilling” instead of creation and innovation;
- The changing world and technology now requires more innovation and creativity than repetitive and procedural knowledge;
- Assessment is examination-centred, which has been proven not to be effective.
1.2. Opportunities of Online Learning
- Personalized learning: using AI-enabled online learning has allowed online platforms to use data analytics to ascertain learning styles, strengths and weaknesses which enable tailored content to be developed and shared, in turn improving the learning experience and success rate [12].
- Virtual and augmented reality: Learners have the opportunity to engage with simulation and virtual experimentation without having to be in the same physical location. Additionally, this improves student understanding, with in-depth engagement instead of simple didactic content [13].
- Blockchain: online credentials and accreditations are secured using blockchain, improving security and reducing falsification of qualifications, allowing online credentials to be as secure, if not more so, than face-to-face engagements [14].
- Open educational resources: an additional contribution of online education is the provision of cost-free or low-cost educational resources and materials, which also opens education to an international environment and persons who previously could not have had access to quality educational resources [3,5,16].
- Social learning: the emersion of social media and incorporation of social media-type features into learner management systems or online educational resources has allowed long-distance and interactive involvement between learners and educators, in turn also expanding the possible reach of quality educational resources (including virtual- and augmented reality) [23,24].
1.3. Problem Identification
1.4. Research Aim
1.5. Research Methodology
- Step 1—Problem and opportunity statement: present the opportunity for improvement and the problem statement using inductive reasoning supported by a short preliminary literature study (Section 1).
- Step 2—Literature analysis: Explore the existing research of emerging technologies and accompanying secondary sources in detail to generate and interpret qualitative data. This process entails reviewing the literature whilst iteratively coding the findings, as outlined with grounded theory methodology (Section 2).
- Step 3—Generate theory: use the results of the iterative literature analysis to propose a theory for the solution to the problem and an opportunity statement (Section 3).
- Step 4—Present a proposed model: Present a practical form of the theory using the explored technologies in a systems model. This will validate the practicality of the study to present a future map for an effective learning model. It will also identify and highlight possibilities for future work (Section 4).
2. Literature Analysis
2.1. Gamification
2.2. Assessment Procedures
2.3. Micro-Qualifications
2.4. Personality and User Profiling
2.5. Blockchain for Academic Integrity and Accreditation
3. Technology-Enhanced Education: Presentation of the Theory
3.1. Key Qualitative Factors (Theory Variables)
3.2. Technology-Infused Improvement and Opportunities
4. Model Design
4.1. Conceptual Model of Online Education Framework
4.2. Content Recommendation and Profile-Matching Algorithm
4.3. Content Development Interface (LMS Population Wizard)
4.4. Learner Profile Database
4.5. Content Profile Database
4.6. Content Developer Database
4.7. Block Chain Verification and Digital Badges
4.8. Recognition of Prior Learning
5. Conclusions and Future Work
- The design of a content development platform that demystifies gamification for the average user and makes the creation of smart content easy and accessible with minimum training required.
- The design of various machine-learning and artificial-intelligence algorithms for the tracking and proposing of online content for learners.
- Digital blockchain design that is capable of tracking micro-credentials and higher combined qualifications.
- The design, structuring and validation procedures of digital badges and recognition for vocational training and experience.
- The integration of institutional RPL procedures to enable the link between institutions and open education using digital recognition technologies.
- International legislative frameworks to allow for global standardisation or global recognition of regional training.
- Testing, and empirical and quantitative studies of the various components of the integrated system including software, the sociological impact, and learner and educator response.
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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---|---|---|---|---|
Putz, Lisa-maria | 2020 | Improved knowledge retention and student performance. | Steady increase in learning performance with incorporation of gamified principles. | [37] |
Hakak, Saqib | 2019 | Design of cloud-assisted education gamification. | A cloud-assisted model architecture is proposed. | [38] |
Gatti, Lucia | 2019 | Improved cognitive and critical-thinking skills. | Improved cognitive and affective learning and increased learning outcomes. | [39] |
Aguiar-Castillo, Lidia | 2021 | Higher student satisfaction and deep learning with peers. | Satisfaction increases with an increased level of deep learning. | [40] |
Seaborn, Katie | 2015 | Review of gamification implementation with a multidisciplinary approach. | Empirical studies were identified but broader implementation and testing is required. | [41] |
Subhash, Sujit | 2018 | Review of gamification in higher education for implementation. | Identifying and categorising gamification systems. | [42] |
Buckley, Patrick | 2017 | Learning style and traits: impact of gamification efficacy. | Positive impression, but must be implemented considering learner traits. | [43] |
Oliveira, Wilk | 2023 | Review of gamification efficacy and future research. | Not enough statistical evidence found for efficacy. | [18] |
Manzano-León, Ana | 2021 | Review of literature of student motivation and performance. | Positive reception and marginal improvement in motivation and performance. | [17] |
Swacha, Jakub | 2021 | Review of literature to design interactive content. | Positive reception and marginal improvement in motivation. | [19] |
Swacha, Jakub | 2019 | Literature review of the state of the art in gamification. | Outlined different studies and techniques. | [26] |
Kim, Jihoon | 2021 | Meta-analysis of results of gamification implementation. | Change in behaviours and improved learning outcomes. | [44] |
Brouwer, A | 2021 | A systemic review of gamification in the education of health professionals. | Improved learning outcomes with no negative outcomes reported. | [45] |
Naaman, Awaz | 2022 | Literature review of e-learning applications. | Used as a tool to improve learning experiences, with future study directions outlined. | [46] |
Author | Date | Description | Findings | Ref. |
---|---|---|---|---|
Hidayah, Nur | 2021 | Review of micro-credentials in higher education. | Challenges, opportunities and recommendations for future work are reported. | [64] |
Tamoliune, Giedre | 2023 | Systemic literature review of micro-credential potential. | Improved security and motivation for life-long learning. | [66] |
Selvaratnam, Ratna Malar | 2020 | Integrative literature review of micro-credentials in higher education. | Recommendation for widespread recognition of credentials and implementation. | [54] |
McGreal, Rory | 2022 | Report on emerging micro-credential research and trends. | Recommendation on how higher education can implement micro-credentials. | [61] |
Wheelahan, Leesa | 2021 | Bernsteinian analysis of micro-credentials in higher education. | Reframing and acceptance of higher education making use of micro-credentials are reported. | [62] |
Pirkkalainen, Henri | 2023 | Study of micro-credentials for learners and higher-education institutions. | The success of micro-credentials lies in higher-education institutions’ implementation. | [67] |
Varadarajan, Soovendran | 2023 | A systemic review of the implementation of micro-credentials for stakeholders. | Research questions are highlighted and recommendations for implementation are outlined. | [68] |
Gish-lieberman, Jaclyn J | 2021 | A longitudinal literature study of micro-credentials in education. | Micro-credentials assist greatly with formative development, but more research is required for implementation. | [69] |
Hunt, Tiffany | 2020 | The use of micro-credentials in personal professional development. | Outlines the potential and progressive implementation. | [70] |
Sankey, Michael | 2021 | State of the art of micro-credentials in Australasia. | Implementation is growing rapidly, but more work is required on a global level | [71] |
Thi, Nguyen | 2023 | Systemic literature review of micro-credentials. | The early stage of development, and more research is still required. | [72] |
Olcott, Don Jr | 2022 | Potential impact of micro-credentials in the USA. | Transitioning to a different approach may be possible with micro-credentials for improved affordability and reception. | [73] |
Mcgreal, Rory | 2024 | Present state of implementation of micro-credentials. | Micro-credentials should be further implemented for improved education structure. | [74] |
Author | Date | Description | Findings | Ref. |
---|---|---|---|---|
Guustaaf, Edward | 2021 | Review of blockchain projects in education. | Outlines different strategies and configurations. | [89] |
Aini, Qurotul | 2021 | Evaluation of the implementation of blockchain at universities. | Still difficult for education institutions to implement block chain, but can show great advantages for security. | [90] |
Delgado-von-eitzen, Christian | 2021 | Systemic literature review of blockchain in education. | Shows great potential for security and accessibility, but must still be researched and the implementation must still be developed. | [91] |
Raimundo, Ricardo | 2021 | Review of blockchain systems in higher education. | Shows great potential for security improvement, but requires further development. | [92] |
Lutfiani, Ninda | 2020 | Review of the use of blockchain in education. | Review of possible implementation and advantages of blockchain. | [93] |
Fang, Yiming | 2020 | Review of blockchain in education. | Still a lot of development required to alleviate skills, and there are security issues to be alleviated. | [94] |
Castro, Renato Q | 2021 | Review of blockchain in higher-education qualifications. | Some institutions have implemented solutions, but a unified response is required. | [95] |
Park, Jae | 2021 | Review of blockchain in education. | Shows development, but requires maintenance motivation (such as mining) and widespread adoption. | [96] |
Ocheja, Patrick | 2022 | A systemic review and practical case studies of blockchain in education. | Most effort focussed on verification and not, which is of greater potential, on in-depth academic records. | [97] |
Loukil, Faiza | 2021 | A systemic review of blockchain in education. | Enhances security, accountability and transparency, but requires legal support and widespread scalability. | [98] |
Fedorova, Elena P | 2020 | Review of application of blockchain in higher education in Russia. | No widespread knowledge of blockchain, legislative support required, and connectivity shortcomings. | [99] |
Shortcoming | Improvements | Technology |
---|---|---|
Teacher–pupil structure | Peer learning and social learning | Online learning |
Interactive and vocational training | Gamification | |
Excessively long study period | Focussed and tailored content | Micro-credentials |
Customised learning pace | ||
Inefficiency in conveying information | Teaching-approach matching | Personality profiling with machine learning and AI |
Focussed and tailored content | Micro-credentials, personality profiling | |
Intrinsic motivation | Gamification | |
“Drilling” instead of creation and innovation | Tailored-content matching | Personality profiling with machine learning and AI |
Teaching-approach matching | ||
Interactive and vocational training | Gamification | |
Assessment is examination-centred | Continuous assessment | Online learning |
Gamified assessment | Gamification | |
Verified micro-qualifications and quantifiable experiential/vocational training | Blockchain |
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Swanepoel, J.A. Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact. Educ. Sci. 2024, 14, 522. https://doi.org/10.3390/educsci14050522
Swanepoel JA. Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact. Education Sciences. 2024; 14(5):522. https://doi.org/10.3390/educsci14050522
Chicago/Turabian StyleSwanepoel, Jan Adriaan. 2024. "Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact" Education Sciences 14, no. 5: 522. https://doi.org/10.3390/educsci14050522
APA StyleSwanepoel, J. A. (2024). Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact. Education Sciences, 14(5), 522. https://doi.org/10.3390/educsci14050522