Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (20)

Search Parameters:
Keywords = Interactive Whiteboard

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
21 pages, 5344 KB  
Article
Active Learning in Engineering Education: A Case Study from a Digital Logic Design Course
by Majdi Mansouri
Appl. Sci. 2026, 16(6), 2880; https://doi.org/10.3390/app16062880 - 17 Mar 2026
Viewed by 145
Abstract
This study explores the design and implementation of active learning strategies in a Digital Logic Design (DLD) course offered at Sultan Qaboos University. By shifting away from traditional lecture formats and incorporating tools such as interactive quizzes, collaborative whiteboard sessions, and real-time feedback [...] Read more.
This study explores the design and implementation of active learning strategies in a Digital Logic Design (DLD) course offered at Sultan Qaboos University. By shifting away from traditional lecture formats and incorporating tools such as interactive quizzes, collaborative whiteboard sessions, and real-time feedback mechanisms, the course aimed to increase student engagement and deepen conceptual understanding. A mixed-methods approach was used, including classroom observation, visual documentation, and post-course satisfaction surveys (n = 49). Inferential statistical analyses and effect sizes were calculated on key survey items. Findings indicate that these strategies significantly enhanced both cognitive and affective aspects of learning. This paper offers insights for educators in STEM disciplines seeking to cultivate active learning environments that align with contemporary pedagogical frameworks. Full article
Show Figures

Figure 1

18 pages, 386 KB  
Article
ICT Infrastructure in Early Childhood and Primary Education Centers: Availability and Types According to the Perception of Preservice Teachers on Internship
by Lucia Yuste, Azahara Casanova-Piston and Noelia Martinez-Hervas
Educ. Sci. 2026, 16(2), 205; https://doi.org/10.3390/educsci16020205 - 29 Jan 2026
Viewed by 441
Abstract
This study analyzes the ICT infrastructure in teaching practice centers from the perspective of students enrolled in early childhood and primary education degree programs at a Spanish university during the 2024–2025 academic year. A quantitative, cross-sectional design was employed. A questionnaire was distributed [...] Read more.
This study analyzes the ICT infrastructure in teaching practice centers from the perspective of students enrolled in early childhood and primary education degree programs at a Spanish university during the 2024–2025 academic year. A quantitative, cross-sectional design was employed. A questionnaire was distributed to all first- to fourth-year students via the university platform, with a sample of 556 participants. The data collection instrument consisted of an ad hoc adaptation and extension of the validated EdSocEval_V2 questionnaire, ensuring factorial validity. It was used to examine the availability of technological resources for communication and digital management, together with personal and contextual variables to support data classification. Results indicate high availability of basic digital resources, including projectors, Wi-Fi, interactive whiteboards, printers, alongside limited access to robotics, digital tablets, and classrooms of the future. High homogeneity was observed in communication and digital management resources, such as websites, virtual learning environments and corporate email. MANOVA analyses revealed that students perceive ICT infrastructure to be more integrated at higher levels of primary education, with no significant differences based on school ownership. Binary logistic regressions showed that school ownership predicts the availability of certain ICT resources, with private schools exhibiting lower network presence. Full article
(This article belongs to the Section Technology Enhanced Education)
Show Figures

Figure 1

12 pages, 216 KB  
Brief Report
Enhancing Interactive Teaching for the Next Generation of Nurses: Generative-AI-Assisted Design of a Full-Day Professional Development Workshop
by Su-I Hou
Informatics 2026, 13(1), 11; https://doi.org/10.3390/informatics13010011 - 15 Jan 2026
Viewed by 567
Abstract
Introduction: Nursing educators and clinical leaders face persistent challenges in engaging the next generation of nurses, often characterized by short attention spans, frequent phone use, and underdeveloped communication skills. This article describes the design and delivery of a full-day interactive teaching workshop for [...] Read more.
Introduction: Nursing educators and clinical leaders face persistent challenges in engaging the next generation of nurses, often characterized by short attention spans, frequent phone use, and underdeveloped communication skills. This article describes the design and delivery of a full-day interactive teaching workshop for nursing faculty, senior clinical nurses, and nurse leaders, developed using a design-thinking approach supported by generative AI. Methods: The workshop comprised four thematic sessions: (1) Learning styles across generations, (2) Interactive teaching methods, (3) Application of interactive teaching strategies, and (4) Lesson planning and transfer. Generative AI was used during planning to create icebreakers, discussion prompts, clinical teaching scenarios, and application templates. Design decisions emphasized low-tech, low-prep strategies suitable for spontaneous clinical teaching, thereby reducing barriers to adoption. Activities included emoji-card introductions, quick generational polls, colored-paper reflections, portable whiteboard brainstorming, role plays, fishbowl discussions, gallery walks, and movement-based group exercises. Participants (N = 37) were predominantly female (95%) and represented multiple generations of X, Y, and Z. Mid- and end-of-workshop reflection prompts were embedded within Sessions 2 and 4, with participants recording their responses on colored papers, which were then compiled into a single Word document for thematic analysis. Results: Thematic analysis of 59 mid- and end-workshop reflections revealed six interconnected themes, grouped into three categories: (1) engagement and experiential learning, (2) practical applicability and generational awareness, and (3) facilitation, environment, and motivation. Participants emphasized the workshop’s lively pace and hands-on design. Experiencing strategies firsthand built confidence for application, while generational awareness encouraged reflection on adapting methods for younger learners. The facilitator’s passion, personable approach, and structured use of peer learning created a psychologically safe and motivating climate, leaving participants recharged and inspired to integrate interactive methods. Discussion: The workshop illustrates how AI-assisted, design-thinking-driven professional development can model effective strategies for next-generation learners. When paired with skilled facilitation, AI-supported planning enhances engagement, fosters reflective practice, and promotes immediate transfer of interactive strategies into diverse teaching settings. Full article
21 pages, 5337 KB  
Article
SC-NBTI: A Smart Contract-Based Incentive Mechanism for Federated Knowledge Sharing
by Yuanyuan Zhang, Jingwen Liu, Jingpeng Li, Yuchen Huang, Wang Zhong, Yanru Chen and Liangyin Chen
Sensors 2025, 25(18), 5802; https://doi.org/10.3390/s25185802 - 17 Sep 2025
Cited by 2 | Viewed by 979
Abstract
With the rapid expansion of digital knowledge platforms and intelligent information systems, organizations and communities are producing a vast number of unstructured knowledge data, including annotated corpora, technical diagrams, collaborative whiteboard content, and domain-specific multimedia archives. However, knowledge sharing across institutions is hindered [...] Read more.
With the rapid expansion of digital knowledge platforms and intelligent information systems, organizations and communities are producing a vast number of unstructured knowledge data, including annotated corpora, technical diagrams, collaborative whiteboard content, and domain-specific multimedia archives. However, knowledge sharing across institutions is hindered by privacy risks, high communication overhead, and fragmented ownership of data. Federated learning promises to overcome these barriers by enabling collaborative model training without exchanging raw knowledge artifacts, but its success depends on motivating data holders to undertake the additional computational and communication costs. Most existing incentive schemes, which are based on non-cooperative game formulations, neglect unstructured interactions and communication efficiency, thereby limiting their applicability in knowledge-driven scenarios. To address these challenges, we introduce SC-NBTI, a smart contract and Nash bargaining-based incentive framework for federated learning in knowledge collaboration environments. We cast the reward allocation problem as a cooperative game, devise a heuristic algorithm to approximate the NP-hard Nash bargaining solution, and integrate a probabilistic gradient sparsification method to trim communication costs while safeguarding privacy. Experiments on the FMNIST image classification task show that SC-NBTI requires fewer training rounds while achieving 5.89% higher accuracy than the DRL-Incentive baseline. Full article
(This article belongs to the Section Internet of Things)
Show Figures

Figure 1

8 pages, 1211 KB  
Proceeding Paper
Application of Whiteboard Animation in Engineering Mathematics Education Based on YouTube OpenCourseWare
by John C.-C. Lu
Eng. Proc. 2025, 108(1), 13; https://doi.org/10.3390/engproc2025108013 - 1 Sep 2025
Viewed by 1310
Abstract
With advancements in digital technology, OpenCourseWare (OCW) has become a crucial tool for enhancing learning outcomes. Therefore, the innovative application of whiteboard animation in engineering mathematics education was explored, utilizing YouTube as a platform as a free digital learning resource. More than 300 [...] Read more.
With advancements in digital technology, OpenCourseWare (OCW) has become a crucial tool for enhancing learning outcomes. Therefore, the innovative application of whiteboard animation in engineering mathematics education was explored, utilizing YouTube as a platform as a free digital learning resource. More than 300 animated teaching materials and implemented interactive mechanisms were developed to improve students’ study effectiveness and self-directed learning abilities. Pre-tests and post-tests were conducted in “Engineering Mathematics I” and “Engineering Mathematics II” to assess the educational effectiveness of whiteboard animation. The results presented significant improvements in students’ performance. The average scores of Engineering Mathematics I and II increased from 64.37 and 63.73 in the pre-test to 87.03 and 92.39 in the post-test. Whiteboard animation effectively enhanced the learning experience in engineering mathematics, improving students’ comprehension and motivation. Such results provide a reference for the development of digital education technologies in engineering. Full article
Show Figures

Figure 1

16 pages, 10517 KB  
Article
Beyond the Light Meter: A Case-Study on HDR-Derived Illuminance Calculations Using a Proxy-Lambertian Surface
by Jackson Hanus, Arpan Guha and Abdourahim Barry
Buildings 2025, 15(12), 2131; https://doi.org/10.3390/buildings15122131 - 19 Jun 2025
Viewed by 1772
Abstract
Accurate illuminance measurements are critical in assessing lighting quality during post-occupancy evaluations, and traditional methods are labor-intensive and time-consuming. This pilot study demonstrates an alternative that combines high dynamic range (HDR) imaging with a low-cost proxy-Lambertian surface to transform image luminance into spatial [...] Read more.
Accurate illuminance measurements are critical in assessing lighting quality during post-occupancy evaluations, and traditional methods are labor-intensive and time-consuming. This pilot study demonstrates an alternative that combines high dynamic range (HDR) imaging with a low-cost proxy-Lambertian surface to transform image luminance into spatial illuminance. Seven readily available materials were screened for luminance uniformity; the specimen with minimal deviation from Lambertian behavior (≈2%) was adopted as the pseudo-Lambertian surface. Calibrated HDR images of a fluorescent-lit university classroom were acquired with a digital single-lens reflex (DSLR) camera and processed in Photosphere, after which pixel luminance was converted to illuminance via Lambertian approximation. Predicted illuminance values were benchmarked against spectral illuminance meter readings at 42 locations on horizontal work planes, vertical presentation surfaces, and the circulation floor. The average errors were 5.20% for desks and 6.40% for the whiteboard—well below the 10% acceptance threshold for design validation—while the projector-screen and floor measurements exhibited slightly higher discrepancies of 9.90% and 14.40%, respectively. The proposed workflow significantly reduces the cost, complexity, and duration of lighting assessments, presenting a promising tool for streamlined, accurate post-occupancy evaluations. Future work may focus on refining this approach for diverse lighting conditions and complex material interactions. Full article
(This article belongs to the Special Issue Lighting in Buildings—2nd Edition)
Show Figures

Figure 1

26 pages, 769 KB  
Article
“But Who Eats the Mosquitos?”: Deaf Learners’ Language Use and Translanguaging During STEAM Discussions
by Jessica Scott, Patrick Enderle, Scott Cohen, Jasmine Smith and Reagan Hutchison
Educ. Sci. 2025, 15(5), 538; https://doi.org/10.3390/educsci15050538 - 27 Apr 2025
Viewed by 1108
Abstract
Science, technology, engineering, arts, and mathematics (STEAM) education represents an array of fields that have significant promise for the future careers of students. However, in deaf education, little research has been conducted to understand how best to provide access to STEAM learning opportunities [...] Read more.
Science, technology, engineering, arts, and mathematics (STEAM) education represents an array of fields that have significant promise for the future careers of students. However, in deaf education, little research has been conducted to understand how best to provide access to STEAM learning opportunities for deaf students. This manuscript explores STEAM learning and Deaf Education through the lens of translanguaging. Translanguaging is the use of multiple linguistic resources by multilingual individuals. The authors recorded deaf teens attending a STEAM camp as they engaged in a collaborative problem-solving activity to explore the language resources they used to make sense of and communicate their understanding of the problem during various stages of the activity (gathering information, generating ideas, and evaluating ideas). We viewed their interactions through a translanguaging lens. We found that the campers used an array of both language-based (ASL, spoken English, gesture, and fingerspelling) and tool-based (writing on a whiteboard, engaging with informational papers, using computers or phones) translanguaging activities to gather information and communicate with one another. While selection of language resources did not differ by activity stage, they did differ by group, suggesting that campers were sensitive to the communication needs of their group mates. Full article
(This article belongs to the Special Issue Full STEAM Ahead! in Deaf Education)
Show Figures

Figure 1

14 pages, 244 KB  
Entry
Educational Technologies
by Michele Domenico Todino
Encyclopedia 2025, 5(1), 23; https://doi.org/10.3390/encyclopedia5010023 - 12 Feb 2025
Cited by 2 | Viewed by 9859
Definition
Educational technologies refer to the set of digital tools, resources, applications, and methodologies used to facilitate the teaching–learning process. These technologies include software, online platforms, hardware devices (such as tablets, computers, and interactive whiteboards), and, if one wants to give special relevance, as [...] Read more.
Educational technologies refer to the set of digital tools, resources, applications, and methodologies used to facilitate the teaching–learning process. These technologies include software, online platforms, hardware devices (such as tablets, computers, and interactive whiteboards), and, if one wants to give special relevance, as it should be these days, to the issue of inclusion in education, assistive technologies, all aimed at improving access to education, personalizing learning paths, and fostering a more dynamic interaction between students and teachers. This entry explores the integration of educational technologies, highlighting their role in enhancing the teaching–learning process, promoting inclusive and personalized education. It analyses the pedagogical implications of the use of digital technologies, including assistive technologies (which foster learning in a Universal Design for Learning perspective), and the need to train competent teachers to adopt innovative teaching practices. This entry concludes by emphasizing the importance of a shared commitment to prepare future generations for a technologically changing world by creating more dynamic and accessible learning environments, including through virtual reality, augmented reality, and artificial intelligence. Full article
(This article belongs to the Collection Encyclopedia of Social Sciences)
Show Figures

Graphical abstract

17 pages, 810 KB  
Article
Analyzing the Behavior Towards the Use of Interactive Digital Whiteboards for Educational Purposes: A Proposal Based on the Model of Goal-Directed Behavior and the Theory of Planned Behavior
by M. Dolores Gallego, Richard Bagozzi, Salvador Bueno and F. José Racero
Behav. Sci. 2024, 14(11), 975; https://doi.org/10.3390/bs14110975 - 22 Oct 2024
Cited by 3 | Viewed by 3761
Abstract
Information and communication technologies have revolutionized the educational landscape, transforming teaching and learning processes across the globe, and this is the case for interactive digital whiteboards. In particular, this paper focuses on providing a research model to analyze the behavior towards the use [...] Read more.
Information and communication technologies have revolutionized the educational landscape, transforming teaching and learning processes across the globe, and this is the case for interactive digital whiteboards. In particular, this paper focuses on providing a research model to analyze the behavior towards the use of interactive digital whiteboards (IDWs) by teachers in the educational context, highlighting their impact on the intention to use IDWS. The proposed structural equation model is based on the model of goal-directed behavior and the theory of planned behavior, and it is formed by six constructs: (1) attitude, (2) subjective norms, (3) desire, (4) perceived behavioral control, (5) intentions, and (6) behavior. The methodology was adapted to two possible scenarios: (1) positive and (2) negative. The findings show that both theoretical frameworks offer a valid context to explain the motivations that drive the use of IDWs, although there are no significant differences between the two scenarios. Thus, the present article contributes to the existing body of knowledge and provides insights for educators, policymakers, and researchers to leverage the acceptance of IDWs in education. However, some limitations were identified, such as the absence of the point of view of students regarding the use of IDWs, among others. Full article
(This article belongs to the Special Issue Behaviors in Educational Settings—2nd Edition)
Show Figures

Figure 1

14 pages, 2315 KB  
Article
Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training
by Francesca Pozzi, Andrea Ceregini, Stanislav Ivanov, Marcello Passarelli, Donatella Persico and Erica Volta
Educ. Sci. 2024, 14(3), 318; https://doi.org/10.3390/educsci14030318 - 16 Mar 2024
Cited by 12 | Viewed by 4356
Abstract
This study compares two versions (one digital, one hybrid) of a serious board game for teacher training called the “4Ts game”. Teachers play the game in groups to learn about—and directly engage in—the joint design of collaborative learning activities for their students by [...] Read more.
This study compares two versions (one digital, one hybrid) of a serious board game for teacher training called the “4Ts game”. Teachers play the game in groups to learn about—and directly engage in—the joint design of collaborative learning activities for their students by choosing the Tasks to be proposed, the Timing of activities, the Technologies to be used, and the Team composition, in an iterative process of decision making. The game comes in three versions: fully tangible, digital, and hybrid. This paper focuses on the interaction design of the digital and hybrid versions. In both cases, teachers pick cards up from four decks, read the prompts provided in the cards, and place them on a board to design a learning activity together. Their decision-making process is scaffolded by the digital or hybrid game versions, which provide feedback and suggestions and guide teachers toward the creation of a coherent design. The user experience is quite different in the two formats. In the hybrid game, teachers physically manipulate tangible cards on a tabletop board, and the board status is replicated on a laptop application that displays automatic feedback and guidance. By contrast, the digital version is played using an Interactive Whiteboard with touch-screen capabilities, thereby allowing teachers to manipulate digital cards on a digital board. The game was used in the context of two training initiatives targeting in-service school teachers (N = 42). Data were collected on acceptance of the model upon which the game is built, acceptance of the game itself, overall user satisfaction, and knowledge gains. Results show that teachers generally liked both versions of the game, especially the opportunity provided for receiving guidance in the design process. Additionally, teachers’ knowledge about learning design and collaborative learning increased significantly between the pre- and post-test for both the digital and the hybrid game groups. However, few significant differences were found between the groups that used the digital and hybrid versions of the game: the digital version was perceived as being slightly easier to use (p < 0.001). Overall, the study suggests that both versions of the game have the potential for teacher training, while the user interface of the hybrid version should be further refined to fully harness the game’s potential. Full article
Show Figures

Figure 1

19 pages, 19765 KB  
Article
The Effects of Distancing Design Collaboration Necessitated by COVID-19 on Brain Synchrony in Teams Compared to Co-Located Design Collaboration: A Preliminary Study
by Yi-Teng Shih, Luqian Wang, Clive H. Y. Wong, Emily L. L. Sin, Matthias Rauterberg, Zhen Yuan and Leanne Chang
Brain Sci. 2024, 14(1), 60; https://doi.org/10.3390/brainsci14010060 - 7 Jan 2024
Cited by 2 | Viewed by 4093
Abstract
Due to the widespread involvement of distributed collaboration triggered by COVID-19, it has become a new trend that has continued into the post-pandemic era. This study investigated collective performance within two collaborative environments (co-located and distancing settings) by assessing inter-brain synchrony patterns (IBS) [...] Read more.
Due to the widespread involvement of distributed collaboration triggered by COVID-19, it has become a new trend that has continued into the post-pandemic era. This study investigated collective performance within two collaborative environments (co-located and distancing settings) by assessing inter-brain synchrony patterns (IBS) among design collaborators using functional near-infrared spectroscopy. The preliminary study was conducted with three dyads who possessed 2–3 years of professional product design experience. Each dyad completed two designated design tasks in distinct settings. In the distributed condition, participants interacted through video conferencing in which they were allowed to communicate by verbalization and sketching using a shared digital whiteboard. To prevent the influences of different sketching tools on design outputs, we employed digital sketching for both environments. The interactions between collaborators were identified in three behaviors: verbal only, sketch only, and mixed communication (verbal and sketch). The consequences revealed a higher level of IBS when mixed communication took place in distributed conditions than in co-located conditions. Comparably, the occurrence of IBS increased when participants solely utilized sketching as the interaction approach within the co-located setting. A mixed communication method combining verbalization and sketching might lead to more coordinated cognitive processes when in physical isolation. Design collaborators are inclined to adjust their interaction behaviors in order to adapt to different design environments, strengthen the exchange of ideas, and construct design consensus. Overall, the present paper discussed the performance of virtual collaborative design based on a neurocognitive perspective, contributing valuable insights for the future intervention design that promotes effective virtual teamwork. Full article
(This article belongs to the Special Issue Advances of AI in Neuroimaging)
Show Figures

Figure 1

25 pages, 11194 KB  
Article
Impact of VR Application in an Academic Context
by Stefania-Larisa Predescu (Burciu), Simona Iuliana Caramihai and Mihnea-Alexandru Moisescu
Appl. Sci. 2023, 13(8), 4748; https://doi.org/10.3390/app13084748 - 10 Apr 2023
Cited by 20 | Viewed by 7172
Abstract
Traditional learning has faced major changes due to the COVID-19 pandemic, highlighting the necessity for innovative education methods. Virtual reality (VR) technology has the potential to change teaching and learning paradigms by providing a gamified, immersive, and engaging education. The purpose of this [...] Read more.
Traditional learning has faced major changes due to the COVID-19 pandemic, highlighting the necessity for innovative education methods. Virtual reality (VR) technology has the potential to change teaching and learning paradigms by providing a gamified, immersive, and engaging education. The purpose of this study is to evaluate the impact of virtual reality in academic context by using a VR software instrument (called EduAssistant). The system’s features such as virtual amphitheater, search by voice recognition, whiteboard, and a video conference system have fostered a sense of connection and community interaction. The study involved 117 students for VR experience, out of which 97 watched a pre-recorded video and 20 students used the VR headset, and an additional 20 students for traditional learning. The students who used the VR headset achieved a significantly higher mean quiz score of 8.31 compared to 7.55 for the traditional learning group with a two-tailed p-value of 0.0468. Over 80% of the total number of participants were satisfied (4 or 5 out of 5) with the experience and the confidence level when searching through voice recognition was over 90%. The study demonstrates that virtual reality is an excellent approach for changing conventional education. The research results, based on samples, simulations, and surveys, revealed a positive impact of VR and its gamification methods on the students’ cognitive performance, engagement, and learning experience. Immersion provided by a virtual assistant tool helped to promote active and deep learning. Experiments based on EduAssistant features suggest that virtual reality is also an effective strategy for future research related to students with disabilities. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
Show Figures

Figure 1

13 pages, 503 KB  
Article
Sustaining Teaching with Technology after the Quarantine: Evidence from Chinese EFL Teachers’ Technological, Pedagogical and Content Knowledge
by Fang Huang, Jiafu Qi and Ailin Xie
Sustainability 2022, 14(14), 8774; https://doi.org/10.3390/su14148774 - 18 Jul 2022
Cited by 22 | Viewed by 4088
Abstract
Given that little is known about English teachers’ technological, pedagogical and content knowledge (TPACK), this study examined teachers’ TPACK of using interactive whiteboards (IWBs) by contextualizing the research in the Chinese EFL context. Surveys and multi-case interviews were conducted among secondary school EFL [...] Read more.
Given that little is known about English teachers’ technological, pedagogical and content knowledge (TPACK), this study examined teachers’ TPACK of using interactive whiteboards (IWBs) by contextualizing the research in the Chinese EFL context. Surveys and multi-case interviews were conducted among secondary school EFL teachers. The results revealed that Chinese EFL teachers generally perceived themselves to be competent in TPACK, with content knowledge achieving the highest value (5.545) and technological knowledge having the lowest value (5.147). In addition, teachers with higher professional titles perceived themselves as having lower TPACK. Barriers to using IWBs in English teaching include a lack of using efficacy regarding IWBs, traditional teaching beliefs, insufficient technical support and training, defects in IWBs for English teaching and time constraints. This study enriched technology adoption literature and informed policymakers and educational institutions of the necessity to provide specialized training to improve teachers’ TPACK and take measures to reduce teachers’ non-teaching-related tasks to ensure sustainable technology adoption in English teaching. Full article
Show Figures

Figure 1

20 pages, 1713 KB  
Article
Digitalisation of Schools from the Perspective of Teachers’ Opinions and Experiences: The Frequency of ICT Use in Education, Attitudes towards New Media, and Support from Management
by Michał Szyszka, Łukasz Tomczyk and Aneta M. Kochanowicz
Sustainability 2022, 14(14), 8339; https://doi.org/10.3390/su14148339 - 7 Jul 2022
Cited by 32 | Viewed by 7543
Abstract
The digitalisation of education has become an irreversible process, and Poland is no exception. However, the issue of ICT usage in education raises many concerns and controversies, posing numerous methodological challenges at the same time. In the interpretation of our research, one of [...] Read more.
The digitalisation of education has become an irreversible process, and Poland is no exception. However, the issue of ICT usage in education raises many concerns and controversies, posing numerous methodological challenges at the same time. In the interpretation of our research, one of the most frequently used and validated models in empirical research—the Unified Theory of Technology Acceptance and Use (UTAUT) model—was used. The aim of the research was to show the frequency of use of popular hardware, software and websites among teachers from Poland (in the Silesia Province) and finding answers to the questions pertaining to the main determinants of digital teaching aids. The frequency of ICT use in education was juxtaposed with the attitudes towards new media in the school environment as well as with the support of managers in that area. Quantitative research was conducted on a sample of N = 258 in 2020. A questionnaire in the form of a digital diagnostic survey was used to collect data. Based on the data collected, it was noted that: (1) Teachers use virtual systems (eRegisters) and interactive whiteboards most often, while educational podcasts and software for learning foreign languages are used least often; (2) approximately 40% of teachers use ICT often or very often in their school teaching; (3) in public schools, digital teaching aids are used slightly more often than in non-public institutions; (4) teachers are consistent in their use of digital teaching aids, so the individuals experimenting with and implementing ICT at school do so regardless of the type of software and hardware; (5) active support from school head teachers strengthens the frequency of ICT use in education; and (6) in schools where the use of smartphones by students is prohibited, the frequency of ICT use in education is at a lower level. Full article
Show Figures

Figure 1

22 pages, 978 KB  
Article
Innovative Self-Confidence Webinar Intervention for Depression in the Workplace: A Focus Group Study and Systematic Development
by Wan Mohd Azam Wan Mohd Yunus, Peter Musiat and June S. L. Brown
Behav. Sci. 2020, 10(12), 193; https://doi.org/10.3390/bs10120193 - 16 Dec 2020
Cited by 2 | Viewed by 4935
Abstract
Brief face-to-face self-confidence workshops were effective in reducing depression among the public. Technological advances have enabled traditional face-to-face interventions to be adapted using unique technology-mediated platforms. This article details the formative development of a self-confidence web-based seminar (webinar) intervention for workplace depression. The [...] Read more.
Brief face-to-face self-confidence workshops were effective in reducing depression among the public. Technological advances have enabled traditional face-to-face interventions to be adapted using unique technology-mediated platforms. This article details the formative development of a self-confidence web-based seminar (webinar) intervention for workplace depression. The first section discusses a qualitative study that explores the feasibility and acceptability of adapting the self-confidence workshops into a webinar platform on employees in the workplace. The second section describes the systematic development of this new webinar intervention informed by the qualitative study findings, a published systematic review, and previous face-to-face self-confidence workshops. The qualitative study involves three focus groups (n = 10) conducted in a small organization. Three themes were identified relevant to the running of the new self-confidence webinars in the workplace: personal (content, time and duration preference, features of the webinar, individual participation, personalization), interpersonal (stigma from others, engagement with participants/presenter, moderated interaction), and organizational (endorsement from management, work demand). For the intervention development, the format, structure, features, and content of the self-confidence webinar intervention are described. Features such as file sharing, virtual whiteboard, live chat, and poll are explained with the intervention primarily based on cognitive behavior therapy and coping flexibility concepts. Full article
(This article belongs to the Section Psychiatric, Emotional and Behavioral Disorders)
Show Figures

Figure 1

Back to TopTop