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Keywords = education for the digital-native generation

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23 pages, 506 KB  
Review
Evaluating the Effectiveness and Ethical Implications of AI Detection Tools in Higher Education
by Promethi Das Deep, William D. Edgington, Nitu Ghosh and Md. Shiblur Rahaman
Information 2025, 16(10), 905; https://doi.org/10.3390/info16100905 - 16 Oct 2025
Viewed by 2536
Abstract
The rapid rise of generative AI tools such as ChatGPT has prompted significant shifts in how higher education institutions approach academic integrity. Many universities have implemented AI detection tools like Turnitin AI, GPTZero, Copyleaks, and ZeroGPT to identify AI-generated content in student work. [...] Read more.
The rapid rise of generative AI tools such as ChatGPT has prompted significant shifts in how higher education institutions approach academic integrity. Many universities have implemented AI detection tools like Turnitin AI, GPTZero, Copyleaks, and ZeroGPT to identify AI-generated content in student work. This qualitative evidence synthesis draws on peer-reviewed journal articles published between 2021 and 2024 to evaluate the effectiveness, limitations, and ethical implications of AI detection tools in academic settings. While AI detectors offer scalable solutions, they frequently produce false positives and lack transparency, especially for multilingual or non-native English speakers. Ethical concerns surrounding surveillance, consent, and fairness are central to the discussion. The review also highlights gaps in institutional policies, inconsistent enforcement, and limited faculty training. It calls for a shift away from punitive approaches toward AI-integrated pedagogies that emphasize ethical use, student support, and inclusive assessment design. Emerging innovations such as watermarking and hybrid detection systems are discussed, though implementation challenges persist. Overall, the findings suggest that while AI detection tools play a role in preserving academic standards, institutions must adopt balanced, transparent, and student-centered strategies that align with evolving digital realities and uphold academic integrity without compromising rights or equity. Full article
(This article belongs to the Special Issue Advancing Educational Innovation with Artificial Intelligence)
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24 pages, 1892 KB  
Article
Correlational and Configurational Perspectives on the Determinants of Generative AI Adoption Among Spanish Zoomers and Millennials
by Antonio Pérez-Portabella, Mario Arias-Oliva, Graciela Padilla-Castillo and Jorge de Andrés-Sánchez
Societies 2025, 15(10), 285; https://doi.org/10.3390/soc15100285 - 11 Oct 2025
Viewed by 349
Abstract
Generative Artificial Intelligence (GAI) has become a topic of increasing societal and academic relevance, with its rapid diffusion reshaping public debate, policymaking, and scholarly inquiry across diverse disciplines. Building on this context, the present study explores the factors influencing GAI adoption among Spanish [...] Read more.
Generative Artificial Intelligence (GAI) has become a topic of increasing societal and academic relevance, with its rapid diffusion reshaping public debate, policymaking, and scholarly inquiry across diverse disciplines. Building on this context, the present study explores the factors influencing GAI adoption among Spanish digital natives (Millennials and Zoomers), using data from a large national survey of 1533 participants (average age = 33.51 years). The theoretical foundation of this research is the Theory of Planned Behavior (TPB). Accordingly, the study examines how perceived usefulness (USEFUL), innovativeness (INNOV), privacy concerns (PRI), knowledge (KNOWL), perceived social performance (SPER), and perceived need for regulation (NREG), along with gender (FEM) and generational identity (GENZ), influence the frequency of GAI use. A mixed-methods design combines ordered logistic regression to assess average effects and fuzzy set qualitative comparative analysis (fsQCA) to uncover multiple causal paths. The results show that USEFUL, INNOV, KNOWL, and GENZ positively influence GAI use, whereas NREG discourages it. PRI and SPER show no statistically significant differences. The fsQCA reveals 17 configurations leading to GAI use and eight to non-use, confirming an asymmetric pattern in which all variables, including PRI, SPER, and FEM, are relevant in specific combinations. These insights highlight the multifaceted nature of GAI adoption and suggest tailored educational, communication, and policy strategies to promote responsible and inclusive use. Full article
(This article belongs to the Special Issue Technology and Social Change in the Digital Age)
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24 pages, 2822 KB  
Article
Digitizing the Higaonon Language: A Mobile Application for Indigenous Preservation in the Philippines
by Danilyn Abingosa, Paul Bokingkito, Sittie Noffaisah Pasandalan, Jay Rey Gosnell Alovera and Jed Otano
Informatics 2025, 12(3), 90; https://doi.org/10.3390/informatics12030090 - 8 Sep 2025
Viewed by 3034
Abstract
This research addresses the critical need for language preservation among the Higaonon indigenous community in Mindanao, Philippines, through the development of a culturally responsive mobile dictionary application. The Higaonon language faces significant endangerment due to generational language shift, limited documentation, and a scarcity [...] Read more.
This research addresses the critical need for language preservation among the Higaonon indigenous community in Mindanao, Philippines, through the development of a culturally responsive mobile dictionary application. The Higaonon language faces significant endangerment due to generational language shift, limited documentation, and a scarcity of educational materials. Employing user-centered design principles and participatory lexicography, this study involved collaboration with tribal elders, educators, and youth to document and digitize Higaonon vocabulary across ten culturally significant semantic domains. Each Higaonon lexeme was translated into English, Filipino, and Cebuano to enhance comprehension across linguistic groups. The resulting mobile application incorporates multilingual search capabilities, offline access, phonetic transcriptions, example sentences, and culturally relevant design elements. An evaluation conducted with 30 participants (15 Higaonon and 15 non-Higaonon speakers) revealed high satisfaction ratings across functionality (4.81/5.0), usability (4.63/5.0), and performance (4.73/5.0). Offline accessibility emerged as the most valued feature (4.93/5.0), while comparative analysis identified meaningful differences in user experience between native and non-native speakers, with Higaonon users providing more critical assessments particularly regarding font readability and performance optimization. The application demonstrates how community-driven technological interventions can support indigenous language revitalization while respecting cultural integrity, intellectual property rights, and addressing practical community needs. This research establishes a framework for ethical indigenous language documentation that prioritizes community self-determination and provides empirical evidence that culturally responsive digital technologies can effectively preserve endangered languages while serving as repositories for cultural knowledge embedded within linguistic systems. Full article
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23 pages, 627 KB  
Article
Advancing Intercultural Competence in Higher Education: Strategies for Engaging Generation Z
by Aki Yamada
Educ. Sci. 2025, 15(3), 341; https://doi.org/10.3390/educsci15030341 - 10 Mar 2025
Cited by 2 | Viewed by 1623
Abstract
This study examines how Japanese Generation Z, “digital natives” currently in higher education, engage in cross-cultural learning and develop global skills. In the modern digital era, encountering and studying international topics, cultures, and languages is no longer limited to the traditional physical movement [...] Read more.
This study examines how Japanese Generation Z, “digital natives” currently in higher education, engage in cross-cultural learning and develop global skills. In the modern digital era, encountering and studying international topics, cultures, and languages is no longer limited to the traditional physical movement of people to acquire new experiences. We seek to investigate a modernized educational model for intercultural exchange, learning, and internationalization that emphasizes the technological information, platforms, and tools that the digital native generation uses daily. We use survey data from 123 Japanese higher-education students to investigate this subject and help reveal how they can operate and learn global skills in an increasingly digital landscape. Our findings indicate a strong desire to gain intercultural competence through digital sources, remote communications, and interactions with inbound international students. Digital information provides a significant opportunity for students to gain foundational international knowledge and competencies without the level of investment and limited accessibility of traditional study-abroad programs. We consider the pros and cons of integrating digital information into future academic endeavors. Full article
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32 pages, 3104 KB  
Article
Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals
by Szilvia Szilágyi, Enikő Palencsár, Attila Körei and Zsuzsanna Török
Educ. Sci. 2025, 15(2), 132; https://doi.org/10.3390/educsci15020132 - 23 Jan 2025
Cited by 4 | Viewed by 4692
Abstract
Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. [...] Read more.
Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation. In this paper, an original non-digital card game, Blue Yeti, is presented that supports determining the convergence property of improper integrals using the comparison theorems and the Cauchy–Maclaurin test, providing a motivational and effective way of acquiring knowledge for Gen Z students. This paper provides a comprehensive overview of the development process, rules, and gameplay mechanics of Blue Yeti, which was created as a key component of a multifunctional didactic framework. In addition, it presents findings from a two-year research study conducted among first-year bachelor’s students in computer science on the benefits of playing Blue Yeti. Quantitative studies were carried out with 63 first-year IT students using a quasi-experimental research design to measure the effectiveness of the game. A pre- and post-test design was used with the experimental group of 31 participants to evaluate the short-term effects of card game-based learning. A t-test for paired samples was used for hypothesis testing. To assess the medium-term impact, the results from the related midterm exam problems were statistically analysed, comparing the outcomes of the experimental group with those of the control group using the Mann–Whitney U-test. The results indicated that the experimental group outperformed the control group, achieving a mean score of 3.03 out of 6 on the designated midterm exam problems, compared to the control group’s mean score of 1.78. Additionally, student attitudes towards the game were measured using a mixed-method approach, which provided not only quantitative data but also qualitative information on student attitudes towards Blue Yeti, complementing the statistics on learning outcomes. The results of the study clearly support the effectiveness of the card game. Full article
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34 pages, 7808 KB  
Article
InHeritage—A Gamified Mobile Application with AR and VR for Cultural Heritage Preservation in the Metaverse
by Paula Srdanović, Tibor Skala and Marko Maričević
Appl. Sci. 2025, 15(1), 257; https://doi.org/10.3390/app15010257 - 30 Dec 2024
Cited by 8 | Viewed by 4562
Abstract
This paper explores contemporary approaches to preserving and promoting cultural heritage by integrating game elements and advanced technologies, such as Virtual Reality (VR) and Augmented Reality (AR). In an era increasingly shaped by digital innovation, preserving cultural heritage demands new strategies to sustain [...] Read more.
This paper explores contemporary approaches to preserving and promoting cultural heritage by integrating game elements and advanced technologies, such as Virtual Reality (VR) and Augmented Reality (AR). In an era increasingly shaped by digital innovation, preserving cultural heritage demands new strategies to sustain engagement with historical narratives and artifacts. Emerging technologies like VR and AR offer immersive, interactive experiences that appeal to modern audiences, especially younger generations accustomed to digital environments (Bekele and Champion). Gamification—the use of game design principles in non-game contexts—has gained significant traction in education and cultural heritage, providing new methods for increasing user engagement and retention (Werbach and Hunter). By incorporating gamified features, heritage can be made more accessible, fostering emotional connections and deeper understanding (Huotari and Hamari; Zichermann and Cunningham). This aligns with the shift toward interactive digital storytelling as a tool to transform static heritage presentations into dynamic, participatory experiences (Champion and Rahaman). Central to this research is the conceptualization and development of a mobile application leveraging VR and AR to enhance user engagement and education around cultural heritage. Drawing on the principles of self-determination theory (Deci and Ryan) and empirical findings on gamified learning (Landers and Landers), the application combines educational content with interactive elements, creating an immersive learning environment. By addressing both content accessibility and interactive immersion, this application bridges the gap between traditional heritage preservation and the expectations of a digitally native audience. The recent literature underscores the potential of VR and AR in cultural preservation, emphasizing their ability to transcend physical boundaries, simulate historical environments, and promote active participation (Milgram and Kishino, Addison; Azuma). As virtual environments evolve, platforms like the metaverse expand possibilities for experiencing cultural heritage in spaces free of geographical limitations (Cipresso et al.; Radianti et al.). Such advancements have already demonstrated significant educational and experiential benefits (Wu et al.; Akçayır and Akçayır). This study employs both quantitative and qualitative methods to examine the target group’s attitudes toward gamified technologies for cultural heritage preservation. The initial results indicate substantial interest and willingness among users to engage with applications employing VR and AR. This aligns with findings in the literature that suggest immersive experiences can enhance learning outcomes and foster long-term engagement (Merchant et al.; Speicher et al.). The project has garnered significant recognition, receiving the Rector’s Award for the best scientific paper in the technical field at the University of Zagreb and earning bronze medals at the ARCA Innovation Fair and the INOVA Fair. These accolades underscore the project’s innovative approach and its potential for real-world application. By presenting a robust framework for integrating gamification and immersive technologies into cultural heritage preservation, this paper contributes to the growing discourse on utilizing advanced digital tools to ensure the sustainability and relevance of cultural heritage for future generations. Full article
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27 pages, 3152 KB  
Article
Innovative Integration of Poetry and Visual Arts in Metaverse for Sustainable Education
by Ji-yoon Kim and Han-sol Kim
Educ. Sci. 2024, 14(9), 1012; https://doi.org/10.3390/educsci14091012 - 15 Sep 2024
Cited by 4 | Viewed by 2136
Abstract
The rapid advancement of digital technology has necessitated a reevaluation of traditional educational methodologies, particularly in literature and visual arts. This study investigates the application of metaverse technology to integrate contemporary poetry and visual arts, aiming to enhance university-level education. The purpose is [...] Read more.
The rapid advancement of digital technology has necessitated a reevaluation of traditional educational methodologies, particularly in literature and visual arts. This study investigates the application of metaverse technology to integrate contemporary poetry and visual arts, aiming to enhance university-level education. The purpose is to develop a convergent teaching method that leverages the immersive and interactive capabilities of the metaverse. The research involves a joint exhibition project with students from Sangmyung University and international participants, incorporating a metaverse-based educational program. A sample of 85 students participated in the program, and their experiences were evaluated through surveys and focus group interviews (FGIs). The findings reveal significant correlations between content satisfaction and method satisfaction, underscoring the importance of engaging and interactive methods. The study also identifies technical challenges and provides insights for optimizing digital platforms for educational purposes. The implications suggest that integrating metaverse technology in arts education can significantly enhance creativity, critical thinking, and interdisciplinary skills, offering a sustainable and innovative approach to modern education. Based on these implications, this paper proposes methods for incorporating the insights gained from case analyses and implications into the design of educational programs. It is anticipated that this approach will contribute to enhancing the quality of convergence education in higher education institutions. Furthermore, it is expected that this program will serve as a starting point for the systematic implementation of integrated education and the use of digital platforms, thereby helping to reduce disparities in integrated education between countries. Full article
(This article belongs to the Special Issue Technology-Based Immersive Teaching and Learning)
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13 pages, 781 KB  
Article
Digital Generation Influence on the Post-COVID-19 Use of Digital Technologies in Engineering Education: A Statistical Study
by Álvaro Antón-Sancho, Diego Vergara, Georgios Lampropoulos and Pablo Fernández-Arias
Electronics 2023, 12(19), 3989; https://doi.org/10.3390/electronics12193989 - 22 Sep 2023
Cited by 2 | Viewed by 1878
Abstract
The COVID-19 pandemic caused a global health crisis that led to a sudden migration of many educational activities to digital environments. This migration affected the digitization process of higher education. This paper conducts a quantitative statistical analysis of the impact that the COVID-19 [...] Read more.
The COVID-19 pandemic caused a global health crisis that led to a sudden migration of many educational activities to digital environments. This migration affected the digitization process of higher education. This paper conducts a quantitative statistical analysis of the impact that the COVID-19 pandemic had on the habits of use of information and communication technologies (ICT) among 426 Latin American university professors in engineering areas. In particular, this impact has been analyzed in terms of the digital generation of the participating professors. To achieve this, the responses given by them on a validated questionnaire were examined for the purposes of this research. As a result, the COVID-19 pandemic has led to an increase of up to 47% in the use of ICT among engineering professors, but unevenly according to the different uses of these tools within the teaching activity. In addition, in engineering areas, it seems that digital natives have increased their use of ICT more than digital immigrants after the pandemic (between 8% and 20%, depending on the type of digital tool in question). It is suggested that universities take measures for the digital integration of older professors. Full article
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18 pages, 704 KB  
Article
Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers
by María Fernández-Raga, Darija Aleksić, Aysun Kapucugil İkiz, Magdalena Markiewicz and Herbert Streit
Sustainability 2023, 15(4), 3706; https://doi.org/10.3390/su15043706 - 17 Feb 2023
Cited by 14 | Viewed by 7434
Abstract
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this [...] Read more.
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education. Full article
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16 pages, 15365 KB  
Article
Teacher-Developed Computer Games for Classroom and Online Reinforcement Learning for Early Childhood
by María de los Ángeles Tárraga-Sánchez, María del Mar Ballesteros-García and Héctor Migallón
Educ. Sci. 2023, 13(2), 108; https://doi.org/10.3390/educsci13020108 - 19 Jan 2023
Cited by 4 | Viewed by 3743
Abstract
During the recent period of confinement, educational institutions and teachers worked together to provide online teaching to enable students to acquire the competencies of each educational level. Efforts mainly focused on secondary and higher education and, to a lesser extent, on primary education. [...] Read more.
During the recent period of confinement, educational institutions and teachers worked together to provide online teaching to enable students to acquire the competencies of each educational level. Efforts mainly focused on secondary and higher education and, to a lesser extent, on primary education. Although these efforts have been useful, it is important to take advantage of them and continue using both the resources developed and the know-how obtained during this period. In this paper, we present an online education proposal with a focus on preschool education that was initially developed during the lockdown period for students between three and five years old, and which continues to form an important part of the curricular content in current face-to-face teaching. We discuss the adaptation and successful use of this proposal in the post-confinement period, in which a return to face-to-face education has taken place. It is important to note that this proposal is aimed at a generation of students who are already digital natives, and it is necessary to pay attention to both the content and the design of the proposed computer games, in addition to maintaining the motivation of the students. One of the differentiating characteristics of this proposal is that the interactive resources developed here were designed, developed and adapted by the preschool children’s teachers themselves, without requiring computer science skills. The proposed methodology provides dynamic resources that evolve alongside the students. Therefore, our proposal is composed of both the methodology for the development of the computer games of the game-based part of our curricular project, and the project itself. Two examples of this project are presented. We show how the methodology allows the design and adaptation of computer games for specific school groups at specific learning stages. Full article
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10 pages, 746 KB  
Article
Foreign Language Vocabulary Acquisition and Retention in Print Text vs. Digital Media Environments
by Marcel Pikhart, Blanka Klimova and Fanny Bohnenberger Ruschel
Systems 2023, 11(1), 30; https://doi.org/10.3390/systems11010030 - 5 Jan 2023
Cited by 3 | Viewed by 7235
Abstract
In the context of very current trends in digital language education generally supported by governments and educational institutions, it seems necessary to evaluate the efficiency of these tools from various points of psycholinguistics and applied linguistics, mostly when it comes to learning a [...] Read more.
In the context of very current trends in digital language education generally supported by governments and educational institutions, it seems necessary to evaluate the efficiency of these tools from various points of psycholinguistics and applied linguistics, mostly when it comes to learning a foreign/second language (L2). Therefore, this paper aims to evaluate vocabulary retention in L2 when using print text in contrast with digital media. The research was conducted among 122 participants who were university students and were divided into two groups to learn 60 new phrasal verbs; one group of them using a standard print text, the other using the same text displayed and annotated on their digital devices. There were two memory tests after four weeks of studying the four sets of phrasal verbs, i.e., 15 verbs a week, and another test after another month to evaluate students’ memory retention of the given vocabulary in time. The results clearly show a slight but clear discrepancy in these two groups in favor of the group using the print text in both tests performed. The findings of this study suggest that students can retain L2 vocabulary better in conditions where they have access to printed vocabulary and if they can make notes, highlight or write their translation in their native language. However, these findings should be verified from other perspectives as well to obtain more reliable data. Full article
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28 pages, 5221 KB  
Article
Closing the Digital Gender Gap among Foreign University Students: The Challenges Ahead
by Hayet Kerras, Susana Bautista, Danilo Santos Piñeros Perea and María Dolores de-Miguel Gómez
Sustainability 2022, 14(19), 12230; https://doi.org/10.3390/su141912230 - 27 Sep 2022
Cited by 8 | Viewed by 2828
Abstract
In today’s world, new and advanced forms of technology are increasingly providing great changes in universities, thus generating new possibilities and impacting pedagogy and learning methodology. Unfortunately, not all students can use these tools in the same way and with the same ability. [...] Read more.
In today’s world, new and advanced forms of technology are increasingly providing great changes in universities, thus generating new possibilities and impacting pedagogy and learning methodology. Unfortunately, not all students can use these tools in the same way and with the same ability. Not only are there digital gender gaps that limit women from enjoying these learning opportunities, but there are also digital gaps between foreign and natives’ students who have been trained in these technologies in their countries of origin, which impedes the achievement of the sustainable development goals planned for 2030. This study addresses theoretical foundations on the digital gender gap in university studies and provides an econometric analysis, through a simple linear regression, on the existence of a correlation between this digital gender gap and the university study gap by gender. A more specific analysis is also presented on the digital gender gap in the case of foreign students from four groups of countries, according to their income. The results show, on one hand, that differences in the access and use of technologies represent one of the factors that affects the percentage of graduates in higher education by gender; on the other, that there is a highly visible digital divide between countries with high income, compared to low- and lower-middle-income countries. Full article
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18 pages, 375 KB  
Article
Digital Skills, ICTs and Students’ Needs: A Case Study in Social Work Degree, University of Zaragoza (Aragón-Spain)
by María José Gómez-Poyato, Antonio Eito-Mateo, Diana Carolina Mira-Tamayo and Antonio Matías-Solanilla
Educ. Sci. 2022, 12(7), 443; https://doi.org/10.3390/educsci12070443 - 26 Jun 2022
Cited by 17 | Viewed by 5730
Abstract
Technological innovations are related to information and communication technologies (ICTs), which in turn have become a fundamental pillar in the field of education. Social work professionals require new approaches to take on the new type of work demanded by the digital society, specializing [...] Read more.
Technological innovations are related to information and communication technologies (ICTs), which in turn have become a fundamental pillar in the field of education. Social work professionals require new approaches to take on the new type of work demanded by the digital society, specializing in research into the innovation of these new forms of action through technology. This article analyses whether university training is in tune with the new skills and abilities required for professional interventions in the twenty-first century. A total of 288 surveys were carried out on 309 students. Each survey consisted of 25 questions on the five digital skills areas. The results indicate that training in digital skills must gain space in university training plans, just as the pandemic became a starting point for the massive use of ICTs. The conclusions point to the importance of improving training in digital competences and skills for future generations of social workers, who, although they are digital natives, will need to know how to use ICTs in their social work. Full article
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16 pages, 1330 KB  
Article
Assessment of Virtual Reality among University Professors: Influence of the Digital Generation
by Álvaro Antón-Sancho, Pablo Fernández-Arias and Diego Vergara
Computers 2022, 11(6), 92; https://doi.org/10.3390/computers11060092 - 10 Jun 2022
Cited by 21 | Viewed by 3694
Abstract
This paper conducts quantitative research on the assessment made by a group of 623 Spanish and Latin American university professors about the use of virtual reality technologies in the classroom and their own digital skills in this respect. The main objective is to [...] Read more.
This paper conducts quantitative research on the assessment made by a group of 623 Spanish and Latin American university professors about the use of virtual reality technologies in the classroom and their own digital skills in this respect. The main objective is to analyze the differences that exist in this regard due to the digital generation of the professors (immigrants or digital natives). As an instrument, a survey designed for this purpose was used, the validity of which has been tested in the study. It was found that digital natives say they are more competent in the use of virtual reality and value its technical and didactic aspects more highly, although they also identify more disadvantages in its use than digital immigrants. Differences in responses were found by gender and areas of knowledge of the professors with respect to the opinions expressed. It is suggested that universities design training plans on teaching digital competence and include in them the didactic use of virtual reality technologies in higher education. Full article
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9 pages, 3045 KB  
Perspective
Digital Transformation Will Change Medical Education and Rehabilitation in Spine Surgery
by Tadatsugu Morimoto, Hirohito Hirata, Masaya Ueno, Norio Fukumori, Tatsuya Sakai, Maki Sugimoto, Takaomi Kobayashi, Masatsugu Tsukamoto, Tomohito Yoshihara, Yu Toda, Yasutomo Oda, Koji Otani and Masaaki Mawatari
Medicina 2022, 58(4), 508; https://doi.org/10.3390/medicina58040508 - 2 Apr 2022
Cited by 18 | Viewed by 5465
Abstract
The concept of minimally invasive spine therapy (MIST) has been proposed as a treatment strategy to reduce the need for overall patient care, including not only minimally invasive spine surgery (MISS) but also conservative treatment and rehabilitation. To maximize the effectiveness of patient [...] Read more.
The concept of minimally invasive spine therapy (MIST) has been proposed as a treatment strategy to reduce the need for overall patient care, including not only minimally invasive spine surgery (MISS) but also conservative treatment and rehabilitation. To maximize the effectiveness of patient care in spine surgery, the educational needs of medical students, residents, and patient rehabilitation can be enhanced by digital transformation (DX), including virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR), three-dimensional (3D) medical images and holograms; wearable sensors, high-performance video cameras, fifth-generation wireless system (5G) and wireless fidelity (Wi-Fi), artificial intelligence, and head-mounted displays (HMDs). Furthermore, to comply with the guidelines for social distancing due to the unexpected COVID-19 pandemic, the use of DX to maintain healthcare and education is becoming more innovative than ever before. In medical education, with the evolution of science and technology, it has become mandatory to provide a highly interactive educational environment and experience using DX technology for residents and medical students, known as digital natives. This study describes an approach to pre- and intraoperative medical education and postoperative rehabilitation using DX in the field of spine surgery that was implemented during the COVID-19 pandemic and will be utilized thereafter. Full article
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