Index

Digital Transformation in Higher Education, Part A

ISBN: 978-1-83549-481-3, eISBN: 978-1-83549-480-6

Publication date: 28 October 2024

This content is currently only available as a PDF

Citation

(2024), "Index", Lytras, M.D., Serban, A.C., Alkhaldi, A., Malik, S. and Aldosemani, T. (Ed.) Digital Transformation in Higher Education, Part A (Emerald Studies in Active and Transformative Learning in Higher Education), Emerald Publishing Limited, Leeds, pp. 173-181. https://doi.org/10.1108/978-1-83549-480-620241010

Publisher

:

Emerald Publishing Limited

Copyright © 2024 Miltiadis D. Lytras, Andreea Claudia Serban, Afnan Alkhaldi, Sawsan Malik and Tahani Aldosemani. Published under exclusive licence by Emerald Publishing Limited


INDEX

Academic infrastructure
, 108–109

Academic institutions
, 5

Academic integrity
, 33–34, 49

Accreditation assurance
, 93

Active learning
, 8, 48, 50

Adult education
, 50–53

Adult literacy education
, 51

Advanced research technologies
, 11

Adventure
, 129

Alpha Go
, 105

Amazon
, 156

American Council on Education (ACE)
, 91–92

American Federation of Teachers (AFT)
, 32

Anticipated AI-driven disruptions
, 108

Arab educational platforms
, 131

Artificial general intelligence (AGI)
, 2, 102–103, 105, 108–109

academic infrastructure
, 108–109

AI, ANI and
, 104–105

ANI
, 105

anticipated AI-driven disruptions
, 108

ASI
, 106

curriculum design
, 110

disruptive innovation theory
, 107–108

global accessibility
, 111

grading and assessment
, 110

graduation pathways
, 110–111

instructional practice
, 109–110

integrating frameworks to understand AGI’s impact on higher education
, 108

technological determinism
, 106–107

technology impacts society
, 104

theoretical perspectives
, 106

virtual and augmented realities in education
, 109

Artificial intelligence (AI)
, 104–105

active and transformative learning
, 48–50

activities with AI
, 55

AI-driven academic advising
, 160

AI-driven transformation
, 25–27

AI-Enabled Vision Scenarios 2030
, 164–168

AI-powered virtual assistants
, 160

challenges of AI-Driven Transformation
, 27–32

characterization
, 53

competencies
, 29

concerns and difficulties in usage
, 56

dangers and constraints associated with AI
, 60

digital literacy, adult education and educational policies
, 50–53

directions on AI deployment in higher education
, 157–162

divide
, 30

emerging AI Landscape
, 156–157

future directions
, 168–169

Higher Education 2030
, 162–164

integration by teacher suggestions
, 58

knowledge and use of AI tools
, 53–58

large language models
, 157

legislation and regulations in education
, 32–34

method and results
, 53–59

misuse and adverse effects
, 31–32

personalized education through
, 8–9

positioning on potential of AI tools as educational resources
, 58–59

potential use in self-study and learning tasks
, 59

practical implications
, 37–38

promises and expectations of AI integration in education
, 35–37

respondent profile
, 54

Revolution 2030
, 156

skills and competencies
, 28–29

suggestions for further studies
, 38

teachers integration in class
, 57

teaching and Learning with generative artificial intelligence
, 47–48

technological and technical support
, 29–31

technologies
, 36, 61

tool referencing
, 56

tools integrated into teaching and learning possibilities
, 60

tools integration
, 58

tools potential
, 60

Artificial Intelligence Act (AI Act)
, 34

Artificial Intelligence in Education (AIEd) technologies
, 35–36

Artificial Narrow Intelligence (ANI)
, 104–105

Artificial Super Intelligence (ASI)
, 106

Asynchronous collaborative learning
, 134

Asynchronous tools
, 9–10

Athropic
, 156

Augmented reality (AR)
, 109, 147

in education
, 109

immersive learning through
, 8

Automated content generation
, 160

Bard
, 32

Big data
, 28

analytics for institutional management
, 9

Blended learning strategy (see also Diffuse learning strategy; Micro-learning strategy; Smart learning strategy)
, 132–134

blended learning requirements
, 133

challenges and obstacles to
, 134

characteristics and advantages of
, 133–134

foundations of
, 133

Blockchain for credential verification
, 9

Business process reengineering
, 3–4

Canva Magic Studio
, 156

Change management models
, 14

ChatGPT
, 32–35

in education
, 48

Claude
, 157

Climate science
, 11

Cloud computing
, 2, 10

advantages of cloud computing in education
, 140–141

strategy
, 140–141

types of
, 141

Cloud systems
, 28

Cohere
, 157

CohereAI
, 156

Collaborations

with industry partners
, 93–94

industry-relevant micro-credentials
, 93–94

labour force readiness improvement through
, 94

labour force readiness improvement through collaboration
, 94

Collaborative processes
, 4

Colleges, strategies for
, 92–93

Communication technologies
, 106

Competency-based education
, 92

Competency–based learning
, 86

Content creation. AI
, 158, 161, 164–165

Conventional degrees, value perception in comparison to
, 90–92

Convergent thinking
, 145

Cooperative games
, 72

Coronavirus pandemic
, 27

Coursera
, 86–88, 93

COVID-19 pandemic
, 12, 84

Creativity
, 128

CredenceLedger
, 9

Credential verification, blockchain for
, 9

Critical literacy
, 51

Critical thinking
, 66, 74–75

digital game-based learning in boosting students’
, 76–77

disposition
, 77

Cross-skilling
, 84

Cultural literacy
, 51

Curriculum design
, 110

Data analysis
, 88

Deep Blue
, 105

Design thinking

characteristics of
, 146

design thinking methodology
, 145

foundations of design thinking success
, 142–145

stages of
, 145–146

strategy
, 143–148

Differential thinking
, 145

Diffuse learning strategy (see also Micro-learning strategy; Smart learning strategy)
, 138–139

advantages of
, 139

characteristics of
, 139

Digital competencies
, 29

Digital divide
, 24–25

Digital games
, 67–69

approach
, 67–69

in boosting students’ critical thinking skills in science education
, 76–77

challenges confronted incorporating digital game-based learning in science education
, 73–74

digital game-based education
, 66, 73–74

digital game-based instruction
, 71–72

digital game-based learning
, 66–67, 69–71

effect
, 77

to enhance learning in science education
, 69–70

integrating natural language processing in
, 72–73

leveraging learning enhancement through
, 67

as teaching tool in science education
, 71–72

Digital innovation
, 48

Digital learning
, 26

modules
, 10

Digital literacy
, 50, 53

skills
, 75–76

Digital marketing
, 88

Digital maturity and readiness
, 14

Digital technologies
, 9–11, 32

Digital transformation (DT)
, 28

characteristics and e-learning features
, 123–126

in HEIs
, 16

of higher education
, 25, 32–33

initiatives in higher education
, 7–12

requirements for effective digital transformation in higher education
, 12–16

strategies
, 116–117, 119, 122

two groups
, 120–121

Digitalization
, 24, 147–148

Dispersed learning strategy, advantages of
, 139

Disruptive innovation
, 107

theory
, 107–108

Divergent thinking
, 145

Diversification
, 168

E-design thinking strategy
, 118

E-learning
, 136

environment
, 135–136

platforms
, 93

Education
, 86

advantages of cloud computing in
, 140–141

AI legislation and regulations in
, 32–34

CoPilot
, 156

justifications for using platforms in
, 131

paradigm change for new models of
, 89

promises and expectations of AI integration in
, 35–37

virtual and augmented realities in
, 109

Education out of the box. AI
, 159, 162, 165

Educational games
, 67

Educational institutions
, 26–28, 33–34

Educational platforms, challenges facing work of
, 130

Educational policies
, 50–51, 53

Educational process
, 50–51, 118, 136

Educational resources, positioning on potential of AI tools as
, 58–59

Educational systems
, 32

Educational technology tools
, 117

Educators
, 32

Edx
, 86–87, 93

Electronic educational platforms
, 131

characteristics of electronic educational platforms strategy
, 130

Electronic project strategy
, 122–132

challenges facing work of educational platforms
, 130

characteristics of
, 127–128

characteristics of electronic educational platforms strategy
, 130

justifications for using platforms in education and training
, 131

pillars of smart electronic educational platforms
, 131

positions of smart electronic educational platforms
, 131–132

smart electronic platform strategy
, 129–130

stages of electronic project-based learning strategy
, 128–129

types of electronic educational platforms
, 131

Elicit
, 157

Emerging technologies
, 24

Employers

advantages for
, 89

perception
, 90–91

talent identification and recruitment
, 89

workforce skill gaps addressed by training programs
, 89

Engaged learning
, 130

Ethereum
, 9

European Commission
, 95–96

Digital Education Action Plan
, 94

European Economic Area (EEA)
, 33

European Qualifications Framework (EQF)
, 90

European Union (EU)
, 33, 91

Experiential learning
, 92

Faculty development
, 88

Foreign educational platforms
, 131

Functional literacy
, 51

FutureLearn
, 86–87

Game content
, 74

Game-based learning
, 66

in science education
, 66

Gemini (me!)
, 157

Gender discrepancies
, 52

General Data Protection Regulation (GDPR)
, 33

Generative artificial intelligence (Gen-AI)
, 28, 46, 50

limitations and changes
, 48–50

teaching and learning with
, 47–48

tools
, 47–48, 50–51, 62

Generative Open AI
, 2, 156

Generative Pre-trained Transformer 4 (GPT-4)
, 157

Genomics
, 11

Glean
, 156

Global accessibility
, 111

Global collaboration networks
, 11

Google
, 156

Government policies
, 28

Governments
, 33

Grading and assessment
, 110

Graduation pathways
, 110–111

High-performance computing resources
, 11

Higher education (HE)
, 26, 62, 102

digital transformation initiatives in
, 7–12

directions on AI deployment in
, 157–162

impact on future landscape of
, 95–96

integrating frameworks to understand AGI’s impact on
, 108

landscape
, 7–8

micro-credential integration into
, 92–94

overview of micro-credentials in
, 84

requirements for effective digital transformation in
, 12–16

Higher Education 2030
, 162–164

Higher education institutions (HEIs)
, 10–11, 25, 118–119

advantages for
, 88–89

advantages for employers
, 89

paradigm change for new models of education
, 89

pedagogical insights and faculty development
, 88

Higher educational systems
, 119

Homogeneity among institutions
, 91–92

HuggingFace
, 156

Hybrid models
, 9–10

Immersive learning through virtual and augmented reality
, 8

Incremental innovation
, 107

Industry 5.0
, 24–25

Industry linkages
, 94

Industry partners, collaborations with
, 93–94

Industry-relevant micro-credentials
, 93–94

InfectionAI
, 156

Information and communication technology firms (ICT firms)
, 94

Information technology
, 88

Infrastructure as a Service (laaS)
, 141

Innovative learning strategies for digital transformation in higher education

blended learning strategy
, 132–134

cloud computing strategy
, 140–141

design thinking strategy
, 143–148

diffuse learning strategy
, 138–139

digital transformation strategies
, 116–122

electronic project strategy
, 122–132

micro-learning strategy
, 141–143

participatory e-learning strategy
, 134–136

smart learning strategy
, 136–138

Inquiry-based pedagogical practices

challenges confronted incorporating digital game-based learning in science education
, 73–74

conceptualizing digital game-based learning approach
, 67–69

digital game-based learning
, 71

using digital games to enhance learning in science education
, 69–70

employing digital games as teaching tool in science education
, 71–72

integrating natural language processing in digital game-based learning
, 72–73

leveraging learning enhancement through digital games
, 67

literature review
, 67–77

role of digital game-based learning in boosting students’ critical thinking skills in science education
, 76–77

21st century learning competencies for learners
, 74–76

Inquiry–based learning
, 72

Insta-Deep
, 156

Institute of Electrical and Electronics Engineers (IEEE)
, 34

Institutional development plans
, 28

Institutional management, big data analytics for
, 9

Institutions, homogeneity among
, 91–92

Instructional methods
, 46

innovating in
, 47–48

Instructional practices
, 47, 109–110

Instructional system technology
, 102

Instructors
, 36

Integrative platform technologies
, 28

International organizations
, 33

Internet
, 135–136

Internet of Things (IoTs)
, 10

Interpersonal abilities
, 75–76

Jasper
, 157

Justifications for using platforms in education and training
, 131

Key performance indicators (KPIs)
, 147

and analytics
, 4

Khan Academy
, 86–88

Knowledge and use of AI tools
, 53–58

Knowledge dissemination
, 102

Labour force readiness improvement through collaboration
, 94

Large language models (LLMs)
, 24–25, 157–158

Large Language Models for AI-driven services in Universities (LLM. AI)
, 164

Learnersst century learning competencies for
, 21, 74, 76

Learning
, 102, 127

using digital games to enhance learning in science education
, 69–70

enhancement through digital games
, 67

excellence
, 4

with generative artificial intelligence
, 47–48

process
, 26, 46, 51, 71

role of micro-credentials in meeting changing
, 84–85

strategies
, 118

theories
, 116

Learning Analytics
, 2

Learning management systems (LMS)
, 9

LinkedIn Learning
, 86–87, 93

Machine Learning (ML), personalized education through
, 8–9

Market development
, 167

Market penetration
, 166

Marxist terminology
, 106

Massive Open Online Courses (MOOCs)
, 91–92, 147

Memorandums of understanding (MoUs)
, 5

Metaverse
, 2

Methodological approach
, 53

Micro-credentials
, 88–89, 91, 97

advantages for higher education institutions
, 88–89

advantages for students
, 87–88

benefits of
, 87–89

collaborations with industry partners
, 93–94

towards competency-based learning and skill acquisition
, 86

designing and implementing micro-credential programs
, 92

emergence and function of online learning platforms in promoting micro-credentials
, 86–87

evolution of
, 85–87

in HEIs
, 89

in higher education
, 84

historical background and emergence of micro-credentialling
, 85–86

industry skills
, 84

integration into higher education
, 92–94

meeting changing learning demands
, 84–85

micro-credential-based learning
, 86

projected trends in
, 95

providers
, 95

quality and accreditation assurance
, 93

quality and rigour of
, 90

strategies for universities and colleges
, 92–93

Micro-learning strategy (see also Blended learning strategy; Diffuse learning strategy; Smart learning strategy)
, 118, 141, 143

benefits of
, 142–143

features of
, 142

stages of
, 143

Microsoft
, 156

Microsoft Teams
, 9–10

Mobility
, 52

National Funds
, 62

Natural language processing

incorporation of
, 73

integration in digital game-based learning
, 72–73

techniques
, 72–73

Natural language understanding in education
, 160

Non-commercializing micro-credentials
, 92

Notion
, 156

Online learning platforms
, 87

emergence and function of online learning platforms in promoting micro-credentials
, 86–87

Online platforms
, 87–88

Open AI
, 156

Open Educational Resources (OERs)
, 10–11

Open Source Software
, 2

Organization for Economic Cooperation and Development (OECD)
, 34

Pandemic context (2019)
, 116–117

Pandemic crisis (2019)
, 116

Paradigm shift
, 104

Parental educational background
, 51–52

Participatory e-learning environments
, 136

Participatory e-learning strategy
, 134–136

advantages of
, 135–136

characteristics of e-participatory learning strategy
, 136

Participatory literacy
, 51

Pathway Language Model (PaLM)
, 157

Pedagogical approaches
, 92

Pedagogical insights
, 88

Perception
, 52

PerplexityAI
, 157

Personalised learning experience
, 87–88

Personalized education through AI and Machine Learning (ML)
, 8–9

Personalized learning
, 86–87

Personalized learning.AI
, 158, 161, 165

Pervasive learning
, 138

Platform as a Service (PaaS)
, 141

Positive education
, 136–137

Potential supply demand gaps
, 14

Practical skills
, 129

Predictive analytics
, 28

Process-based assessment approach
, 51

Product development
, 166–167

Project plan
, 127

Project work
, 127

Project-based learning
, 122, 127

Public policies
, 156

Quality assurance
, 93

Quality Education
, 168

Quantum computing
, 11

QuestAtlantis
, 70

QuillBot
, 33–34, 157

Recorded lectures
, 10

Recruitment process
, 89

Regulatory arrangements
, 97

Remote learning platforms
, 9–10

Research and Development labs (R&D labs)
, 5

Research capacity and innovation
, 5

Research.AI
, 158, 160–161, 164

Reskilling
, 84

RiverCity
, 70

Roadmapping
, 12–13

Saudi Arabia’s Vision (2030)
, 91, 94

Science education

challenges confronted incorporating digital game-based learning in
, 73–74

digital game-based learning in boosting students’ critical thinking skills in
, 76–77

using digital games to enhance learning in
, 69–70

employing digital games as teaching tool in
, 71–72

Science-based games
, 71–72

Science-focused educational games
, 70

Science-themed video game
, 71–72

SciSpace
, 157

Self–regulated learning
, 86–87

Skill acquisition
, 86

Skill building
, 4

Skill building assistants.AI
, 158–159, 162, 165

Smart boards
, 117

Smart campus technology
, 10

Smart contracts
, 9

Smart education programs
, 137

Smart electronic educational platforms
, 129–130

pillars of
, 131

positions of
, 131–132

Smart electronic platform strategy
, 129–130

Smart fridges
, 104–105

Smart learning strategy (see also Blended learning strategy; Diffuse learning strategy; Micro-learning strategy)
, 136–138

characteristics of
, 138

components of
, 137

importance of
, 137–138

objectives of
, 137

teaching and learning methods
, 119

Smart machines
, 105

Smart speakers
, 104–105

Smartphones
, 104–105

Societies
, 24

technology impacts
, 104

Software as a Service (SaaS)
, 141

Solid educational foundation
, 29

Stability AI
, 156

Stakeholders needs and expectations
, 15

StealthGPT
, 32–34

Students

advantages for
, 87–88

digital literacy
, 27

flexibility and accessibility
, 87

plagiarism
, 49

training and career advancement
, 88

Supportive framework for DT
, 15

Survey of Adult Skills, The
, 51

Sustainable Development Goal (SDG)
, 168

SDG4
, 46

Sustainable technology initiatives
, 11

Synchronous participatory learning
, 134

Talent identification and recruitment
, 89

Teachers
, 71–72

Teaching process
, 27, 29, 38, 46, 50

Teaching strategies
, 75–76

Teaching theories
, 116

Teaching with generative artificial intelligence
, 47–48

Teaching-learning process
, 47–48

Technological advancements
, 37

Technological advances
, 50

Technological change
, 62

Technological determinism
, 106–108

Technological improvements
, 95

Technological skills
, 50

Technologically-assisted learning approaches
, 68–69

Technology
, 31, 50

impacts society
, 104

Tertiary-educated individuals
, 52

Traditional media
, 109

Traditional teaching techniques
, 76–77

Training, justifications for using platforms in
, 131

Training programs, workforce skill gaps addressed by
, 89

Transformations
, 24–25

of education systems
, 25–26

Transformative learning
, 48–50

Transformative process
, 16

Transforming learning

benefits of micro-credentials
, 87–89

concerns and challenges
, 90

evolution of micro-credentials
, 85–87

future directions and implications
, 95–97

homogeneity among institutions
, 91–92

impact on future landscape of higher education
, 95–96

micro-credential integration into higher education
, 92–94

overview of micro-credentials in higher education
, 84

policy considerations and regulatory frameworks
, 96–97

projected trends in micro-credential adoption
, 95

purpose and structure of chapter
, 85

quality and rigour of micro-credential programs
, 90

role of micro-credentials in meeting changing learning demands
, 84–85

value perception in comparison to conventional degrees
, 90–92

TutorAI
, 156

21st century learning competencies for learners
, 74–76

Udacity
, 86–87, 93

Udemy
, 86–88

Universities
, 11

institution
, 102

strategies for
, 92–93

Upskilling
, 84

US National Institute of Standards and Technology (NIST)
, 140

USDE model
, 7

Value perception in comparison to conventional degrees
, 90–92

Video games
, 68–69

Virtual reality (VR)
, 109, 147

in education
, 109

immersive learning through
, 8

Volunteer service
, 129

Workforce skill gaps addressed by training programs
, 89

World Wide Web
, 140

Writing-related technology
, 104

Young adults
, 46, 53

Young children
, 70

Zoom
, 9–10