Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II

Chia-Chen Chen, Patrick C.K. Hung, Erol Egrioglu, Dickson K.W. Chiu, Kevin K.W. Ho

Library Hi Tech

ISSN: 0737-8831

Article publication date: 24 May 2024

Issue publication date: 24 May 2024

548

Citation

Chen, C.-C., Hung, P.C.K., Egrioglu, E., Chiu, D.K.W. and Ho, K.K.W. (2024), "Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II", Library Hi Tech, Vol. 42 No. 2, pp. 381-391. https://doi.org/10.1108/LHT-04-2024-617

Publisher

:

Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited


Introduction

Following our previous special issues on social robots (), smart cities () and COVID-19 (, , ), we are glad to continue with part II of this special issue on contemporary technologies for education from part I () with 15 articles. As we have overwhelming responses on our recent special issues and thematic selection of articles to be published in recent issues (, , , , , , , ; ), we shall continue this practice in organizing our publication and guide readers to thematic research and practices presented by authors of Library Hi Tech.

After COVID-19, e-learning or m-learning has been widely adopted worldwide (, , ). However, evidence shows that some teachers with limited information technology skills may have adopted mobile learning in their courses or use social media as learning aids (). Many schools and households still lack the necessary information technology infrastructure and facilities (; ; ; ). Most teachers prefer traditional teaching environments and pedagogies because online learning or mobile learning technologies may increase their workload. They might also be unwilling to work further on social media to augment classroom teaching or recommend supplementary learning materials.

Even so, e-learning, m-learning and social media have become increasingly essential methods to help prevent infection during the current global pandemic and massive lockdowns (; , , ; ; ; ). These technologies are becoming more prevalent for teaching and learning support to enhance infection prevention measures and support various new modes of social behavior (; ; ). Governments, schools, universities, librarians, teachers, parents, tutors and multiple stakeholders are increasingly adopting such technologies and developing different functions and digital content to satisfy the diverse learning needs of students.

Artificial intelligence (AI)

The first theme of this special issue focuses on intelligent algorithms for contemporary learning behavior analysis. Artificial intelligence (AI) has received wide attention and has been put into practice in recent library and education contexts (; ; ; ; ; ; ; ).

In this issue, show that AI programming self-efficacy, AI literacy and course satisfaction directly affected students’ intention to participate in AI software development. Course playfulness significantly affected course satisfaction and AI literacy, while course usefulness positively affected course satisfaction but did not significantly affect AI literacy and AI programming self-efficacy. show that the click-and-mortar teaching environment with assistive videos and problem-based learning can improve learning setting and quality, solidifying learners' proficiency in an Artificial Intelligence of Things (AIoT) course.

On the other hand, researchers use AI for learning analytics. In this issue, uses Internet real-time intelligent image positioning and opinion monitoring for Internet real-time intelligent image positioning and opinion monitoring in communication teaching and compares the robustness and performance of several optimization algorithms. used network analysis and deep learning to identify the emotions and topics of misinformation and extracted the structural characteristics of the spreading network from misinformation microblogs and reposts on Weibo,

Readers may be interested in recent research on deep learning for analyzing legal education learners on social media (), learning of deep learning technologies (), incorporating new technologies in various curricula (; ; ; ) and text complexity analysis ().

Virtual reality (VR), augmented reality (AR) and education games

The second theme of this issue focuses on the application of emerging technologies to education, such as virtual reality (VR) () and augmented reality (AR) (, ). Such emerging technologies can engage learners, such as animations and games (; ), apart from engaging users with social media (; ; ; ).

In this issue, shows that furniture products’ interactive display through VR can improve learner satisfaction through quality design planning and help students better grasp the characteristics of products than paper catalogs, website catalogs and even online videos. shows that the relationship between players' motivation in AR-based games and the virtual community has a significant positive impact. , show that the experimental group using the AR board game played aggressively by obtaining the maximum score with the highest number, while the control group focused more on finding the correct answer. Thus, integrating an AR board game into the curriculum should respond to different learning attitudes and behaviors. also show that student self-efficacy, engagement and learning outcomes for business simulation games were significantly higher with the hierarchical teaching method than with the general teaching method.

Readers may be interested in recent research on immersive and engagement experiences in AR (; ; ), VR and AR experiences in libraries (), mobile business simulation games (), the metaverse (), game animation design (; ); and game-based learning with AR (; , ).

Library and information support of contemporary learning behaviors

Libraries are transforming from a space to store books into integrated cultural, meeting and learning spaces that tend to operate 24/7 (; Ho et al., 2022a, b; ; Kim et al., 2020; ; ; ). Another important direction of transformation of library systems is digitalization and automation (; ; Shahzad and Khan, 2022; ; ).

In this issue, construct a conceptual model of influencing factors on mobile library user experiences comprising system quality, interaction quality, content quality, interface quality and function quality. This model helps determine users' perspectives and behavioral characteristics regarding mobile learning engagement. explain that mobile learning technology supports design makers in sharing and co-creating for individual development, the evolution of learning organizations and producing creative value. Such communities of practice require group factors, activity development, physical and technical resources, spatial support and institutional norms to enhance learning behaviors and satisfy learning needs. show that perceived usefulness, performance expectancy, social influence and facilitating conditions positively influence accepting open data as learning resources, while behavioral intention significantly influences the acceptance of open data as learning resources. , show that information appeal is the main motivation of middle-aged and old-aged users to use short videos. Users with different social attributes have differences in motivation, and a significant relationship exists between motivation and behavior.

Readers may also be interested in recent research on communities of practice (; ; ), MOOCs (; ; ), social media information creditability and sharing issues (; ; ; ; , ), and the use of social media for promotion (; ; ; ).

Transforming learning with mobile technologies

The last theme of this issue focuses on the transformation of learning with contemporary mobile and social media technologies, which help form communities of learning and practice (; ; ; ; ; ), which extends efforts to more traditional online education platforms (; ; ; ). Ubiquitous mobile Internet access has changed the reading and learning habits of the younger generation (; ; ; ; ; ) and facilitated anytime, anywhere learning activities (; ; ; ; ), especially under the constraints of COVID-19 restrictions (; ). In particular, the younger generation is generally accustomed to such new platforms and technologies, which can be accessed anytime, anywhere, with mobile technologies (; ; ).

In this issue, examine the relationship between social media usage (SMU) and the critical thinking ability (CTA) of university students and found that SMU is a double-edged sword, narrowing the digital gap in terms of accessibility but widening the digital gap in terms of usage. show that the mobile information environment significantly impacts perceived usefulness and ease of use for learning. The attitude and behavior of using mobile devices, in turn, improve the quality of teaching. show that we-intentions are positively associated with recent app use and student satisfaction, group norms significantly influence the formation of we-intentions and social identity is positively associated with both we-intentions and satisfaction. show that participants perceived enhanced mobile learning as enjoyable and that integrating the CAP(E) framework and m-learning improved their reading skills. integrated understanding by design-Internet of Things (UbD-IoT) education with design thinking and computational thinking to plan and design an IoT course and showed this approach greatly decreased students' overall cognitive load.

Readers may also be interested in research on mobile vocational information needs (), technical vocational training (; ), older adults’ usage (), visual aspects of mobile search (; ), mobile layout design (), data usage-based privacy and security issues in mobile app recommendation (), mobile news usage (; ), brain computer interface for brain learning () and cloud data service ().

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