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1 – 4 of 4Chon Van Le and Uyen Hoang Pham
This paper aims mainly at introducing applied statisticians and econometricians to the current research methodology with non-Euclidean data sets. Specifically, it provides the…
Abstract
Purpose
This paper aims mainly at introducing applied statisticians and econometricians to the current research methodology with non-Euclidean data sets. Specifically, it provides the basis and rationale for statistics in Wasserstein space, where the metric on probability measures is taken as a Wasserstein metric arising from optimal transport theory.
Design/methodology/approach
The authors spell out the basis and rationale for using Wasserstein metrics on the data space of (random) probability measures.
Findings
In elaborating the new statistical analysis of non-Euclidean data sets, the paper illustrates the generalization of traditional aspects of statistical inference following Frechet's program.
Originality/value
Besides the elaboration of research methodology for a new data analysis, the paper discusses the applications of Wasserstein metrics to the robustness of financial risk measures.
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Sandra Maria Correia Loureiro, Ricardo Godinho Bilro and Fernando José de Aires Angelino
The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the…
Abstract
Purpose
The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda.
Design/methodology/approach
A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles.
Findings
From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research.
Originality/value
There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.
Propósito
En este documento se revisan los estudios sobre el uso de la realidad virtual (RV) y la Gamificación para involucrar a los estudiantes en la educación superior en marketing, se identifican los principales temas de investigación tratados, las lagunas de investigación y se sugiere una agenda futura de investigación.
Diseño/metodología/enfoque
Una revisión de la literatura basada en dos búsquedas en Web of Science (WOS) permitió identificar 115 artículos. La minería de textos se utilizó para realizar un análisis de texto completo de los artículos relacionados con RV y gamificación en la educación superior. Los autores también compararon las características más destacadas de los artículos.
Hallazgos
A partir de este análisis, se encuentran y analizan cinco grandes temas de investigación: metodologías de enseñanza y educación, experiencia y motivación, compromiso de los estudiantes, aplicadas a la RV y la gamificación. Basándose en esto y siguiendo el marco del TCCM, el artículo proporciona una agenda futura de investigación.
Originalidad/valor
No hay una revisión exhaustiva que explore los temas, las teorías, construcciones y métodos utilizados en estudios anteriores relativos a RV y gamificación aplicados a servicios de educación superior basados en todos los artículos publicados en revistas académicas. Esta revisión proporciona una panorámica más detallada y sugiere a los académicos nuevas líneas de trabajo para seguir desarrollando este campo de investigación.
目的
本文的目的是回顾为了提高学生参与高等教育而使用虚拟现实(VR)和游戏化的营销方面的研究,以确定它们的研究主题,研究差距,并以此准备未来的研究议程。
文章设计/方法
本文的文献综述是基于Web of Science的两个搜索词进行的,最终搜索出115篇文章。本文采用文本挖掘方法,对与高等教育中的虚拟现实和游戏化相关的论文进行全文分析。作者还比较了这些文章中呈现的显著特征。
研究结果
从这一调查中,我们发现并分析了五大研究主题,即教学方法与教育、体验与动机、学生参与、虚拟现实应用理论和游戏化。在此基础上,遵循理论概念、特征、方法论框架,为今后的研究提供了方向。
本文独创性/价值
目前,在权威学术期刊上发表的所有文章,都没有对以往关于虚拟现实和游戏化应用于高等教育服务的研究的主题、理论、结构和方法进行全面的综述。本文旨在提供更深刻的见解,以帮助学者们为这一研究领域的发展做出贡献。
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Loretta Mastroeni, Maurizio Naldi and Pierluigi Vellucci
Though the circular economy (CE) is a current buzzword, this still lacks a precise definition. In the absence of a clear notion of what that term includes, actions taken by the…
Abstract
Purpose
Though the circular economy (CE) is a current buzzword, this still lacks a precise definition. In the absence of a clear notion of what that term includes, actions taken by the government and companies may not be well informed. In particular, those actions need to consider what people mean when people talk about the CE, either to refocus people's decisions or to undertake a more effective communications strategy.
Design/methodology/approach
Since people voice people's opinions mainly through social media nowadays, special attention has to be paid to discussions on those media. In this paper, the authors focus on Twitter as a popular social platform to deliver one's thoughts quickly and fast. The authors' research aim is to get the perceptions of people about the CE. After collecting more than 100,000 tweets over 16 weeks, the authors analyse those tweets to understand the public discussion about the CE. The authors conduct a frequency analysis of the most recurring words, including the words' association with other words in the same context and categorise them into a set of topics.
Findings
The authors show that the discussion focuses on the usage of resources and materials that heavily endanger sustainability, i.e. carbon and plastic and the harmful habit of wasting. On the other hand, the two most common good practices associated with the CE and sustainability emerge as recycling and reuse (the latter being mentioned far less). Also, the business side of the CE appears to be relevant.
Research limitations/implications
The outcome of this analysis can drive suitable communication strategies by which companies and governments interested in the development of the CE can understand what is actually discussed on social media and call for the attention.
Originality/value
This paper addresses the lack of a standard definition the authors highlighted in the Introduction. The results confirm that people understand CE by looking both at CE's constituent activities and CE's expected consequences, namely the reduction of waste, the transition to a green economy free of plastic and other pollutants and the improvement of the world climate.
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Digital technology's integration into education has transformed learning frameworks, necessitating the exploration of factors influencing students’ engagement in digital informal…
Abstract
Purpose
Digital technology's integration into education has transformed learning frameworks, necessitating the exploration of factors influencing students’ engagement in digital informal settings. This study, grounded in self-determination theory (SDT), proposes a model comprising artificial intelligence (AI) competence, chatbot usage, perceived autonomy (PA), digital informal learning (DIL) and students’ engagement.
Design/methodology/approach
The study collected survey data from 409 participants at Saudi Arabian universities, ultimately using 387 valid responses for analysis. This dataset was subjected to a thorough examination to confirm the validity of our proposed model. To decipher the complex interactions within our model, we utilized partial least squares structural equation modeling (PLS-SEM). The study adopted a disjoint two-stage method to formulate a reflective-formative higher-order construct (HOC).
Findings
The study's findings showed that cognitive learning (CL), metacognitive learning (MCL) and social and motivational learning (SML) are the essential components of DIL. Significantly, the study determined that AI competence, chatbot usage, PA and DIL markedly affect students’ engagement. Moreover, the R2 value of 0.592 for student engagement indicates the model's robustness in explaining 59.2% of the variance, highlighting its effectiveness in identifying key drivers of student engagement in DIL contexts.
Originality/value
This research enhances understanding by detailing the intricate relationships among AI competence, chatbot usage, and students’ engagement in informal digital learning. It extends SDT to emphasize intrinsic motivations and AI capabilities, introducing reflective-formative HOCs for comprehending educational intricacies. It provides practical strategies for enhancing AI abilities and chatbot use in education, promoting personalized, engaging and autonomous digital learning spaces, thereby advancing educational theory and practice.
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