María A. Bretos, Sergio Ibáñez-Sánchez and Carlos Orús
The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between…
Abstract
Purpose
The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between studies focused on one technology or the other as both have characteristics that profoundly differentiate them.
Design/methodology/approach
This study carries out a critical review to assess and synthesize the literature on augmented reality and virtual reality in tourism. Literature searches are conducted using various keywords, resulting in a selection of 84 articles (19 on augmented reality and 65 on virtual reality) from 39 indexed journals.
Findings
The research findings demonstrate an increasing scholarly focus on exploring the application of virtual reality and augmented reality within the realm of tourism. These results highlight a noticeable progression in recent years with respect to different matters, such as methodologies, used theories or considered variables, among others. Based on these results, it is proposed a future research agenda that seeks to establish a cohesive framework and drive the development of both augmented reality and virtual reality research in tourism.
Originality/value
By conducting an individual and comparative review of the literature on the application of augmented reality and virtual reality in tourism, this research helps elucidate the specific lines of research for each technology while providing a better understanding of how each technology can be used to generate effective tourist experiences.
Propósito
El objetivo de este artículo es investigar cómo la literatura previa ha analizado el papel de la realidad aumentada y la realidad virtual en el ámbito del turismo, distinguiendo entre estudios centrados en una u otra tecnología ya que ambas tienen características que las diferencian profundamente.
Diseño/Metodología/Enfoque
Este estudio realiza una revisión crítica para evaluar y sintetizar la literatura sobre realidad aumentada y realidad virtual en turismo. Se realizan búsquedas de literatura utilizando diversas palabras clave, que dan como resultado la selección de 84 artículos (19 sobre realidad aumentada y 65 sobre realidad virtual) procedentes de 39 revistas indexadas.
Conclusiones
Los resultados de la investigación demuestran que existe un interés creciente en explorar la aplicación de la realidad virtual y la realidad aumentada en el ámbito del turismo. Asimismo, se pone de manifiesto una notable progresión en los últimos años con respecto a diferentes cuestiones, como las metodologías aplicadas, las teorías empleadas o las variables consideradas, entre otras. A partir de estos resultados, se propone una agenda de investigación futura que pretende establecer un marco cohesionado e impulsar el desarrollo de la investigación en el ámbito tanto de la realidad aumentada como de la realidad virtual en turismo.
Originalidad
Al realizar una revisión individual y comparativa de la literatura sobre la aplicación de la realidad aumentada y la realidad virtual en el turismo, esta investigación ayuda a esclarecer las líneas de investigación específicas de cada tecnología a la vez que proporciona una mejor comprensión de cómo cada tecnología puede ser utilizada para generar experiencias turísticas efectivas.
目的
本文旨在研究以往的文献是如何分析增强现实和虚拟现实在旅游领域的作用的, 并对侧重于其中一种技术或另一种技术的研究加以区分, 因为这两种技术都有深刻区别于其他技术的特点。
设计/方法/途径
本研究通过批判性综述来评估和归纳有关旅游业中增强现实和虚拟现实技术的文献。通过使用各种关键词进行文献检索, 从 39 种索引期刊中筛选出 84 篇文章(19 篇关于增强现实技术, 65 篇关于虚拟现实技术)。
研究结果
研究结果表明, 学术界越来越重视探索虚拟现实和增强现实在旅游业中的应用。这些结果突显了近年来在方法论、采用的理论或考虑的变量等不同方面的明显进步。在这些成果的基础上, 提出了未来的研究议程, 旨在建立一个具有凝聚力的框架, 推动旅游业中增强现实和虚拟现实研究的发展。
独创性
本研究通过对增强现实和虚拟现实技术在旅游业中应用的文献进行单独和比较审查, 有助于阐明每种技术的具体研究方向, 同时让人们更好地了解如何使用每种技术来产生有效的旅游体验。
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Digitalization and marketing technologies have made it possible to overcome some barriers to pricing – a multidisciplinary field between marketing, finance and IT – and have set…
Abstract
Digitalization and marketing technologies have made it possible to overcome some barriers to pricing – a multidisciplinary field between marketing, finance and IT – and have set the stage for a paradigm shift in the pricing profession. Value creation, the pricing process, and price communication have been transformed by innovative business models and advanced algorithmic and human–machine solutions. This chapter synthesizes the literature to date and provides a comprehensive framework for an all-encompassing 360° pricing approach that broadens the understanding of pricing in the context of digital business across all steps of the price management process. Starting from product attributes and motivational beliefs in consumers' value assessment and adoption of (technological or digital) products or services, new business models and pricing models emerge in the digital economy, human–machine solutions for price implementation and repricing are increasingly applied, and price search and communication take place through a variety of digital communication channels. Each stage of this framework discusses concrete examples, highlighting the freemium strategy, the subscription model, price tracking and repricing tools, and digital price information channels such as e-commerce, marketplace, or price comparison platforms. The implications for price management in a digital, technology-driven landscape are discussed from the executive level to the analyst level.
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Parul Gupta, Sumedha Chauhan and Sandeep Goel
The integration of augmented reality retail technology (ARRT) in retailing industry has emerged as a key driver for transforming the consumer experiences and driving online sales…
Abstract
Purpose
The integration of augmented reality retail technology (ARRT) in retailing industry has emerged as a key driver for transforming the consumer experiences and driving online sales. However, inconsistent findings in the existing research literature highlight the need for subsequent research efforts. The purpose of this study is to examine how augmented reality (AR) features like interactivity, flow experiences, augmentation and consumer engagement, contribute to retailer’s success in the online marketplaces.
Design/methodology/approach
This meta-analysis study uses the theoretical lens of task-technology fit to synthesize and analyze the empirical results of existing AR studies published until March 2024.
Findings
All ARRT features examined in this study directly impacted online buyers’ purchase intention. Moderators’ analysis only partially supported the hypotheses proposing a significant difference in the effect size of ARRT features on purchase intention based on the country’s GDP per capita and innovation level. While GDP per-capita moderated three relationships, innovation level moderated four out of six interactions studied.
Originality/value
This meta-analysis enhances the existing ARRT literature by using the task-technology fit theoretical framework, offering a dual perspective encompassing customers and businesses. Unlike popular technology innovation theories and models, such as Unified Theory of Acceptance and Use of Technology and technology acceptance model, which predominantly focus on consumers, this perspective provides concrete directions for designing AR-enabled retail platforms that meet the task requirements of both consumers and retailers.
Objetivo
La integración de la Tecnología de Realidad Aumentada en el Comercio Minorista (ARRT, por sus siglas en inglés) ha surgido como un factor clave para transformar las experiencias de los consumidores y fomentar las ventas en línea. Sin embargo, los hallazgos inconsistentes en la literatura de investigación actual destacan la necesidad de más esfuerzos de investigación para comprender cómo características de RA, como por ejemplo la interactividad, las experiencias de flujo, la aumentación y el compromiso del consumidor, contribuyen al éxito de los minoristas en los mercados en línea.
Diseño/metodología/enfoque
Este estudio de meta-análisis utiliza el marco teórico de ajuste tarea-tecnología para sintetizar y analizar los resultados empíricos de estudios de RA publicados hasta marzo de 2024.
Resultados
Todas las características de ARRT examinadas en este estudio impactaron directamente en la intención de compra de los compradores en línea. El análisis de moderadores solo apoyó parcialmente las hipótesis que proponían una diferencia significativa en el tamaño del efecto de las características de ARRT sobre la intención de compra, en función del PIB per cápita y el nivel de innovación del país. Mientras que el PIB per cápita moderó tres relaciones, el nivel de innovación moderó cuatro de las seis interacciones estudiadas.
Originalidad/valor
Este meta-análisis mejora la literatura existente de ARRT al emplear el marco teórico de ajuste tarea-tecnología, ofreciendo una perspectiva dual que abarca a consumidores y empresas. A diferencia de las populares teorías y modelos de innovación tecnológica, como la Teoría Unificada de Aceptación y Uso de Tecnología (UTAUT) y el Modelo de Aceptación de Tecnología (TAM), que se centran predominantemente en los consumidores, esta perspectiva proporciona orientaciones concretas para diseñar plataformas de comercio minorista habilitadas para RA que satisfagan los requisitos de tareas tanto de consumidores como de minoristas.
目的
增强现实零售技术(ARRT)的整合已成为零售行业转变消费者体验、推动在线销售的重要驱动力。然而, 现有研究文献中的不一致发现表明, 需要进一步研究来深入理解增强现实功能(如交互性、流体验、增强效果和消费者参与度)如何在推动零售商在线市场成功中发挥作用。
设计/方法/途径
本研究以任务-技术契合理论为视角, 对截至2024年3月发表的增强现实相关实证研究进行了元分析, 以系统整合和深入分析现有研究成果。
结果
研究中考察的所有ARRT功能均直接影响在线买家的购买意向。调节效应分析部分支持了假设, 即ARRT功能对购买意向的效应大小因国家人均GDP和创新水平而异。具体而言, 人均GDP对三种关系起到调节作用, 创新水平则调节了六种关系中的四种。
原创性
本项元分析运用任务-技术契合理论框架, 深化了现有ARRT文献, 通过顾客与企业双重视角提供洞见。不同于以统一技术接受与使用理论(UTAUT)和技术接受模型(TAM)等为代表的流行技术创新理论和模型, 这一视角为设计符合消费者和零售商任务需求的AR零售平台提供了切实的指导。
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Juan F. Prados-Castillo, Juan Antonio Torrecilla-García and Francisco Liébana-Cabanillas
The primary objective of this study is to ascertain how Metaverse technologies, primarily virtual reality (VR) and augmented reality (AR), redefine tourism experiences. It aims to…
Abstract
Purpose
The primary objective of this study is to ascertain how Metaverse technologies, primarily virtual reality (VR) and augmented reality (AR), redefine tourism experiences. It aims to delve into the capabilities of these technologies in eliminating conventional physical and economic barriers and enabling virtual exploration of destinations. Additionally, this study seeks to understand how tourism enterprises can leverage Metaverse technologies for operational efficiency and enhance customer satisfaction.
Design/methodology/approach
This research uses a two-pronged methodological approach, incorporating bibliometric analysis techniques and a systematic literature review. Bibliometric analysis provides a quantitative assessment of existing literature, identifying key trends, authors and publications in the domain of Metaverse tourism. Concurrently, this systematic literature review qualitatively evaluates the content and context of these studies, focussing on the applications of VR and AR in tourism as well as the managerial and consumer implications therein.
Findings
The findings reveal a significant uptick in literature production in the Metaverse tourism domain post-2018, indicating a burgeoning interest in this field. Metaverse facilitates a unique blend of engaging and personalised tourism experiences from the comfort of one’s home. Moreover, tourism enterprises stand to gain from streamlined booking processes and to improve operational efficiency, which in turn augments customer satisfaction.
Research limitations/implications
This research is confined to the analysis of the existing literature and does not involve primary data collection, which could limit the comprehensiveness of the insights. Moreover, the nascent stage of Metaverse technology in tourism presents a challenge in deriving conclusive implications. This study underscores the need for further empirical research to validate the theoretical frameworks discussed and explore the long-term implications of Metaverse technologies in the tourism sector.
Practical implications
Metaverse opens avenues for tourism enterprises to enhance their customer engagement and operational efficiency. It offers a novel platform for immersive and personalised travel experiences, thereby potentially increasing the market reach and customer satisfaction. The streamlined processes facilitated by Metaverse could also lead to cost reduction and increased profitability for tourism enterprises.
Social implications
The integration of Metaverse technologies could democratise travel experiences, allowing individuals who might be economically or physically constrained to virtually explore global destinations. However, it also raises concerns regarding the digital divide and potential loss of authentic human interactions and cultural exchanges that traditionally characterise tourism.
Originality/value
This study is among the pioneering efforts to quantitatively and qualitatively analyse the burgeoning field of metaverse tourism. By amalgamating bibliometric analysis with a systematic literature review, it unveils the potential of Metaverse technologies in transcending conventional tourism paradigms, presenting a comprehensive understanding of the practical, managerial and consumer-centric implications therein.
设计/方法/途径
本研究采用了双管齐下的方法, 既有文献计量分析技术, 又有系统的文献综述。文献计量分析对现有文献进行定量评估, 确定元旅游领域的主要趋势、作者和出版物。同时, 系统性文献综述对这些作品的内容和背景进行了定性评估, 重点关注虚拟现实(VR)和增强现实(AR)在旅游业中的应用以及对管理和消费者的影响。
研究目的
本研究的主要目的是确定元宇宙技术(主要是 VR 和 AR)如何重新定义旅游体验。研究旨在深入探讨这些技术在消除传统物理和经济障碍以及实现目的地虚拟探索方面的能力。此外, 本研究还试图了解旅游企业如何利用元数据技术提高运营效率和客户满意度。
研究结果
研究结果表明, 2018 年后, Metaverse 旅游领域的文献产量大幅上升, 表明人们对这一领域的兴趣日益浓厚。Metaverse 可以让人们在家中就能享受到独特的个性化旅游体验。此外, 旅游企业可从简化预订流程和提高运营效率中获益, 进而提高客户满意度。
研究限制/影响
本研究仅限于对现有文献的分析, 不涉及原始数据收集, 这可能会限制研究见解的全面性。此外, Metaverse 技术在旅游业中的应用尚处于起步阶段, 这对得出结论性影响提出了挑战。本研究强调有必要开展进一步的实证研究, 以验证所讨论的理论框架, 并探索元数据技术在旅游业中的长期影响。
实际意义
Metaverse 为旅游企业提高客户参与度和运营效率开辟了道路。它为身临其境的个性化旅游体验提供了一个新颖的平台, 从而有可能提高市场覆盖率和客户满意度。Metaverse 推动的简化流程还可降低旅游企业的成本, 提高其盈利能力。
社会影响
Metaverse 技术的整合可以使旅游体验平民化, 让经济或身体条件有限的人也能以虚拟方式探索全球旅游目的地。然而, 它也引发了人们对数字鸿沟的担忧, 以及对传统旅游业所特有的真实人际互动和文化交流的潜在损失的担忧。
原创性/价值
本研究是定量和定性分析新兴的 Metaverse 旅游领域的开创性研究之一。通过将文献计量学分析与系统的文献综述相结合, 本研究揭示了元数据技术在超越传统旅游范式方面的潜力, 并对其中的实用、管理和以消费者为中心的含义提出了全面的理解。
Diseño/metodología/enfoque
Esta investigación utiliza un enfoque metodológico doble, que incorpora técnicas de análisis bibliométrico y una revisión sistemática de la literatura. El análisis bibliométrico proporciona una evaluación cuantitativa de la literatura existente, identificando tendencias, autores y publicaciones clave en el ámbito del turismo en el Metaverso. Al mismo tiempo, la revisión sistemática de la literatura evalúa cualitativamente el contenido y el contexto de estos trabajos, centrándose en las aplicaciones de la Realidad Virtual (RV) y la Realidad Aumentada (RA) en el turismo, así como en sus implicaciones para la gestión y el consumidor.
Objetivo
El objetivo principal de este estudio es determinar cómo las tecnologías asociadas al Metaverso, principalmente la RV y la RA, redefinen las experiencias turísticas. Pretende profundizar en las capacidades de estas tecnologías para eliminar las barreras físicas y económicas convencionales y permitir la exploración virtual de los destinos. Además, este estudio pretende entender cómo las empresas turísticas pueden aprovechar las tecnologías relacionadas con el Metaverso para mejorar la eficiencia operativa y la satisfacción del cliente.
Conclusiones
Los resultados revelan un aumento significativo en la producción de literatura en el ámbito del turismo en el Metaverso desde el año 2018, lo que indica un creciente interés en este campo. El Metaverso facilita una combinación única de experiencias turísticas atractivas y personalizadas desde la comodidad del hogar. Además, las empresas turísticas se benefician de la agilización de los procesos de reserva y la mejora de la eficiencia operativa, lo que a su vez aumenta la satisfacción del cliente.
Limitaciones e implicaciones de la investigación
La investigación se limita al análisis de la bibliografía existente y no incluye la recopilación de datos primarios, lo que podría limitar la exhaustividad de las conclusiones. Además, el estado incipiente de la tecnología relacionada con el Metaverso en el turismo supone un reto a la hora de extraer implicaciones concluyentes. Este estudio subraya la necesidad de realizar más estudios empíricos para validar los marcos teóricos discutidos y explorar las implicaciones a largo plazo de estas tecnologías en el sector turístico.
Implicaciones prácticas
El Metaverso abre vías para que las empresas turísticas mejoren su compromiso con el cliente y su eficiencia operativa. Ofrece una plataforma novedosa para experiencias de viaje inmersivas y personalizadas, con lo que aumenta potencialmente el alcance del mercado y la satisfacción del cliente. La racionalización de los procesos facilitados por el Metaverso también podría conducir a la reducción de costes y al aumento de la rentabilidad de las empresas turísticas.
Implicaciones sociales
La integración de las tecnologías relacionadas con el Metaverso podría democratizar las experiencias de viaje, permitiendo a personas con limitaciones económicas o físicas explorar virtualmente destinos globales. Sin embargo, también suscita preocupación en relación con la brecha digital y la posible pérdida de interacciones humanas auténticas e intercambios culturales que tradicionalmente caracterizan al turismo.
Originalidad/valor
Este estudio es uno de los pioneros en analizar cuantitativa y cualitativamente el creciente campo del turismo en el Metaverso. Amalgamando el análisis bibliométrico con una revisión sistemática de la literatura, desvela el potencial de las tecnologías relacionadas con el Metaverso para sacar a la luz los paradigmas turísticos convencionales, presentando una comprensión exhaustiva de sus implicaciones prácticas, de gestión y centradas en el consumidor.
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Edwin Ramirez-Asis, Hober Huaranga-Toledo, Yeni Bullón-Miguel, Huber Rodriguez-Nomura and Hugo Marino Rodríguez-Orellana
This study analyzes the digital competencies and the attitude toward the use of information and communication technologies (ICT) in secondary school teachers of the Javier Heraud…
Abstract
This study analyzes the digital competencies and the attitude toward the use of information and communication technologies (ICT) in secondary school teachers of the Javier Heraud Public Educational Institution, Lima, Peru, according to the technology, pedagogy, and content knowledge (TPACK) model, which focuses on knowledge about technology knowledge (TK), pedagogical content (PK) and content knowledge (CK). This implies that it is important to take these components into account in the development of teaching work, in order to contribute to the quality of student learning, within the framework of the restrictions established due to the global health emergency. The study is based on the quantitative approach, type of correlational research and cross-sectional design, the sample consisted of 106 secondary education teachers, questionnaire was applied which were validated by five experts and its reliability was analyzed by the values obtained for Cronbach's alpha, for the digital competencies variable α = 0.861 and for the variable attitude toward the use of ICT α = 0.854. It has been shown that there is a relationship between digital competencies and the attitude toward the use of information and communication technologies in teachers of a Peruvian Public Educational Institution.
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Julio Ore, Alex Pacheco, Edwin Roque, Andy Reyes and Liz Pacheco
People who suffer from phobias try to avoid a specific object or feared situation by creating a great obstacle that causes serious consequences in their daily life; the most…
Abstract
Purpose
People who suffer from phobias try to avoid a specific object or feared situation by creating a great obstacle that causes serious consequences in their daily life; the most effective way to deal with a phobia is through exposure therapy, which according to one of the most important principles of psychology states that to overcome a fear you have to face it. The purpose of this paper is to develop a mobile application based on augmented reality (AR) for the treatment of spider phobia (Araneae).
Design/methodology/approach
The application development methodology was divided into two phases: design where sketches were made according to functional requirements, and the client server model was used for user queries and the development phase where the modules for the information of the phobia; and visualization of the arachnid in different morphological forms was implemented through the development tools.
Findings
The findings of this study, in this sense, state that it was possible to overcome the phobia in an essential way by ceasing to perceive harmless things as dangerous, helping them to manage stress and keep them under control.
Originality/value
Allowing to face their fears in support of existing therapeutic processes through images with progressively AR, being an innovative and accessible treatment from an economic, technological and professional point of view.
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Verónica Marín Díaz, Begoña Esther Sampedro, Inmaculada Aznar and Juan Manuel Trujillo
The beliefs about this subject of N = 223 secondary education teachers were collected through an ex post facto research method using a descriptive and correlational design and a…
Abstract
Purpose
The beliefs about this subject of N = 223 secondary education teachers were collected through an ex post facto research method using a descriptive and correlational design and a 27-item questionnaire.
Design/methodology/approach
The arrival of online learning, in this case m-learning, to secondary education, has made educators in this stage incorporate digital resources, such as Smartphones or mixed reality (MR), to their classroom methodologies. The present study describes the results obtained in the project design, implementation and evaluation of MR materials in learning environments (PID2019-108933GB-I00). The starting general objective is to determine the perception of Compulsory Education teachers-in-training from the areas of Experimental Sciences, Engineering and Architecture, and Health Sciences, on the use of MR as a teaching tool under the m-learning modality.
Findings
The main conclusion obtained was that neither sex nor age had an influence on the use of MR in the classroom, and its use was determined by elements associated with the classroom methodology, such as collaborative work and attention to diversity, which took place in the education center.
Research limitations/implications
The main obstacle found when conducting the research was being able to access the general population of teachers-in-training in the aforementioned Master's program.
Originality/value
The value of the article lies in publicizing the knowledge that secondary school teachers have of MR and giving clues to create training actions that encourage its incorporation into the classroom methodology.
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Rodolfo Canelón, Christian Carrasco and Felipe Rivera
It is well known in the mining industry that the increase in failures and breakdowns is due mainly to a poor maintenance policy for the equipment, in addition to the difficult…
Abstract
Purpose
It is well known in the mining industry that the increase in failures and breakdowns is due mainly to a poor maintenance policy for the equipment, in addition to the difficult access that specialized personnel have to combat the breakdown, which translates into more machine downtime. For this reason, this study aims to propose a remote assistance model for diagnosing and repairing critical breakdowns in mining industry trucks using augmented reality techniques and data analytics with a quality approach that considerably reduces response times, thus optimizing human resources.
Design/methodology/approach
In this work, the six-phase CRIPS-DM methodology is used. Initially, the problem of fault diagnosis in trucks used in the extraction of material in the mining industry is addressed. The authors then propose a model under study that seeks a real-time connection between a service technician attending the truck at the mine site and a specialist located at a remote location, considering the data transmission requirements and the machine's characterization.
Findings
It is considered that the theoretical results obtained in the development of this study are satisfactory from the business point of view since, in the first instance, it fulfills specific objectives related to the telecare process. On the other hand, from the data mining point of view, the results manage to comply with the theoretical aspects of the establishment of failure prediction models through the application of the CRISP-DM methodology. All of the above opens the possibility of developing prediction models through machine learning and establishing the best model for the objective of failure prediction.
Originality/value
The original contribution of this work is the proposal of the design of a remote assistance model for diagnosing and repairing critical failures in the mining industry, considering augmented reality and data analytics. Furthermore, the integration of remote assistance, the characterization of the CAEX, their maintenance information and the failure prediction models allow the establishment of a quality-based model since the database with which the learning machine will work is constantly updated.
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Lourdes Díaz-López, Javier Tarango and Claudia-Patricia Contreras
This paper aims to propose the development of formal (scientific content) and informal (content for science communication) educational activities in an inclusive and safe way…
Abstract
Purpose
This paper aims to propose the development of formal (scientific content) and informal (content for science communication) educational activities in an inclusive and safe way, involving two essential elements, virtual reality (VR) and the digital library; as well as the implications for its enforcement such as educational strategies in the university setting and for the encouragement of scientific culture in society.
Design/methodology/approach
For the integration of content, a simplified conceptual model was designed first, in which universities and research centers are seen as complex systems where different subsystems, from which processes and information resources are derived, converge. To cover the model’s elements, a descriptive documentary review was developed, looking to synthesize each element’s contexts and implications.
Findings
The need to establish transdisciplinary relationships between the VR and the digital library is determined with the goal to integrate educational activities using technology, with the purpose of studying contents from the scientific point of view, as well as with the possibility of transforming them into contexts of general access for society, with the objective of social appropriation of knowledge, citizen science and social innovation. In the conclusion section, some implications in the implementation of this type of initiatives are presented.
Originality/value
The aspects that set this paper apart are: treating VR as emerging documents tending to measure their direct impact, not as isolated elements of a collection; identifying the digital library’s social influence actions through VR; and generating processes to encourage the creation of contents with a differentiated focus according to the population served.
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Martin Elihaki Kanyika, Raikhan Sadykova and Zhansaya Kosmyrza
This study aims to assess the digital literacy competencies among students in higher learning institutions in Kazakhstan.
Abstract
Purpose
This study aims to assess the digital literacy competencies among students in higher learning institutions in Kazakhstan.
Design/methodology/approach
A survey design was used. Simple random sampling was used to draw sample. Primary data were collected using Web/online questionnaires (Google Form). A total of 370 online questionnaires were disseminated to the respondents to their email addresses. Quantitative data collected were analyzed using MS Excel 2010. Thus, descriptive statistics were computed and the results were further presented in tables, charts and figures.
Findings
Results reveal that students are very competent in using digital technologies to communicate and share their educational digital contents, whereas they indicate moderate competence and incompetence in other essential digital literacy skills crucial for their academic pursuits. Furthermore, this study revealed that students frequently use digital technologies for educational purposes, with statistical analysis [t(381) = 4.562, p < 0.00001, two-tailed] indicating a significant difference between the extent and purpose of their digital usage. Moreover, findings identified health issues, technical issues and the constantly changing of hardware and software as primary challenges faced students when engaging with digital technologies.
Originality/value
This study is new in the context of Kazakhstan analyzing the digital literacy competencies among students, with a particular focus on elucidating the five fundamental facets of such competencies. This study therefore, recommends the implementation of comprehensive and consistent training programs aimed at imparting necessary digital literacy skills to students.