Claim Missing Document
Check
Articles

Found 2 Documents
Search

Extended reality for education: Mapping current trends, challenges, and applications Samala, Agariadne Dwinggo; Bojic, Ljubisa; Rawas, Soha; Howard, Natalie-Jane; Arif, Yunifa Miftachul; Tsoy, Dana; Coelho, Diogo Pereira
Jurnal Pendidikan Teknologi Kejuruan Vol 7 No 3 (2024): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v7i3.37623

Abstract

The advancements in 5G technology and Artificial Intelligence (AI) have accelerated the integration of immersive technologies such as Extended Reality (XR) into educational practices. There is a notable scarcity of studies focusing specifically on the applications and impact of XR in academic settings. Most existing research has concentrated on AR and VR, leaving a gap in understanding the full potential of XR. Addressing these gaps and challenges is crucial for harnessing the full potential of XR in education. This study aims to map and analyze the applications, trends, and educational challenges of XR technology. This study conducts a bibliometric analysis covering XR's application in education from 2018 to 2023, analyzing 32 articles from Scopus sources. Key findings highlight XR's annual growth in research publications, with significant contributions from the United States, China, and Canada. XR enriches education by facilitating immersive simulations, real time interaction with virtual objects, and spatial manipulation in three dimensions. It fosters presence and embodiment in virtual environments, supports practical training through realistic simulations, enhances multi-sensory engagement, promotes collaborative learning environments, and improves accessibility for diverse learners. The main challenges of XR technology include high costs, technical hurdles, regulatory issues, infrastructure limitations, and the need for digital literacy and skills. Addressing these challenges, collaborative efforts among educators, researchers, and industry stakeholders are required. Such collaboration is crucial for harnessing the full potential of XR technology to revolutionize education and prepare learners for a dynamic future.
Educator Professional Subjectivities in Gamification: Knowing, Being and Doing Howard, Natalie-Jane; Cook, Elizabeth J.
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.171

Abstract

Gamification has emerged as a prominent innovation in contemporary education, yet its influence on the enactment of educators’ professional subjectivities remains underexplored. As such, little is known about how online gamification applications like Kahoot shape the dynamic ways educators perceive, understand and enact their professional selves within higher education contexts. Adopting a tripartite framework of knowing (epistemological), being (ontological) and doing (praxiological), this qualitative study employed visual-elicitation interviews and remote observations with ten lecturers at a Middle Eastern college. The analysis revealed three key themes shaping educator subjectivities: creating and sharing quiz content; conforming with institutional culture; and infantilizing students with gamified learning. The findings suggest that Kahoot influenced how these educators perceived and performed their professional roles, enabling them to position themselves as creative content developers and aligned institutional practitioners, while also raising concerns about appropriate pedagogical approaches in tertiary contexts. This study demonstrates how gamification applications may actively shape professional subjectivities in higher education, emphasizing how successful gamification requires careful consideration of both institutional support and educator agency. Moreover, the findings offer important implications for professional development, institutional policy, and the thoughtful integration of gamification across diverse cultural contexts in contemporary higher education.