WORD TREASURE
Artificial Intelligence (AI)
Artificial Intelligence (AI) is an interdisciplinary field of computer science that involves the development of computational systems capable of performing tasks that typically require human intelligence. The machine simulates cognitive functions like learning, reasoning, problem-solving, perception, and language understanding through algorithms, models, and techniques. AI methods include symbolic AI, machine learning, natural language processing, computer vision, and expert systems. Natural language processing enables machines to understand and generate human language, and computer vision analyzes visual data for perception and interpretation.
One emerging AI technology, ChatGPT, is a powerful language model developed by OpenAI. In higher education, ChatGPT has the potential to provide personalized support, instant answers, explanations, virtual tutoring, and automated administrative tasks. However, it also presents challenges such as limitations, biases, transparency, and the impact on human interaction and critical thinking skills.
The ethical concerns of using AI in education include bias, privacy, human interaction, and academic transparency. The legal regulation of these issues is crucial to ensure the responsible and effective use of AI in education.
Learn more:
- Baidoo-Anu, D., & Owusu Ansah, L. (2023). Education in the era of generative artificial intelligence (AI): Understanding the potential benefits of ChatGPT in promoting teaching and learning. Available at SSRN 4337484.
- Brecker, K., Lins, S., & Sunyaev, A. (2023, January). Why it Remains Challenging to Assess Artificial Intelligence. In 56th Hawaii Conference on System Sciences (HICSS).
- Diaz, Maria. (2023). What is AI? Everything to know about artificial intelligence. – In: ZDnet.com. Online: https://www.zdnet.com/article/what-is-ai-heres-everything-you-need-to-know-about-artificial-intelligence/
- Duggal, Nikita. (2023). Advantages and Disadvantages of Artificial Intelligence. – In: Simplilearn.com. Online: https://www.simplilearn.com/advantages-and-disadvantages-of-artificial-intelligence-article
- Frankenfield, Jake. (24.04.2023). Artificial Intelligence: What It Is and How It Is Used. – In: Investopedia.com. Online: https://www.investopedia.com/terms/a/artificial-intelligence-ai.asp
- Gao CA, Howard FM, Markov NS, Dyer EC, Ramesh S, Luo Y, et al. Comparing scientific abstracts generated by ChatGPT to original abstracts using an artificial intelligence output detector, plagiarism detector, and blinded human reviewers. BioRxiv. 2022. https://doi.org/10.1101/2022.12.23.521610v1.
- Lampropoulos, G. (2023). Artificial Intelligence, Big Data, and Machine Learning in Industry 4.0. In Encyclopedia of Data Science and Machine Learning (pp. 2101-2109). IGI Global.
- Salvagno, M., Taccone, F. S., & Gerli, A. G. (2023). Can artificial intelligence help for scientific writing?. Critical care, 27(1), 1-5.
- Schroer, Alyssa. (2023). What Is Artificial Intelligence?. – In: Builtin.com. Online: https://builtin.com/artificial-intelligence
See also:
Britannica. Artificial Intelligence
The Organisation for Economic Co-operation and Development (OECD)
Digital Fluency
Digital fluency is assessing and selecting the right technological solutions to solve specific problems flexibly and effectively. The DF concept includes basic digital literacy skills, such as reading, writing, evaluating information, and technical competencies. Soft skills are a crucial feature of the DF competence specter. To be digitally fluent, one must be able to communicate and connect to others and exchange ideas. To assume, DF is a set of professional and personal settings that allow individuals to use technologies in a creative manner to complete a complex digital project.
Learn more:
- Bratt, S., & Hodgins, L. (2017, October). Towards the design of a digital fluency course–An exploratory study. In E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1017-1030). Association for the Advancement of Computing in Education (AACE).
- Demir, K., & Odabaşı, H. F. (2022). Development of digital fluency scale: Validity and reliability study. Themes in eLearning, 15, 1-20.
- Dias-Trindade, S., & Ferreira, A. G. (2020). Digital teaching skills: DigCompEdu CheckIn as an evolution process from literacy to digital fluency. ICONO 14, Revista de comunicación y tecnologías emergentes, 18(2), 162-187.
- Fleming, E. C., Robert, J., Sparrow, J., Wee, J., Dudas, P., & Slattery, M. J. (2021). A digital fluency framework to support 21st-century skills. Change: The Magazine of Higher Learning, 53(2), 41-48.
- Fulgence, K. (2020). Developing Digital Fluency among Teacher Educators: Evidence from Tanzanian Schools of Education. International Journal of Education and Development using Information and Communication Technology, 16(2), 158-175.
- Miller, C., & Bartlett, J. (2012). ‘Digital fluency’: towards young people’s critical use of the internet. Journal of Information Literacy, 6(2), 35-55.
- Niessen, S. (2013). What is digital fluency? Inquiry Paper, EC&I, 830.
- Sparrow, J. (2018). Digital fluency: Big, bold problems. New Horizons: The technologies ahead. Educause Review. March, 12.
- Wang, Q., Myers, M. D., & Sundaram, D. (2013). Digital natives and digital immigrants: Towards a model of digital fluency. Wirtschaftsinformatik, 55, 409-420.
See also:
Digital Learning Collaborative
Knowledge City Learning Solutions
University of Arkansas Grantham
Ursinus College. Defining Digital Fluency
Transliteracy
The transliteracy term was introduced by the Transliteracies Project Group. The project is headed by Alan Liu – Chair and Professor of the English Department, at UC Santa Barbara.
The most used definition of the transliteracy concept is by the Production and Research in Transliteracy group (PART) at De Montfort University.
The ability to read, write and interact across a range of platforms, tools, and media from signing and orality through handwriting, print, TV, radio, and film, to digital social networks. (Thomas, et al., 2007).
According to the PART project team, transliteracy is not a new thing – it is simply another evolutionary step to take our communication and learning skills to the next level of the new informational ecosystem.
“transliteracy extends the act of transliteration and applies it to the increasingly wide range of communication platforms and tools at our disposal. From early signing and orality through handwriting, print, TV, and film to networked digital media, the concept of transliteracy calls for a change of perspective away from the battles over print versus digital, and a move instead towards a unifying ecology not just of media, but of all literacies relevant to reading, writing, interaction, and culture, both past and present.” (Thomas et al. 2007)
Transliteracy and libraries
There are many recent education approaches derived from the transliteracy concept. A significant part of them is related to the libraries, although as Lane Wilkinson emphasizes: Transliteracy is a concept adopted from outside the library world. (Wilkinson 2013, 135)
Therefore, library specialists adopted the concept and used it as a relevant educational matrix that corresponds to the needs of their customers to cope with the new informational paradigm. Wilkinson shares an important notion:
students can be surprisingly adept at using Google, blogs, Twitter, and other services to find information, they realize that students still are often completely lost and unable to comprehend the complexities of “library” research. Indexes, keywords, abstracts, OpenURL resolvers, and other library-centric concepts are often a barrier to classroom communication. By emphasizing the skills that transfer across or between separate information resources, transliteracy breaks down artificial distinctions between popular and scholarly, and thereby serves as an excellent foil to student apprehensions. (Wilkinson 2013, 136)
Learn more:
- Andretta, S. (2012). Web 2.0: from information literacy to transliteracy. Information literacy beyond Library, 53-64.
- Anne Lehmans. NEW PERSPECTIVES IN TRANSLITERACY AND THE EVOLUTION OF THE FRENCH “PROFESSEUR-DOCUMENTALISTE”. European Meeting on Media and Information Literacy Education, 2012, Milan, Italy. ⟨hal-00983920⟩
- Frau-Meigs, D. (2012). Transliteracy as the new research horizon for media and information literacy. Media Studies, 3(6).
- Freire, M. M. (2020). Transmedia storytelling: from convergence to transliteracy. DELTA: Documentação de Estudos em Lingüística Teórica e Aplicada, 36.
- Ipri, T. A. (2010). Introducing transliteracy: What does it mean to academic libraries?. College and Research Libraries News 532-533; 567. https://digitalscholarship.unlv.edu/lib_articles/106
- Jaeger, P. (2011). Transliteracy–New Library Lingo and What It Means for Instruction. Library Media Connection, 30(2), 44-47.
- Liquète, V. (2012, June). Can one speak of an” Information Transliteracy”?. In International Conference: Media and Information Literacy for Knowledge Societies (pp. 7-p).
- Sukovic, S. (2016). Transliteracy in complex information environments. Chandos Publishing.
- Thomas, S. (2008). Transliteracy and new media. Transdisciplinary Digital Art: Sound, Vision and the New Screen. Berlin. Springer Berlin Heidelberg, 101-109.
- Thomas, S., Joseph, C., Laccetti, J., Mason, B., Mills, S., Perril, S., & Pullinger, K. (2007). Transliteracy: crossing divides. First Monday.
- Wilkinson, L. (2013). Bridging the gaps: transliteracy as effective pedagogy.
See also:
Association of College and Research Libraries
Playfulness
An innovative approach where the educator recognizes and develops the playability potential of certain stages of the learning process. According to Marjaana Kangas’s study playfulness refers to the learning actions and their qualities (e. g. Bodrova & Leong, 2003). It also refers to an attitude towards learning and a way of learning through play and games in the playful learning environment settings. (Kangas 2010)
Learn more:
- Balkaya, S., & Akkucuk, U. (2021). Adoption and use of learning management systems in education: The role of playfulness and self-management. Sustainability, 13(3), 1127.
- Brown, N., & Leigh, J. (2018). Creativity and playfulness in higher education research. In Theory and method in higher education research (Vol. 4, pp. 49-66). Emerald Publishing Limited.
- Codish, D., & Ravid, G. (2015). Detecting playfulness in educational gamification through behavior patterns. IBM Journal of Research and Development, 59(6), 6-1.
- Kangas, M. (2010). Creative and playful learning: Learning through game co-creation and games in a playful learning environment. Thinking skills and Creativity, 5(1), 1-15.
- Kangas, M. (2010). The school of the future: Theoretical and pedagogical approaches for creative and playful learning environments. fi= Lapin yliopisto| en= University of Lapland.
- Kangas, M., Koskinen, A., & Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities. Teachers and Teaching, 23(4), 451-470.
- Tanis, D. J. (2012). Exploring play/playfulness and learning in the adult and higher education classroom. The Pennsylvania State University.
See also:
Leiden Learning & Innovation Centre (LLInC)
The University of Bristol Education works
Digital game-based learning
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games for expected learning outcomes. The expression emphasizes the importance of the context of using digital games for educational purposes rather than the use of stand-alone applications (Felicia et al. 2011).
Learn more:
- Anastasiadis, T., Lampropoulos, G., & Siakas, K. 2018. Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
- All, A., Castellar, E. P. N., & Van Looy, J. 2016. Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92, 90-103.
- Felicia, P., Egenfeld-Nielsen, S., Egenfeldt-Nielsen, S., Meyer, B., & Sørensen, B. H. 2011. Game-based learning: A review of the state of the art. Serious games in education: A global perspective, 21-46.
- Sanchez, E. (2019, May 27). Game-Based Learning. SpringerLink. Retrieved April 19, 2022, from https://link.springer.com/referenceworkentry/10.1007%2F978-3-319-60013-0_39-1
- What is digital game-based learning (DGBL). IGI Global. (n.d.). Retrieved April 19, 2022, from https://www.igi-global.com/dictionary/digital-game-based-learning-dgbl/7628
See also
- https://www.igi-global.com/dictionary/game-based-learning/11851
- https://acrl.ala.org/IS/wp-content/uploads/2014/05/spring2015.pdf
Game Jam
“Jam” is a reference to musical jam sessions. Similarly, the goal of a “game jam” is to come together and make a videogame, or a non-digital (analog) game like a board game or card game(GlobalGameJam). The Game Jam Brainstorming session aimed at devising (and therefore not necessarily developing) a game. In this session, participants are then invited to reflect on a specific theme and to invent a related game( Uggeri 2020).
Bibliography:
- Chen, Sande. “A Brief History of Game Jams”. In: Gamasutra. Retrieved 12.11. 2022. Available at: A Brief History of Game Jams (gamedeveloper.com)
- Kultima, A. 2015. Defining Game Jam. In FDG. Available at: https://www.academia.edu/download/38283283/paper_92.pdf
- Riikka Aurava, Mikko Meriläinen, Ville Kankainen, Jaakko Stenros. 2021. Game jams in general formal education, In: International Journal of Child-Computer Interaction, Volume 28,100274, ISSN 2212-8689, https://doi.org/10.1016/j.ijcci.2021.100274. Available at: (https://www.sciencedirect.com/science/article/pii/S2212868921000192)
- Shin, K., Kaneko, K., Matsui, Y., Mikami, K., Nagaku, M., Nakabayashi, T., … & Yamane, S. R. (2012, November). Localizing global game jam: Designing game development for collaborative learning in the social context. In International Conference on Advances in Computer Entertainment Technology (pp. 117-132). Springer, Berlin, Heidelberg. Available at: https://link.springer.com/chapter/10.1007/978-3-642-34292-9_9
- Shin, Kiyoshi, Kosuke Kaneko, Yu Matsui, Koji Mikami, Masaru Nagaku, Toshifumi Nakabayashi, Kenji Ono, and Shinji R. Yamane. “Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context.” Lecture Notes in Computer Science, 2012, 117–32. doi:10.1007/978-3-642-34292-9_9.
- Uggeri Matteo. 2020. Il Manuale Dell’e-Learning : Guida Strategica Per La Scuola E La Formazione Aziendale. Milano: Apogeo.
- Zook, A., & Riedl, M. O. 2013. Game conceptualization and development processes in the global game jam. In Workshop proceedings of the 8th international conference on the foundations of digital games (Vol. 5). Available at: http://fdg2013.org/program/workshops/papers/GGJ2013/ggj13_submission_1.pdf
See also:
Active Learning
Active learning is an approach to instruction that involves actively engaging students with the course material through discussions, problem-solving, case studies, role plays and other methods. Active learning approaches place a greater degree of responsibility on the learner than passive approaches such as lectures, but instructor guidance is still crucial in the active learning classroom. Active learning activities may range in length from a couple of minutes to whole class sessions or may take place over multiple class sessions.
What is Active Learning? Queens University. Online: Teaching and Learning in Higher Education.<https://www.queensu.ca/teachingandlearning/modules/active/04_what_is_active_learning.html>
Bibliography
- Active Learning. Oxford Reference. Retrieved 2 Nov. 2022, from https://www.oxfordreference.com/view/10.1093/oi/authority.20110803095348748.
- Bruff, Derek.(2009). Teaching with classroom response systems: creating active learning environments. San Francisco: Jossey-Bass.
- Dadach, Zin Eddine.(2013). “Quantifying the Effects of an Active Learning Strategy on the Motivation of Students.” International Journal of Engineering Education, 29(4), 904-913.
- Freeman, Scott, Eddy, Sarah L., McDonough, Miles, Smith, Michelle K., Okoroafor, Nnadozie, Jordt, Hannah., & Wenderoth, Mary Pat. (2014). “Active learning increases student performance in science, engineering, and mathematics.” Proceedings of the National Academy of Sciences, 111(23), 8319–8320. doi: 10.1073/pnas.1319030111.
- Gibson, K., & Shaw, C. (2010). Assessment of Active Learning. In The International Studies Encyclopedia. : Wiley-Blackwell. Retrieved 2 Nov. 2022, from https://www.oxfordreference.com/view/10.1093/acref/9780191842665.001.0001/acref-9780191842665-e-0405.
- Hadjerrouit, Said. (2005). “Designing a Pedagogical Model for Web Engineering Education: An Evolutionary Perspective.” Journal of Information Technology Education, 4, 115-140.
- Jackson, S. (2010). Teaching with Technology: Active Learning in International Studies. In The International Studies Encyclopedia. : Wiley-Blackwell. Retrieved 2 Nov. 2022, from https://www.oxfordreference.com/view/10.1093/acref/9780191842665.001.0001/acref-9780191842665-e-0364.
- Lantis, J., Kille, K., & Krain, M. (2010). The State of the Active Teaching and Learning Literature. In The International Studies Encyclopedia. : Wiley-Blackwell. Retrieved 2 Nov. 2022, from https://www.oxfordreference.com/view/10.1093/acref/9780191842665.001.0001/acref-9780191842665-e-0346.
- Lord, Susan M., Prince, Michael J., Stefanou, Candice R., Stolk, Jonathan D., & Chen, John C. (2012). “The Effect of Different Active Learning Environments on Student Outcomes Related to Lifelong Learning.” International Journal of Engineering Education, 28(3), 606-620.
- Michael, Joel. (2006). “Where’s the evidence that active learning works?” Advances in Physiology Education, 30(4), 159-167. doi: 10.1152/advan.00053.2006.
- Wallace, S. (2015). active learning. In A Dictionary of Education. : Oxford University Press. Retrieved 2 Nov. 2022, from https://www.oxfordreference.com/view/10.1093/acref/9780199679393.001.0001/acref-9780199679393-e-19.
Role Play
Role play is a form of experiential learning. Involvement technique which can be applied within a training course where learners interpret characters to try concrete behaviors and actions in a simulated context. The method has been shown as effective in reaching learning outcomes in higher education.
- Edith Cowan University. Teaching strategies: Role Play. Available at: https://intranet.ecu.edu.au/learning/curriculum-design/teaching-strategies/role-play
- Harvard University. Role Play. Available at: https://ablconnect.harvard.edu/role-play-research
- Howell, J. (1992). Using Role Play as a Teaching Method. Teaching Public Administration, 12(1), 69–75. https://doi.org/10.1177/014473949201200109
- Matteo Uggeri. Il manuale dell’e-Learning – Guida strategica per la scuola e la formazione aziendale. Apogeo
- Russell, C., & Shepherd, J. (2010). Online role‐play environments for higher education. British Journal of Educational Technology, 41(6), 992-1002. http://elearnit.pbworks.com/w/file/fetch/71563514/Online%20role%20plays%20Article.pdf
STEM
STEM is an abbreviation for Science, Technology, Engineering, and Mathematics (as subjects of study). The term “STEM education” refers to teaching and learning in the fields of science, technology, engineering, and mathematics. It typically includes educational activities across all grade levels— from pre-school to post-doctorate—in both formal (e.g., classrooms) and informal (e.g., afterschool programs) settings.
Learn more:
- B. Gonzalez, H., & J. Kuenzi, J. (2012). Science, Technology, Engineering, and Mathematics (STEM) Education: A Primer. Congressional Research Service. Retrieved from https://sgp.fas.org/crs/misc/R42642.pdf
- Considine, Sue. (2015) 21st Century Visions of STEM Learning in Public Libraries. Retrieved from https://www.lpi.usra.edu/education/stemlibraryconference/presentations/Thursday/21st-Century-Visions/Considine.pdf
- Dusenbery, P. B. (2014). The STEM education movement in public libraries. Informal Learning Review, 124, 14-19. Retrieved from https://ncil.spacescience.org/images/papers/ILR%20STEM%20Library_FINAL.pdf
- Heather Fisher (2015) How to STEM: Science, technology, engineering and math education in libraries, The Australian Library Journal, 64:3, 242, DOI: 10.1080/00049670.2015.1048564
- Hopwood, J. (2012). Initiating STEM learning in libraries. Children & Libraries: The Journal of the Association for Library Service to Children, 10(2), 53-55. https://www.journals.ala.org/index.php/cal/article/viewFile/43/18#page=54
- Kelley, T.R., Knowles, J.G. A conceptual framework for integrated STEM education. IJ STEM Ed 3, 11 (2016). https://doi.org/10.1186/s40594-016-0046-z
- Lankes D. (2014) Expect More: Why Libraries Cannot Become STEM Educators https://www.lpi.usra.edu/education/stemlibraryconference/events/Lankes_Expect_More_PRINT.pdf
- Li, Y., Wang, K., Xiao, Y. et al. Research and trends in STEM education: a systematic review of journal publications. IJ STEM Ed 7, 11 (2020). https://doi.org/10.1186/s40594-020-00207-6
- Margot, K.C., Kettler, T. Teachers’ perception of STEM integration and education: a systematic literature review. IJ STEM Ed 6, 2 (2019). https://doi.org/10.1186/s40594-018-0151-2
See also:
Inquiry Based Learning (IBL)
Investigation-based learning stimulates the formulation of questions and actions to solve problems and understand phenomena. The teacher typically does not tell students what they need to know but encourages them to explore a subject or theme, ask questions and share ideas.
Learn more:
- Ernst, D. C., Hodge, A., & Yoshinobu, S. (2017). What is inquiry-based learning. Notices of the AMS, 64(6), 570-574. http://dx.doi.org/10.1090/noti1536
- Joseph, V., Sheikh, I., & Rajani, S. (2022). Inquiry Based Learning Method Of Teaching In Education: A Literature Review. Webology (ISSN: 1735-188X), 19(3). https://www.researchgate.net/profile/Irfan-Sheikh-2/publication/362155405
- Kang, J. (2020). Interrelationship between inquiry-based learning and instructional quality in predicting science literacy. Research in Science Education, 1-17. https://doi.org/10.1007/s11165-020-09946-6
- Morze, N., Boiko, M., & Smyrnova-Trybulska, E. (2021). Some theoretical and practical aspects of the organization of the community of teachers (on the example of Inquiry-Based Learning implementation). 10.34916/el.2021.13.14
- Santana, Lidia & Suárez, Arminda & Feliciano, Luis. (2020). Inquiry-based learning in the university context: A systematic review. Revista Espanola de Pedagogia. https://www.researchgate.net/publication/344272260
- Stoeckle, M., Lenart, B., & Murphy, J. E. (2022). A text analysis of four levels of librarian involvement and impact on students in an inquiry-based learning course. Partnership: Canadian journal of library and information practice and research/Partnership: revue canadienne de la pratique et de la recherche en bibliothéconomie et sciences de l’information, 17(1), 1-17. DOI: https://doi.org/10.21083/partnership.v17i1.6574
- Wolper-Gawron, H. (2016). What the Heck is Inquiry-Based Learning?. Edutopia. Available: https://www.edutopia.org/blog/what-heck-inquiry-based-learning-heather-wolpert-gawron
See also:
- The Academy of Inquiry Based Learning
- IGI Global. Publisher of Timely Knowledge
- Queen University Belfast
Big data
According to Oracle: “The definition of big data is data that contains greater variety, arriving in increasing volumes and with more velocity. This is also known as the three Vs.
Put simply, big data is larger, more complex data sets, especially from new data sources. These data sets are so voluminous that traditional data processing software just can’t manage them. But these massive volumes of data can be used to address business problems you wouldn’t have been able to tackle before”.
Learn more:
- Big Data: Concepts, Methodologies, Tools, and Applications. IGI Global. https://doi.org/10.4018/978-1-4666-9840-6
- Boyd, D., & Crawford, K. (2011). Six provocations for Big Data. In: SSRN Electronic Journal. https://doi.org/10.2139/ssrn.1926431
- Cappa, F., Oriani, R., Peruffo, E., & McCarthy, I. (2021). Big data for creating and capturing value in the digitalized environment: Unpacking the effects of volume, variety, and veracity on firm performance. In: Journal of Product Innovation Management, 38 (1), р. 49–67. https://doi.org/10.1111/jpim.12545
- Dedić, N., Stanier, C. (2017). Towards Differentiating Business Intelligence, Big Data, Data Analytics and Knowledge Discovery. In: Piazolo, F., Geist, V., Brehm, L., Schmidt, R. (eds). Innovations in Enterprise Information Systems Management and Engineering. ERP Future 2016. Lecture Notes in Business Information Processing, vol 285. Springer, Cham. https://doi.org/10.1007/978-3-319-58801-8_10
- Hilbert, M., & López, P. (2011). The World’s Technological Capacity to Store, Communicate, and Compute Information. In: Science, 332(6025), p. 60–65. https://doi.org/10.1126/science.1200970
- Taniar, D., & Rahayu, J. W. (eds) (2019). Emerging perspectives in big data warehousing. IGI Global. DOI: 10.4018/978-1-5225-5516-2
- What is Big Data? Oracle. (n.d.). Retrieved July 27, 2022, from https://www.oracle.com/big-data/what-is-big-data/
See also:
Digital competences
According to EU Commission Digital Competence Framework identifies the key components of digital competence in 5 areas: Information and data literacy, Communication and collaboration, Digital content creation, Safety, Problem solving.
The concept of digital competence has emerged concurrently with technological development and as society has recognised the need for new competences. Development of technologies enables and constantly creates new activities and goals, and the importance of digital competence is therefore constantly changing and must always be seen in relation to the current technology and its application (Skov, A., 2016).
Digital competence is the most recent concept describing technology-related skills. During the recent years, several terms have been used to describe the skills and competence of using digital technologies, such as ICT skills, technology skills, information technology skills, 21st century skills, information literacy, digital literacy, and digital skills (Ilomäki, L., Kantosalo, A., Lakkala, M., 2011).
Learn more:
- Basantes-Andrade, Andrea, Cabezas-González, Marcos, Casillas-Martín, Sonia, Naranjo-Toro, Miguel, Benavides-Piedra, Andrés (2022). NANO-MOOCs to train university professors in digital competences. In: Heliyon, Volume 8, Issue 6, e09456. ISSN 2405-8440. https://doi.org/10.1016/j.heliyon.2022.e09456.
- Caravello, M., Huertas-Abril, C. A., Gómez-Parra, M. E. (2020). Improving Teachers’ Digital Competence to Bridge the Language Gap. In: C. Huertas-Abril, & M. Gómez-Parra (Ed.). International Approaches to Bridging the Language Gap. IGI Global. pp. 67-82. https://doi.org/10.4018/978-1-7998-1219-7.ch005
- Delgado-Vázquez, Á. M. (2021). Teaching Digital Competence and Scholarly Communication: Ten Years Moving Researchers to Digital Scholarship at Pablo de Olavide University. In: V. Fernández-Marcial, L. González-Solar (Eds.). Cases on Research Support Services in Academic Libraries. IGI Global. pp. 142-165. https://doi.org/10.4018/978-1-7998-4546-1.ch007
- EU Commission. (n.d.). The Digital Competence Framework. EU Science Hub. Retrieved June 22, 2022, from https://joint-research-centre.ec.europa.eu/digcomp/digital-competence-framework_en
- Ilomäki, L., Kantosalo, A., & Lakkala, M. (2011). What is digital competence? In Linked portal. Brussels: European Schoolnet. https://core.ac.uk/download/pdf/33734457.pdf
- Skov, A. (2016). The Digital Competence Wheel. Retrieved June 22, 2022, from https://digital-competence.eu/dc/front/what-is-digital-competence/
- Torres-Coronas, T., Vidal-Blasco, M. A. (2011). Promoting Digital Competences through Social Software: A Case Study at the Rovira i Virgili University. In: V. Wang (Ed.). Encyclopedia of Information Communication Technologies and Adult Education Integration. IGI Global. pp. 204-225. https://doi.org/10.4018/978-1-61692-906-0.ch013
See also:
Problem solving
Problem solving is ability “to identify needs and problems, and to resolve conceptual problems and problem situations in digital environments; to use digital tools to innovate processes and products; to keep up-to-date with the digital evolution” (The Digital Competence Framework).
Definition of “collaborative problem solving” suggested by PISA “is the capacity of an individual to effectively engage in a process whereby two or more agents attempt to solve a problem by sharing the understanding and effort required to come to a solution and pooling their knowledge, skills and efforts to reach that solution” (OECD, 2017).
Problem solving is a term which have a wide scientific application in philosophy, medicine, education mathematics, engineering, business, computer science, and artificial intelligence.
Learn more:
- Al-Suqri, M. N., Al-Kindi, A. K., AlKindi, S. S., & Saleem, N. E. (Eds.). (2018). Promoting Interdisciplinarity in Knowledge Generation and Problem Solving. IGI Global. https://doi.org/10.4018/978-1-5225-3878-3
- Frensch, P. A., & Funke, J. (1995). Complex problem solving: The European Perspective. L. Erlbaum Associates. https://doi.org/10.4324/9781315806723
- OECD (2004). The PISA 2003 Assessment Framework: Mathematics, Reading, Science and Problem Solving Knowledge and Skills. OECD Publishing, Paris, https://doi.org/10.1787/9789264101739-en
- OECD (2017). PISA 2015 collaborative problem‑solving framework. In: PISA 2015 Assessment and Analytical Framework: Science, Reading, Mathematic, Financial Literacy and Collaborative Problem Solving. OECD Publishing, Paris. https://doi.org/10.1787/9789264281820-8-en.
- Riley, J. T., & dall’Acqua, L. (2019). Narrative Thinking and Storytelling for Problem Solving in Science Education. IGI Global. https://doi.org/10.4018/978-1-5225-8401-8
- Rubin, Mark, Watt, Sue E. & Ramelli, Marcella (2012). Immigrants’ social integration as a function of approach–avoidance orientation and problem-solving style. In: International Journal of Intercultural Relations, Volume 36, Issue 4, pages 498-505. ISSN 0147-1767. https://doi.org/10.1016/j.ijintrel.2011.12.009.
- The Digital Competence Framework. 5. Problem solving. EU Science Hub. Retrieved June 22, 2022, from https://joint-research-centre.ec.europa.eu/digcomp/digital-competence-framework_en
- Zhou, C. (Ed.). (2017). Handbook of Research on Creative Problem-Solving Skill Development in Higher Education. IGI Global. https://doi.org/10.4018/978-1-5225-0643-0
See also:
Digital Humanities
According to Oxford Lexico Digital humanities (DH) is: ‘an academic field concerned with the application of computational tools and methods to traditional humanities disciplines such as literature, history, and philosophy’.
David M. Berry, Professor of Digital Humanities from University of Sussex (UK), claims that ‘digital humanities are at the leading edge of applying computer-based technology in the humanities. Initially called ‘humanities computing’, the field has grown tremendously over the past 40 or so years. It originally focused on developing digital tools and the creation of archives and databases for texts, artworks, and other materials’ (Berry, 2019).
Learn more:
- Berry, D. M. (2019). What are the Digital Humanities? The British Academy. Retrieved July 7, 2022, from https://www.thebritishacademy.ac.uk/blog/what-are-digital-humanities/
- Berry, D. M., Fagerjord, A. (2017). Digital Humanities Knowledge and critique in a Digital age. Cambridge: Polity. ISBN: 978-0-745-69765-9
- Crymble, A. (2021). Technology and the historian: Transformations in the Digital age. Urbana: University of Illinois Press. https://doi.org/10.5406/j.ctv1k03s73
- Schreibman, S. (2011). A companion to Digital Humanities. Malden: Blackwell
- Wimmer, M. (2019). Josephine Miles (1911–1985): Doing Digital humanism with and without machines. History of Humanities, 4 (2), 329–334. https://doi.org/10.1086/704850
See also:
Serious games
Serious games also known as applied games are interactive group of games that allow players to carry out activities that enable them to practice and achieve skills (Walz, Deterning, 2015). A key characteristic of serious games is that they augment the moment of pleasure with knowledge and skills useful to certain individuals and groups. In this sense, although they provide pleasure, they are not part of the entertainment industry, but rather of the educational process. In this context, in recent years gamification of learning processes has been actively discussed in scientific circles.
Learn more:
- Encheva, M., Tammaro, A. M., & Brenner, M. (2019). Game-Based Learning: a Cognitive Pedagogical Approach for Improving Students’ Information Literacy. Libraries: dialogue for change: IFLA WLIC 2019. Athens, Greece. Retrieved from http://library.ifla.org/id/eprint/2509/1/207-encheva-en.pdf
- Lugmayr, A., Sutinen, E., Suhonen, J., Sedano, C. I., Hlavacs, H., & Montero, C. S. (2016). Serious storytelling – a first definition and review. Multimedia Tools and Applications, 76 (14), 15707–15733. https://doi.org/10.1007/s11042-016-3865-5
- Ma, M., Oikonomou, A., & Jain, L. C. (2011). Serious Games and Edutainment Applications (2011th ed.). Springer. DOI: https://doi.org/10.1007/978-1-4471-2161-9
- Moro, C., Phelps, C., & Stromberga, Z. (2020). Utilizing serious games for physiology and anatomy learning and revision. Advances in Physiology Education, 44 (3), 505–507. https://doi.org/10.1152/advan.00074.2020
- Walz, S. P. & Deterding, S. (Eds.) (2015). The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press. 688 p.
- Zheng, R. (2016b). Handbook of Research on Serious Games for Educational Applications (Advances in Game-based Learning). IGI Global. DOI: 10.4018/978-1-5225-0513-6
- Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38 (9), 25–32. https://doi.org/10.1109/mc.2005.297
See also:
Information literacy
Information literacy is a personal ability to identify, access, evaluate, organize, and use information in order to complete a task or solve a problem. According to The Association of College & Research Libraries information literacy is as a “set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued and the use of information in creating new knowledge and participating ethically in communities of learning”.
Learn more:
- Framework for Information Literacy for Higher Education, American Library Association, February 9, 2015. http://www.ala.org/acrl/standards/ilframework. Retrieved June 20, 2022, Document ID: b910a6c4-6c8a-0d44-7dbc-a5dcbd509e
- Gregory, Lua (2017). Critical Information Literacy in Practice: A Bibliographic Review Essay of Critical Information Literacy, Critical Library Pedagogy Handbook, and Critical Literacy for Information Professionals. Communications in Information Literacy, 11 (2), p. 390–403. doi:10.15760/comminfolit.2017.11.2.10. ISSN 1933-5954.
- Information Literacy Competency Standards for Higher Education. American Library Association. Retrieved June 20, 2022, from https://alair.ala.org/handle/11213/7668
- Information Literacy defined (2022). University Library of North Texas. Retrieved June 20, 2022, from https://guides.library.unt.edu/medialiteracy/information-literacy-defined
- Landøy, A., Popa, D., Repanovici, A. (2020). Basic Concepts in Information Literacy. Collaboration in Designing a Pedagogical Approach in Information Literacy. Springer Texts in Education. Springer, Cham. https://doi.org/10.1007/978-3-030-34258-6_3
- Lloyd, A. (2010). Information Literacy Landscapes Information Literacy in education, workplace and everyday contexts. Chandos Publishing. ISBN 978-1-84334-507-7
- Media and Information Literacy Resources in the Digital age (2022). UNESCO. Retrieved June 20, 2022, from http://en.unesco.kz/media-and-information-literacy-resources-in-the-digital-age
- Objectives for Information Literacy Instruction: A Model Statement for Academic Librarians (2006). American Library Association. Retrieved June 20, 2022, from http://www.ala.org/acrl/standards/objectivesinformation. Document ID: bbb3383f-1eba-dcd4-e94e-90a036e3a76d
- Welsh, T. S., Wright, M. S. (2010). Information literacy in the digital age: An evidence-based approach. Chandos Pub. ISBN 978-1-84334-515-2
See also:
- Chandler, D., Munday, R. (2020). A dictionary of media and communication. Oxford Reference. Retrieved June 22, 2022, from https://www.oxfordreference.com/view/10.1093/acref/9780198841838.001.0001/acref-9780198841838
- ScienceDirect
Literacy
UNESCO defines “literacy” as ability to identify, understand, interpret, create, communicate and compute, using printed and written materials associated with varying contexts. Literacy involves also a continuum of learning in enabling individuals to achieve their goals, to develop their knowledge and potential, and to participate fully in their community and wider society (Montoya 2018).
Learn more:
- Carter, V. Elaine (2000). New approaches to literacy learning: a guide for teacher educators. Retrieved May 12, 2022, from https://unesdoc.unesco.org/ark:/48223/pf0000125767.
- Central Intelligence Agency. (n.d.). Literacy. Central Intelligence Agency. Retrieved May 12, 2022, from https://www.cia.gov/the-world-factbook/field/literacy/.
- European declaration of the right to literacy. ELINET. (2022). Retrieved May 12, 2022, from https://elinet.pro/policy-statements/.
- Hanemann, U. (Ed.). (2015). Transforming our world: Literacy for sustainable development. UNESCO Institute for Lifelong Learning. Retrieved May 12, 2022, from https://files.eric.ed.gov/fulltext/ED564012.pdf.
- Keefe, E. B., & Copeland, S. R. (2011). What is literacy? The power of a definition. Research and Practice for Persons with Severe Disabilities, 36(3-4), 92–99. https://doi.org/10.2511/027494811800824507.
- Montoya, S. (2018). Defining literacy. UNESCO Institute of Statistics. Retrieved May 12, 2022, from https://gaml.uis.unesco.org/wp-content/uploads/sites/2/2018/12/4.6.1_07_4.6-defining-literacy.pdf.
- OECD (2019). Skills matter: Additional results from the survey of Adult Skills. OECD Publishing. https://doi.org/10.1787/1f029d8f-en.
- Reading the past, writing the future: fifty years of promoting literacy (2017). Retrieved May 12, 2022, from https://unesdoc.unesco.org/ark:/48223/pf0000247563.
- Roser, M., & Ortiz-Ospina, E. (2016). Literacy. Our World in Data. Retrieved May 12, 2022, from https://ourworldindata.org/literacy#citation.
- UNESCO Institute for Statistics. (2021). Literacy rate, adult total (% of people ages 15 and above). The World Bank Group. Retrieved May 12, 2022, from https://data.worldbank.org/indicator/SE.ADT.LITR.ZS?view=chart.
- Veldhuis, N. (2011). Levels of literacy. Oxford Handbooks Online. Retrieved May 12, 2022, from https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199557301.001.0001/oxfordhb-9780199557301-e-4.
- Zua, B. (2021). Literacy: Gateway to a world of Exploits. International Journal of Education and Literacy Studies, 9 (1), 96-104. http://dx.doi.org/10.7575/aiac.ijels.v.9n.1p.96.
See also: Oxford Reference
Virtual Reality
The term “virtual reality” (VR) is used to indicate use of computer technology to create the effect of an interactive three-dimensional world (Virtual reality: Definition and Requirements n.d.). In other words, it’s a computer technology to create a simulated environment, which can be explored in 360 degrees (Virtual reality in the classroom 2021). It also means an artificial environment, which is experienced through sensory stimuli (such as sights and sounds), provided by a computer and in which one’s actions partially determine what happens in the environment (Virtual reality n.d.).
Learn more:
- Alshathri, I., Ulla, D. P., Komlodi, A., Wolff, M., Schmitz, H. (2020). The role of virtual reality in preparing graduate students for community engagement. Proc Assoc Inf Sci Technol, 57:e328. https://doi.org/10.1002/pra2.328
- Cook, M., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., Carlisle, T. (2019). Challenges and Strategies for Educational Virtual Reality. Information Technology and Libraries, 38 (4), p. 25-48. https://doi.org/10.6017/ital.v38i4.11075
- Geszten, D., Hámornik, B. P., Komlodi, A., Hercegfi, K., Szabó, B., Young, A. (2015). Qualitative analysis of user experience in a 3D virtual environment. Proc. Assoc. Info. Sci. Tech., 52: p. 1-4. https://doi.org/10.1002/pra2.2015.1450520100124
- Kirsch, B. (2019). Virtual Reality. Information Technology and Libraries, 38 (4), p. 4-5. https://doi.org/10.6017/ital.v38i4.11847
- Kirsch, B. (2020). Virtual Reality in Libraries. In B. Holland (Eds.). Emerging Trends and Impacts of the Internet of Things in Libraries, pp. 180-193. IGI Global. https://doi.org/10.4018/978-1-7998-4742-7.ch010
- Lee, K. J., King, W. E., Dahya, N., Lee, J. H. (2020). Librarian perspectives on the role of virtual reality in public libraries. Proc Assoc Inf Sci Technol, 57:e254. https://doi.org/10.1002/pra2.254
- Lessick, S., Kraft, M. (2017). Facing reality: the growth of virtual reality and health sciences libraries. Journal of the Medical Library Association: JMLA, 105 (4), p. 407–417. https://doi.org/10.5195/jmla.2017.329
- Virtual reality (n.d.). Merriam-Webster.com dictionary. Retrieved April 13, 2022, from https://www.merriam-webster.com/dictionary/virtual%20reality
- Virtual reality: Definition and Requirements (n.d.). NASA. Retrieved April 13, 2022, from https://www.nas.nasa.gov/Software/VWT/vr.html
- Smith, F.A. (2019). Virtual reality in libraries is common sense. Library Hi Tech News, Vol. 36, No. 6, pp. 10-13. https://doi.org/10.1108/LHTN-06-2019-0040
- Virtual reality in the classroom (2021). Research guides. Retrieved April 13, 2022, from https://guides.library.utoronto.ca/c.php?g=607624&p=4938314
See also: Oxford Reference
Industry 4.0
World Economic Forum defines the Fourth Industrial Revolution as a fundamental change in the way we live, work and relate to one another. It is a new chapter in human development, enabled by extraordinary technology advances commensurate with those of the first, second and third industrial revolutions. The Fourth Industrial Revolution is about more than just technology-driven change; it is an opportunity to help everyone, including leaders, policy-makers and people from all income groups and nations, to harness converging technologies in order to create an inclusive, human-centred future. (Fourth industrial revolution 2022). Industry 4.0 is synonymous with smart manufacturing and is the realization of the digital transformation of the field, delivering real-time decision making, enhanced productivity, flexibility and agility (What is Industry 4.0 and how does it work? 2022).
Learn more:
- Chaka, C. (2020). Skills, competencies and literacies attributed to 4IR/Industry 4.0: Scoping review. IFLA Journal, 46 (4), рр. 369–399. https://doi.org/10.1177/0340035219896376
- Ellen Frederick, D. (2016), Libraries, data and the fourth industrial revolution (Data Deluge Column). Library Hi Tech News, Vol. 33 No. 5, pp. 9-12. https://doi.org/10.1108/LHTN-05-2016-0025
- Examining the Impact of Industry 4.0 on Academic Libraries (2021). Prelims, Chigwada, J.P. and Nwaohiri, N.M. (Ed.) Emerald Publishing Limited, Bingley, pp. i-xxv. https://doi.org/10.1108/978-1-80043-656-520201001
- Fourth industrial revolution (2022). World Economic Forum. Retrieved May 16, 2022, from https://www.weforum.org/focus/fourth-industrial-revolution
- Hussain, A. (2020). Industrial revolution 4.0: implication to libraries and librarians. Library Hi Tech News, Vol. 37, No. 1, pp. 1-5. https://doi.org/10.1108/LHTN-05-2019-0033
- Lesley Farrell, Trent Newman & Christopher Corbel (2021). Literacy and the workplace revolution: a social view of literate work practices in Industry 4.0. Discourse: Studies in the Cultural Politics of Education, 42 (6), pp. 898-912. DOI: https://doi.org/10.1080/01596306.2020.1753016
- Ottonicar, S.L.C., Valentim, M.L.P. and Mosconi, E. (2018) A competitive intelligence model based on information literacy: organizational competitiveness in the context of the 4th Industrial Revolution. Journal of Intelligence Studies in Business. 8 (3), pp. 55-65. https://doi.org/10.37380/jisib.v8i3.366
- Schwab, K. The Fourth Industrial Revolution: What It Means and how to respond. World Economic Forum. Retrieved April 13, 2022, from https://www.weforum.org/agenda/2016/01/the-fourth-industrial-revolution-what-it-means-and-how-to-respond/
- What is Industry 4.0 and how does it work? (2022) IBM. Retrieved April 13, 2022, from https://www.ibm.com/topics/industry-4-0
- What is industry 4.0? (2022): Definition, technologies, benefits: SAP insights. SAP. Retrieved April 13, 2022, from https://www.sap.com/insights/what-is-industry-4-0.html
- Yongxin Liao, Fernando Deschamps, Eduardo de Freitas Rocha Loures & Luiz Felipe Pierin Ramos (2017). Past, present and future of Industry 4.0 – a systematic literature review and research agenda proposal. International Journal of Production Research, 55 (12), pp. 3609-3629. DOI: 10.1080/00207543.2017.1308576
See also: Oxford Reference
Soft skills
The term „soft skills“ is used to indicate a set of intangible personal qualities, traits, attributes, habits and attitudes that can be used in many different types of jobs. As they are broadly applicable they are also seen as transferable skills. Examples of soft skills include: empathy, leadership, sense of responsibility, integrity, self-esteem, self-management, motivation, flexibility, sociability, time management and decision-making (IBE-UNESCO 2016).
Learn more:
- Borghans, L., Meijers, H. and Ter Weel, B. (2008). The role of noncognitive skills in explaining cognitive test scores. Economic Inquiry, 46, p. 2-12. https://doi.org/10.1111/j.1465-7295.2007.00073.x
- Decker, E. (2020). The X-Factor in Academic Libraries: The Demand for Soft Skills in Library Employees. College & Undergraduate Libraries, Issue 1. DOI: https://doi.org/10.1080/10691316.2020.1781725
- Gypin, L. (2019). Soft skills: Hard to teach?: On self-direction, flexibility, and other things you didn’t learn in library school. American Libraries Magazine. Retrieved May 16, 2022, from https://americanlibrariesmagazine.org/blogs/the-scoop/soft-skills-hard-teach/
- IBE-UNESCO. (2016). Soft skills. International Bureau of Education. Retrieved May 16, 2022, from http://www.ibe.unesco.org/en/glossary-curriculum-terminology/s/soft-skills
- Machendranath, D., Naik, U., S., D., & Kumari, U. (2019). Professional Skills and Soft Skills for LIS Professional in ICT Era. Qualitative And Quantitative Methods In Libraries, 7 (1), p. 147-160. Retrieved from http://www.qqml.net/index.php/qqml/article/view/464
- Matteson, M. L., Anderson, L., & Boyden, C. (2016). “Soft skills”: A phrase in search of meaning. Portal: Libraries and the Academy 16(1). doi:10.1353/pla.2016.0009
- Matteson, Miriam L., McShane, Matthew and Hankinson, Emily (2019). Soft Skills Revealed An Examination of Relational Skills in Librarianship. ACRL 2019 Proceedings, American Library Association. Retrieved May 16, 2022, from http://www.ala.org/acrl/conferences/acrl2019/papers
- Saunders, L. (2015). Professional Perspectives on Library and Information Science Education. The Library Quarterly: Information, Community, Policy, 85(4), p. 427–453. https://doi.org/10.1086/682735
- Saunders, Laura and Bajjaly, Stephen (2022). The Importance of Soft Skills to LIS Education. Journal of Education for Library and Information Scienceq 63 (2), p. 187-215. https://doi.org/10.3138/jelis-2020-0053
- What are Soft Skills? SkillsMatch (2020). Retrieved April 13, 2022, from https://skillsmatch.eu/soft-skills-definitions/.
- See also: Oxford Reference
Immersive Technology
The Immersive Technology creates distinct experiences by merging the physical world with a digital or simulated reality (An introduction to immersive technologies 2020). Since immersive technology leverages the 360 space/sphere, users can look in any direction and see content. Some types of immersive technology extend reality by overlaying digital images on a user’s environment. Others create a new reality by completely shutting a user out from the rest of the world and immersing them in a digital environment (Barton, L. n.d.).
Learn more:
- An introduction to immersive technologies (2020): Vista Equity Partners. Retrieved April 13, 2022, from https://www.vistaequitypartners.com/insights/an-introduction-to-immersive-technologies/
- Barton, L. (n.d.). Immersive technology: What is it and how can we use it today? Advrtas. Retrieved April 13, 2022, from https://advrtas.com/immersive-technology/
- Elgewely, M. H., Nadim, W., ElKassed, A., Yehiah, M., Talaat, M. A. and Abdennadher, S. (2021). Immersive construction detailing education: building information modeling (BIM)–based virtual reality (VR). Open House International, Vol. 46, No. 3, pp. 359-375. https://doi.org/10.1108/OHI-02-2021-0032
- Mitchell, Erik T. (2013). The Theater of Information Engagement: Designing Immersive Information Experiences in Libraries. Journal of Web Librarianship, 7 (3), p. 343-348. https://doi.org/10.1080/19322909.2013.813278
- Hill, V. and Lee, H. (2009). Libraries and immersive learning environments unite in Second Life. Library Hi Tech, Vol. 27, No. 3, pp. 338-356. https://doi.org/10.1108/07378830910988487
- Lorenzini, C., Carrozzino, M., Evangelista, C., Tecchia, F., Bergamasco, M. and Angeletaki, A. (2015). A Virtual Laboratory An immersive VR experience to spread ancient libraries heritage. Digital Heritage, pp. 639-642. https://doi.org/10.1109/DigitalHeritage.2015.7419587
- McClendon, V.J., Riggall, J. (2019). VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology. In: Branch, R., Lee, H., Tseng, S. (eds) Educational Media and Technology Yearbook. Educational Media and Technology Yearbook, vol 42. Springer, Cham. https://doi.org/10.1007/978-3-030-27986-8_12
- Roy, S. G., Kanjilal, U., Sutradhar, B., & Jalal, S. K. (2022). Building Immersive Library Environment to Access Virtual Reality Content-A Proposed Framework Model. DESIDOC Journal of Library & Information Technology, 42 (3), p. 178-184.
- What is immersive technology. IGI Global. (n.d.). Retrieved April 13, 2022, from https://www.igi-global.com/dictionary/understanding-the-role-of-digital-technology-in-multiple-intelligence-education/72109
See also: Google Scholar
Augmented Reality
Augmented Reality is an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device such as a smartphone camera (Augmented reality n.d.) or it is a system that enhances the real world by superimposing computer-generated information on top of it (Augmented Reality 2006).Augmented reality also means an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory (Schueffel, P. 2017; Williams, D. 2017).
Learn more:
- Augmented Reality (2006). Furht B. (eds). Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/0-387-30038-4_10
- Augmented reality (n.d.). Merriam-Webster.com dictionary. Retrieved May 17, 2022, from https://www.merriam-webster.com/dictionary/augmented%20reality
- Greene, D. and Groenendyk, M. (2021). An environmental scan of virtual and augmented reality services in academic libraries. Library Hi Tech, Vol. 39, No. 1, pp. 37-47. https://doi.org/10.1108/LHT-08-2019-0166
- Irshad, S. and Rohaya Bt Awang Rambli, D (2014). User experience of mobile augmented reality: A review of studies. 3rd International Conference on User Science and Engineering (i-USEr), pp. 125-130, doi: https://doi.org/10.1109/IUSER.2014.7002689
- Kannegiser, Samantha (2021). Creating an augmented reality orientation using learning and design theories. College & Undergraduate Libraries, 28 (2), p. 148-164, https://doi.org/10.1080/10691316.2021.1896980
- Koukopoulos, Z., Koukopoulos, D. (2018). Usage Scenarios and Evaluation of Augmented Reality and Social Services for Libraries. In: Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. EuroMed 2018. Lecture Notes in Computer Science, vol 11197. Springer, Cham. https://doi.org/10.1007/978-3-030-01765-1_16
- LeMire, Sarah, Graves, Stephanie J., Hawkins, Michael & Kailani, Shweta (2018), Libr-AR-y Tours: Increasing engagement and scalability of library tours using augmented reality. College & Undergraduate Libraries, 25 (3), p. 261-279. https://doi.org/10.1080/10691316.2018.1480445
- Oyelude, A. A. (2017). Virtual and augmented reality in libraries and the education sector. Library Hi Tech News, Vol. 34, No. 4, pp. 1-4. https://doi.org/10.1108/LHTN-04-2017-0019
- Pope, H. (2018). Incorporating virtual and augmented reality in libraries. Library Technology Reports, 54 (6), p. 8-11.
- Sauter, L., Rossetto, L. and Schuldt, H. (2018). Exploring Cultural Heritage in Augmented Reality with GoFind!. IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 187-188. doi: https://doi.org/10.1109/AIVR.2018.00041
- Schueffel, P. (2017). The Concise Fintech Compendium. School of Management. Retrieved April 13, 2022, from https://www.researchgate.net/publication/322819310_The_Concise_Fintech_Compendium
- Williams, D. (2017). The history of augmented reality (infographic). HuffPost. Retrieved April 13, 2022, from https://www.huffpost.com/entry/the-history-of-augmented-_b_9955048
See also: Oxford Reference