Tag Archives: technology

Metaverse education: Opportunities and challenges for immersive learning

The following content was adapted from one of my latest contributions on the Metaverse’s immersive technology.

(Credit: Onurdongel)

Suggested citation: Camilleri, M.A. (2023), “Metaverse applications in education: a systematic review and a cost-benefit analysis”, Interactive Technology and Smart Education, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/ITSE-01-2023-0017

Online users are connecting to simulated virtual environments through various digital games like Fortnite, Minecraft, Roblox, and World of Warcraft, among others. Very often, gamers are utilizing virtual reality (VR) and augmented reality (AR) technologies to improve their gaming experiences. In many cases, they are engaging with other individuals in the cyberspace and participating in an extensive virtual economy. New users are expected to create electronic personas, called avatars (that represent their identity in these games). They are allowed to move their avatars around virtual spaces and to use them to engage with other users, when they are online. Therefore, interactive games are enhancing their users’ immersive experiences, particularly those that work with VR headsets.

Academic researchers as well as technology giants like Facebook (Meta), Google and Microsoft, among others, anticipate that the Metaverse will shortly change the way we experience the Internet. Whilst on the internet, online users are interacting with other individuals through websites, including games and social media networks (SNSs) in the Metaverse they engage with the digital representations of people (through their avatars), places, and things in a simulated universe. Hence, the Metaverse places its users in the middle of the action. In plain words, it can be described as a combination of multiple elements of interactive technologies, including VR and AR where users can experience a digital universe. Various industry practitioner including Meta (Facebook) argue that this immersive technology will reconfigure the online users’ sensory inputs, definitions of space, and points of access to information.

AR and VR devices can be used to improve the students’ experiences when they engage with serious games. Many commentators noted that these technologies encourage active learning approaches, as well as social interactions among students and/or between students and their teachers. Serious games can provide “gameful experiences”, if they share the immersive features that captivate them, like those relating to the entertaining games. If they do so, it is very likely that students would enjoy their game play (and game-based learning). Similarly, the Metaverse can be used to increase the students; motivations and learning outcomes.

For the time being, there is no universal definition that encapsulates the word “Metaverse”. The term has been used in a 1992 science fiction novel Snow Crash. Basically, it is a blend of two words, in which parts of them, namely “meta” and “universe” were combined to create the “Metaverse” notion. While meta means beyond, universe is a term that is typically used to describe an iteration of the internet that consists of persistent, immersive 3D virtual spaces that are intended to emulate physical interactions in perceived virtual worlds (like a universe).

Although, there are various academic contributions that have explored the utilization of online educational technologies, including AR and VR, in different contexts,  currently, just a few researchers who have evaluated of the latest literature on this contemporary topic, to reveal the benefits and costs of using this disruptive innovation in the context of education. Therefore, this contribution closes this gap in academic literature. The underlying objective of this research is to shed light on the opportunities and challenges of using this immersive technology with students.

Opportunities

    Immersive multi-sensory experiences in 3D environments

    The Metaverse could provide a smooth interaction between the real world and the virtual spaces. Its users can engage in activities that are very similar to what they do in reality. However, it could also provide opportunities for them to experience things that could be impossible for them to do in the real world. Sensory technologies enable users to use their five senses of sight, touch, hearing, taste and smell, to immerse themselves in a virtual 3D environment. VR tools are interactive, entertaining and provide captivating and enjoyable experiences to their users. In the past years, a number of educators and students have been using 3D learning applications (e.g. like Second Life) to visit virtual spaces that resemble video games. Many students are experienced gamers and are lured by their 3D graphics. They learn when they are actively involved. Therefore, the learning applications should be as meaningful, engaging, socially interactive and entertaining as possible.

    There is scope for educators and content developers to create digital domains like virtual schools, colleges and campuses, where students and teachers can socialize and engage in two-way communications. Students could visit the premises of their educational institutions in online tours, from virtually anywhere. A number of universities are replicating their physical campus with virtual ones. The design of the virtual campuses may result in improved student services, shared interactive content that could improve their learning outcomes, and could even reach wider audiences. Previous research confirms that it is more interesting and appealing for students to learn academic topics through the virtual world.

    Equitable and accessible space for all users

    Like other virtual technologies, the Metaverse could be accessed from remote locations. Educational institutions can use its infrastructure to deliver courses (free of charge or against tuition fees, as of now). Metaverse education may enable students from different locations to use its open-source software to pursue courses from anywhere, anytime. Hence, its democratized architecture could reduce geographic disparities among students, and increases their chances of continuing education through higher educational institutions in different parts of the world.

    In the future, students including individuals with different abilities, may use the Metaverse’s multisensory environment to immerse themselves in engaging lectures.

    Interactions with virtual representations of people and physical objects

    Currently, individual users can utilize the AR and VR applications to communicate with others and to exert their influence on the objects within the virtual world. They can organize virtual meetings with geographically distant users, attend conferences, et cetera. Various commentators argued that the Metaverse can be used in education, to learn academic subjects in real-time sessions in a VR setting and to interact with peers and course instructors. The students and their lecturers will probably use an avatar that will represent their identity in the virtual world. Many researchers noted that avatars facilitate interactive communications and are a good way to personalize the students’ learning experiences.

    Interoperability

    Unlike other VR applications, the Metaverse will enable its users to retain their identities as well as the ownership of their digital assets through different virtual worlds and platforms, including those related to the provision of education. This means that Metaverse users can communicate and interact with other individuals in a seamless manner through different devices or servers, across different platforms. They can use the Metaverse to share data and content in different virtual worlds that will be accessed through Web 3.0.

    Challenges

      Infrastructure, resources and capabilities

      The use of the Metaverse technology will necessitate a thorough investment in hardware to operate the university virtual spaces. The Metaverses requires intricate devices, including appropriate high-performance infrastructures to achieve accurate retina display and pixel density for realistic virtual immersions. These systems rely on fast internet connections with good bandwidths as well as computers with adequate processing capabilities, that are equipped with good graphic cards. For the time being, VR, MR and AR hardware may be considered as bulky, heavy, expensive and cost-prohibitive, in some contexts.

      The degree of freedom in a virtual world

      The Metaverse offers higher degrees of freedom than what is available through the worldwide web and web2.0 technologies. Its administrators cannot be in a position to anticipate the behaviors of all persons using their technologies. Therefore, Metaverse users can possibly be exposed to positive as well as to negative influences as other individuals can disguise themselves in the vast virtual environments, through anonymous avatars.

      Privacy and security of users’ personal data

      The users’ interactions with the Metaverse as well as their personal or sensitive information, can be tracked by the platform operators hosting this service, as they continuously record, process and store their virtual activities in real-time. Like its preceding worldwide web and Web 2.0 technologies, the Metaverse can possibly raise the users’ concerns about the security of their data and of their intellectual properties. They may be wary about data breaches, scams, et cetera. Public blockchains and other platforms can already trace the users’ sensitive data, so they are not anonymous to them.  Individuals may decide to use one or more avatars to explore the Metaverse’s worlds. They may risk exposing their personal information, particularly when they are porting from one Metaverse to another and/or when they share transactional details via NFTs. Some Metaverse systems do not require their users to share personal information when they create their avatar. However, they could capture relevant information from sensors that detect their users’ brain activity, monitor their facial features, eye motion and vocal qualities, along with other ambient data pertaining to the users’ homes or offices.

      They may have legitimate reasons to capture such information, in order to protect them against objectionable content and/or unlawful conduct of other users. In many cases, the users’ personal data may be collected for advertising and/or for communication purposes. Currently, different jurisdictions have not regulated their citizens’ behaviors within the Metaverse contexts. Works are still in progress, in this regard.

      Identity theft and hijacking of user accounts

      There may be malicious persons or groups who may try use certain technologies, to obtain the personal information and digital assets from Metaverse users. Recently, a deepfake artificial intelligence software has developed short audible content, that mimicked and impersonated a human voice.

      Other bots may easily copy the human beings’ verbal, vocal and visual data including their personality traits. They could duplicate the avatars’ identities, to commit fraudulent activities including unauthorized transactions and purchases, or other crimes with their disguised identities. Roblox users reported that they experienced avatar scams in the past. In many cases, criminals could try to avail themselves of the digital identities of vulnerable users, including children and senior citizens, among others, to access their funds or cryptocurrencies (as they may be linked to the Metaverse profiles). As a result, Metaverse users may become victims of identity theft. Evolving security protocols and digital ledger technologies like the blockchain will be increasing the transparency and cybersecurity of digital assets. However, users still have to remain vigilant about their digital footprint, to continue protecting their personal information.

      As the use of the virtual environment is expected to increase in the foreseeable future, particularly with the emergence of the Metaverse, it is imperative that new ways are developed to protect all users including students. Individuals ought to be informed about the risks to their privacy. Various validation procedures including authentication, such as face scans, retina scans, and speech recognition may be integrated in such systems to prevent identity theft and hijacking of Metaverse accounts.

      Borderless environment raises ethical and regulatory concerns

      For the time being, a number of policy makers as well as academics are raising their questions on the content that can be presented in the Metaverse’s virtual worlds, as well as to the conduct and behaviors of the Metaverse users. Arguably, it may prove difficult for the regulators of different jurisdictions to enforce their legislation in the Metaverse’s borderless environment. For example, European citizens are well acquainted with the European Union’s (EU) General Data Protection Regulation. Other countries have their own legal frameworks and/or principles that are intended to safeguard the rights of data subjects as well as those of content creators. For example, the United States governments has been slower that the EU to introduce its privacy by design policies. Recently, the South Korean Government announced a set of laudable, non-binding ethical guidelines for the provision and consumption of metaverse services. However, there aren’t a set of formal rules that can apply to all Metaverse users.

      Users’ addictions and mental health issues

      Although many AR and VR technologies have already been tried and tested in the past few years, the Metaverse is still getting started. For the time being, it is difficult to determine what are the effects of the Metaverse on the users’ health and well-being. Many commentators anticipate that an unnecessary exposure to Metaverse’s immersive technologies may result in negative side-effects for the psychological and physical health of human beings.  They are suggesting that individuals may easily become addicted to a virtual environment, where the limits of reality are their own imagination. They are lured to it “for all the things they can do” and will be willing to stay “for all the things they can be” (i.e. excerpts from Ready Player One Movie).

      Past research confirms that spending excessive time on internet, social media or playing video games can increase the chances of mental health problems like attention deficit disorders, eating conditions, as well as anxiety, stress or depression, among others. Individuals play video games to achieve their goals, to advance to the next level. Their gameplay releases dopamine. Similarly, their dopamine levels can increase when they are followed through social media, or when they receive likes, comment or other forms of online engagements.          

      Individuals can easily develop an addiction with this immersive technology, as they seek stimulating and temporary pleasurable experiences in its virtual spaces. As a result, they may become dependent to it. Their interpersonal communications via social media networks are not as authentic or satisfying as real-life relationships, as they are not interacting in-person, with other human beings. In the case of the Metaverse, their engagement experiences may appear to be real. Yet again, in the Metaverse, its users are located in a virtual environment, they not physically present near other individuals. Human beings need to build an honest and trustworthy relationship with one another. The users of the Metaverse can create avatars that could easily conceal their identity.

      Read further! The full paper can be accessed and downloaded from:

      The University of Malta: https://www.um.edu.mt/library/oar/handle/123456789/110459

      Researchgate: https://www.researchgate.net/publication/371275481_Metaverse_applications_in_education_A_systematic_review_and_a_cost-benefit_analysis

      Academia.edu: https://www.academia.edu/102800696/Metaverse_applications_in_education_A_systematic_review_and_a_cost_benefit_analysis

      SSRN: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4490787

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      Filed under digital games, Digital Learning Resources, digital media, Education, education technology, Metaverse

      Metaverse keywords for dummies

      Individuals can use the Metaverse for leisure, entertainment, socializing, as a marketplace to buy items and for education, among other purposes. Currently, technology giants including Meta, Microsoft, Nvidia, Roblox, Snap and Unity, among others, are building the infrastructure of Metaverse. At the time of writing many commentators are envisaging that the Metaverse’s virtual environments will be replicating the real world. For instance, the Metaverse’s virtual reality (VR) environment can be used to deliver lectures to students located in remote locations. Course instructors can utilize its immersive 3D capabilities in synchronous and asynchronous learning environments. They can interact with their students’ avatars in real time to provide immediate feedback. In addition, they may avail themselves of the Metaverse virtual settings to catapult their students in learning scenarios that are constrained by the limits of reality, or by their own imagination, to enable them to learn in a practical, yet safe environment. Table 1 features a clear (and comprehensible) definition of some of the most popular terms related to the ‘Metaverse’.

      Table 1. Key terms related to the adoption of the Metaverse

      KeywordDefinition  
      AvatarAn avatar represents a human figure with a fictitious, animated character in electronic games as well as in the internet’s websites including in social media and in the Metaverse. They may usually appear to be similar in their physical features and expressions as their real-world counterparts. However, online users may want to customize their avatars to disguise themselves by creating very imaginative characters.
      Digital twinThe digital twin refers to a virtual representation of a real-world product, system, or process that spans its lifecycle. It can be considered as a digital counterpart. A digital twin can be utilized for practical purposes including for monitoring, testing of simulations, maintenance et cetera. Its underlying objective is to generate useful insights on how to improve real life objects and their systems. It is intended to mimic the lifecycle of a physical entity it represents (from its inception up to its disposal). However, the digital twin could exist before the existence of a physical entity. The initial stages of a digital twin (in the creation phase) enable the intended entity’s entire lifecycle to be simulated and tested. Hence, the development of digital twins involves continuous improvements in product designs, operational processes and engineering activities, as they are acquiring new capabilities through trial-and-error phases, simulations and machine learning. The rationale of digital twins is to increase the efficiency of products and systems, to enhance their performance outcomes.
      Extended reality (XR)XR refers to an umbrella term that incorporates augmented reality (AR), virtual reality (VR) and mixed reality (MR) that mirror the physical world or a digital twin. It refers to the combination of real and virtual environments that can comprise different objects and systems. Each of them will have their own roles, features and attributes. A multisensory XR system conveys signals to the human beings’ nervous systems through visual, auditory, olfactory and haptic cues that are very similar to real life feelings and experiences (Yu et al., 2023). Such technologies could be designed to support their users’ well-being. They may involve digital therapeutics that can affect the individuals’ perceptions, state of mind and behaviors.
      Mixed reality (MR)MR is an inter-reality system comprising a physical reality as well as 3D digital worlds, where real and virtual objects could co-exist and interact in real time. MR integrates AR and VR technologies to provide holographic representations of objects in a virtuality continuum (Yoo et al., 2022). It is being used for different applications including for educational purposes, to deliver experiential learning. Students can benefit from natural and intuitive 3D representations based on the latest advancements in input systems, sensors, processing power, display technologies, graphical processing, and cloud computing are creating elaborate experiences with mixed realities.
      Non-fungible tokensNon-fungible tokens (NFTs) are a form of cryptocurrency where data is digitally stored in a blockchain. NFTs are considered as a unique modality of digital non-interchangeable (i.e. non-fungible) assets, that are authenticated and certified to a specific owner. NFTs may represent electronic content including the video games’ audiovisual material, collectibles, avatars, et cetera, that can be acquired, sold or traded. The blockchain technology ensures that the digital assets cannot be replicated in any way. However, owners of NFTs can trade and sell their NFTs. The blockchain allows prospective buyers to confirm the provenance of the virtual content and to clearly track and establish the ownership of the tokens. Hence, they can monetize them with other customers through the Metaverse.
      Virtual realityWhile AR uses the existing real-world environment and incorporates virtual information in it, virtual reality (VR) will completely immerse its users in a simulated environment comprising sensory modalities including auditory and video feedback as well as haptic sensations. VR relies on pose tracking and on 3D near-eye displays to give them an immersive feel of a virtual world. It enables users to experience sights and sounds that are similar or totally different from the real world. Individuals can use VR helmets and headsets like Meta Quest, Play Station VR, HTC Vive, or HP reverb, among others, that provide a small screen in front of the eyes, that will place them in a virtual environment. A person using virtual reality equipment may experience a synthetic world by moving around, and by interacting with its virtual objects that may be present in specially designed 3D rooms or even in outdoor environments. For example, medical students can use VR to practice how to perform heart surgeries.
      Web 3.0Web 3.0 represents the evolution of the web into a decentralized network. Many commentators are anticipating that online users will be in a position to access their own data, including documents, applications and multimedia, in a secure, open-source environment, that will be facilitated by Blockchain’s distributed ledger technology. They envisage that online users will probably rely on the services of Decentralized Autonomous Organizations (DAO), that will be entrusted to provide a secure digital ledger that tracks their customers’ digital interactions across the internet, via a network of openly available smart contracts stored in a decentralized Blockchain. Therefore, smart contracts could provide increased security, scalability and privacy (e.g. as online users can protect their intellectual properties through non-fungible tokens).
      (Developed by the Camilleri & Camilleri, 2023).

      Read the full paper in its entirety here:

      Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2023).  Metaverse education: Opportunities and challenges for immersive learning in virtual environments,  2023 The 4th Asia Conference on Computers and Communications (ACCC 2023),  IOP Publishing, Bristol, United Kingdom (Scopus).

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      CALL FOR PAPERS: The circular economy of surplus food (in the hospitality industry)

      A SPECIAL ISSUE entitled,’Responsible consumption and production of food: Opportunities and challenges for hospitality practitioners‘ will be published through the Journal of Sustainable Tourism.

      Special Issue Editor(s)

      Mark Anthony Camilleri, University of Malta, Malta, and Northwestern University, United States of America.

      mark.a.camilleri@um.edu.mt

      Antonino Galati, Universita’ degli studi di Palermo, Italy.

      antonino.galati@unipa.it

      Demetris Vrontis, University of Nicosia, Cyprus.

      vrontis.d@unic.ac.cy

      Previous research explored the circular economy practices of different businesses in various contexts; however, limited contributions have focused on the responsible production and consumption of food (Huang et al., 2022; Van Riel et al., 2021). Even fewer articles sought to explore environmental, social and governance (ESG) dimensions relating to the sustainable supply chain management of food and beverages in the tourism context.

      This special issue will shed light on the responsible practices in all stages of food preparation and consumption in the tourism and hospitality industry. It raises awareness on sustainable behaviors that are aimed to reduce the businesses’ externalities including the generation of food waste on the natural environment. It shall put forward relevant knowledge and understanding on good industry practices that curb food loss. It will identify the strengths and weaknesses of extant food supply chains as well as of waste management systems adopted in the sector. It is hoped that prospective contributors identify laudable and strategic initiatives in terms of preventative and mitigating measures in terms of procurement and inventory practices, recycling procedures and waste reduction systems involving circular economy approaches.

      Academic researchers are invited to track the progress of the tourism businesses on the United Nations’ Sustainable Development Goal SDG12 – Responsible Consumption and Production. They are expected to investigate in depth and breadth, how tourism businesses are planning, organizing, implementing and measuring the effectiveness of their responsible value chain activities. They may utilize different methodologies to do so. They can feature theoretical and empirical contributions as well as case studies of organizations that are: (i) reusing and recycling of surplus food, (ii) utilizing sharing economy platforms and mobile apps (that are intended to support business practitioners and prospective consumers to reduce the food loss and waste), (iii) contributing to charitable institutions and food banks, through donations of surplus food, and/or (iv) recycling inedible foods to compost, among other options.

      The contributing authors could clarify how, where, when and why tourism businesses are measuring their ESG performance on issues relating to the supply chain of food and beverage. They may refer to international regulatory instruments and guidelines (Camilleri, 2022),  including the International Standards Organization (ISO) and Global Reporting Initiative (GRI) standards, among others, to evaluate the practitioners’ ESG performance through: a) Environmental Metrics: The businesses’ circularity; Recycling and waste management; and/or Water security; b) Social Metrics: Corporate social responsibility; Product safety; Responsible sourcing; and/or Sustainable supply chain, and; c) Governance: Accounting transparency; Environmental sustainability reporting and disclosures.

      They could rely on GRI’s Standards 2020, as well as on GRI 204: Procurement Practices 2016; GRI 303: Water and Effluents 201; GRI 306: Effluents and Waste 2016; GRI 306: Waste 2020; GRI 308: Supplier Environmental Assessment 2016 and GRI 403: and to Occupational Health and Safety 2018, to assess the businesses’ ESG credentials.

      Prospective submissions ought to clearly communicate about the positive multiplier effects of their research (Ahn, 2019). They can identify responsible production and consumption behaviors that may result in operational efficiencies and cost savings in their operations (Camilleri, 2019). At the same time, they enable them to improve their corporate image among stakeholders (hence they can increase their financial performance). They can examine specific supply chain management initiatives involving open innovation, stakeholder engagement and circular economy approaches that may ultimately enhance the businesses’ legitimacy in society. More importantly, they are urged to elaborate on the potential pitfalls and to discuss about possible challenges for an effective implementation of a sustainable value chain of food-related products and their packaging, in the tourism and hospitality industry (Galati et al., 2022).

      It is anticipated that the published articles shall put forward practical implications for a wide array of tourism stakeholders, including for food manufacturers and distributors, airlines, cruise companies, international hotel chains, hospitality enterprises, and for consumers themselves. At the same time, they will draw their attention to the business case for responsible consumption and production of food through strategic behaviors.

      Potential topics may include but are not limited to:

       –          Responsible food production for tourism businesses

      –           Responsible food consumption practices in the hospitality industry

      –           Circular economy and closed loop systems adopted in restaurants, pubs and cafes

      –           Open innovation and circular economy approaches for a sustainable tourism industry

      –           Recycling of inedible food waste to compost

      –           Measuring performance of responsible food production/sustainable consumption

      –           Digitalisation and the use of sharing economy platforms to reduce food waste

      –           Artificial intelligence for sustainable food systems

      –           Sustainable food supply chain management

      –           Food waste and social acceptance of circular approaches

      –           Stakeholders’ roles to minimize food waste in the hospitality industry

      –           Food donation initiatives to decrease food loss and waste

      References

      Ahn, J. (2019). Corporate social responsibility signaling, evaluation, identification, and revisit intention among cruise customers. Journal of Sustainable Tourism, 27(11), 1634-1647.

      Camilleri, M. A. (2019). The circular economy’s closed loop and product service systems for sustainable development: A review and appraisal. Sustainable Development, 27(3), 530-536.

      Camilleri, M. A. (2022). The rationale for ISO 14001 certification: A systematic review and a cost–benefit analysis. Corporate Social Responsibility and Environmental Management, 29(4), 1067-1083.

      Galati, A., Alaimo, L. S., Ciaccio, T., Vrontis, D., & Fiore, M. (2022). Plastic or not plastic? That’s the problem: Analysing the Italian students purchasing behavior of mineral water bottles made with eco-friendly packaging. Resources, Conservation and Recycling, 179, https://doi.org/10.1016/j.resconrec.2021.106060

      Huang, Y., Ma, E., & Yen, T. H. (2022). Generation Z diners’ moral judgements of restaurant food waste in the United States: a qualitative inquiry. Journal of Sustainable Tourism, https://doi.org/10.1080/09669582.2022.2150861

      Van Riel, A. C., Andreassen, T. W., Lervik-Olsen, L., Zhang, L., Mithas, S., & Heinonen, K. (2021). A customer-centric five actor model for sustainability and service innovation. Journal of Business Research, 136, 389-401.

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      Filed under academia, Call for papers, Circular Economy, environment, food loss, food waste, Hospitality, hotels, responsible consumption, responsible production, responsible tourism, restaurants, Shared Value, sharing economy, Stakeholder Engagement, Strategy, Sustainability, Sustainable Consumption, sustainable development, sustainable production, sustainable tourism, tourism

      Learning from anywhere, anytime: The use of mobile technologies for educational purposes

      This contribution is a excerpt from my latest article that was published by Springer’s Technology, Knowledge and Learning (Journal). The content has been adapted for this blog post.

      Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2022). Learning from anywhere, anytime: Utilitarian motivations and facilitating conditions to use mobile learning applications. Technology, Knowledge and Learninghttps://doi.org/10.1007/s10758-022-09608-8

      dailymail.co.uk

      University students are using mobile technologies to improve their learning outcomes. In the past years, a number of academic authors contended that educational apps were supporting many students in different contexts Butler et al., 2021; Crompton & Burke, 2018; Hamidi & Chavoshi, 2018; Sung et al., 2016; Tosuntas et al., 2015). In the main, they maintained that ubiquitous technologies enable them to access learning management systems and to engage in synchronous conversations with other individuals (Camilleri & Camilleri, 2021).

      One may argue that the m-learning paradigm is associated with the constructivist approaches (Chang et al., 2018), including those related with discovery-based learning (Camilleri & Camilleri, 2019c). Relevant theoretical underpinnings suggest that the use of mobile apps can improve the delivery of quality, student-centered education (Camilleri & Camilleri, 2021; Camilleri, 2021b; Chang et al., 2018; Crompton & Burke, 2018; Furió et al., 2015; Lameu, 2020; Nikolopoulou et al., 2021; Sung et al., 2016; Swanson, 2020). This research raises awareness on m-learning technologies that enable students to search for solutions for themselves through the Internet and via learning management systems. It also indicated that mobile apps like Microsoft Teams or Zoom, among others, allow them to engage in synchronous conversations with course instructors and with their peers, in real time.

      This study explored the users’ perceptions about m-learning technologies. It validated key constructs from TAM Briz-Ponce et al., 2017; Cheung & Vogel, 2013; Granić & Marangunić, 2019; Ngai et al., 2007; Scherer et al., 2019; Thong Hong & Tam, 2002) and UTAUT (Gunasinghe et al., 2019; Yang et al., 2019), as shown in Table 1.

      The descriptive statistics clearly indicated that the research participants felt that m-learning technologies were useful for them to continue their course programs. The principal component analysis confirmed that the students’ engagement with their educational apps was primarily determined by their ease of use. This is one of the main factors that influenced their intentions to engage with m-learning apps.

      The findings revealed that higher education students were using m-learning apps as they considered them as useful tools to enhance their knowledge. Evidently, their perceptions about the ease of use of m-learning technologies were significantly correlated with their perceived usefulness. In addition, it transpired that both constructs were also affecting their attitudes towards usage, that in turn preceded their intentions to use m-learning apps.

      The results also revealed that the respondents were satisfied by the technical support they received during COVID-19. Apparently, their university provided appropriate facilitating conditions that allowed them to engage with to m-learning programs during the unexpected pandemic situation and even when the preventative restrictions were eased.

      The stepwise regression analyses shed light on the positive and significant relationships of this study’s research model. Again, these results have proved that the respondents were utilizing m-learning apps because their university (and course instructors) supported them with adequate and sufficient resources (i.e. facilitating conditions). The findings indicated that they were assisted (by their institution’s helpdesk) during their transition to emergency remote learning. In fact, the study confirmed that there was a positive and significant relationship between facilitating conditions and the students’ engagement with m-learning technologies.

      On the other hand, this empirical research did not yield a statistically significant relationship between the students’ social influences and their intentions to use the mobile technologies. This is in stark contrast with the findings from past contributions, where other researchers noted that students were pressurized by course instructors to use education technologies (Camilleri & Camilleri, 2020; Teo & Zheng, 2014). The researchers presume that in this case, the majority of university students indicated that they were not coerced by educators or by their peers, to use m-learning apps. This finding implies that students became accustomed or habituated with the use of mobile technologies to continue their course programs.

      This research builds on previous technology adoption models Davis et al., 1989; Venkatesh et al., 2003; 2012) to better understand the students’ dispositions to engage with m-learning apps. It integrated constructs from TAM with others that were drawn from UTAUT/UTAUT2. To the best of the researchers’ knowledge, currently, there are no studies that integrated facilitating conditions and social influences (from UTAUT/UTAUT2) with TAM’s perceived ease of use, perceived usefulness and attitudes. This contribution addresses this knowledge gap in academia. In sum, it raises awareness on the importance of providing appropriate facilitating conditions to students (and educators). This way, they will be in a better position to use educational technologies to improve their learning outcomes.

      Practical implications

      This research indicated that students held positive attitudes and perceptions on the use of m-learning technologies in higher educational settings. Their applications allow them to access course material (through Moodle or other virtual learning environments) and to avail themselves from video conferencing facilities from everywhere, and at any time. The respondents themselves considered the mobile technologies as useful tools that helped them improve their learning journeys, even during times when COVID-19’s preventative measures were eased. Hence, there is scope for university educators and policy makers to create and adopt m-learning approaches in addition to traditional teaching methodologies, to deliver quality education (Camilleri, 2021).

      Arguably, m-learning would require high-quality wireless networks with reliable connections. Course instructors have to consider that their students are accessing their asynchronous resources as well as their synchronous apps (like Zoom or Microsoft Teams) on campus or in other contexts. Students using m-learning technologies should have appropriate facilitating conditions in place, including adequate Wi-Fi speeds (that enable access to high-res images, and/or interactive media, including videos, live streaming, etc.). Furthermore, higher education institutions ought to provide ongoing technical support to students and to their members of staff (Camilleri & Camilleri, 2021).

      This study has clearly shown that the provision of technical support, as well as the utilization of user-friendly, m-learning apps, among other factors, would probably improve the students’ willingness to engage with these remote technologies. Thus, course instructors are encouraged to create attractive and functional online environments in formats that are suitable for the screens of mobile devices (like tablets and smartphones). There can be instances where university instructors may require technical training and professional development to learn how to prepare and share customized m-learning resources for their students.

      Educators should design appealing content that includes a good selection of images and videos to entice their students’ curiosity and to stimulate their critical thinking. Their educational resources should be as clear and focused as possible, with links to reliable academic sources. Moreover, these apps could be developed in such a way to increase the users’ engagement with each other and with their instructors, in real time.

      Finally, educational institutions ought to regularly evaluate their students’ attitudes and perceptions toward their m-learning experiences, via quantitative and qualitative research, in order to identify any areas of improvement.

      Research limitations and future research directions

      To date, there have been limited studies that explored the institutions’ facilitating conditions and utilitarian motivations to use m-learning technologies in higher education, albeit a few exceptions. A through review of the relevant research revealed that researchers on education technology have often relied on different research designs and methodologies to capture and analyze their primary data. In this case, this study integrated measures that were drawn from TAM and UTAUT. The hypotheses were tested through stepwise regression analyses. The number of respondents that participated in this study was adequate and sufficient for the statistical purposes of this research.

      Future research could investigate other factors that are affecting the students’ engagement with m-learning technologies. For example, researchers can explore the students’ intrinsic and extrinsic motivations to use educational apps. These factors can also have a significant effect on their intentions to continue their learning journeys. Qualitative research could shed more light on the students’ in-depth opinions, beliefs and personal experiences on the usefulness and the ease of use of learning via mobile apps, including serious games and simulations. Inductive studies may evaluate the effectiveness as well as the motivational appeal of gameplay. They can possibly clarify how, where and when mobile apps can be utilized as teaching resources in different disciplines. They can also identify the strengths and weaknesses of integrating them in the curricula of specific subjects.

      Prospective researchers can focus on the design, structure and content of m-learning apps that are intended to facilitate the students’ learning experiences. Furthermore, longitudinal studies may provide a better understanding of the students’ motivations to engage with such educational technologies. They can measure their progress and development, in the long term. The students’ perceptions, attitudes and intentions to use m-learning technologies can change over time, particularly as they become experienced users.

      A prepublication of the full article is available here: https://www.researchgate.net/publication/360541461_Learning_from_anywhere_anytime_Utilitarian_motivations_and_facilitating_conditions_to_use_mobile_learning_applications

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      Filed under Conferencing Technologies, Education, education technology, internet technologies, internet technologies and society, Learning management systems, Mobile, mobile learning, online streaming, Remote Learning

      Submit your paper to Sustainability’s special issue on smart cities and digital innovation

      I am co-editing a Special issue for Sustainability (IF: 2.592). Your contributions should be related to “The Sustainable Development of Smart Cities through Digital Innovation”

      Deadline for manuscript submissions: 31 October 2020.

      Special Issue Information

      The ‘smart city’ concept has been wrought from distinctive theoretical underpinnings. Initially, this term was used to describe those cities that utilized advanced computerized systems to provide a safe, secure, green, and efficient transportation services and utilities to meet the demands of their citizens (Caragliu, Del Bo & Nijkamp, 2011; Hall, Bowerman and Braverman, Taylor, Todosow and Von Wimmersperg, 2000). A thorough literature review suggests that several cities are already using disruptive technologies, including advanced, integrated materials, sensors, electronics, and networks, among others, which are interfaced with computerized systems to improve their economic, social and environmental sustainability (Camilleri, 2015, 2017; Deakin and Al Waer, 2011; Hall et al., 2000). These cities are increasingly relying on data-driven technologies, as they gather and analyze data from urban services including transportation and utilities (Ramaswami, Russell, Culligan, Sharma and Kumar, 2016; Gretzel, Sigala, Xiang and Koo, 2015). Their underlying objective is to improve the quality of life of their citizens (Ratten, 2017; Buhalis and Amaranggana, 2015). Hence, ‘smart cities’ have introduced technological innovations to address contingent issues like traffic congestion; air pollution; waste management; loss of biodiversity and natural habitat; energy generation, conservation and consumption; water leakages and security, among other matters (Camilleri, 2019; 2014; Ahvenniemi, Huovila, Pinto-Seppä and Airaksinen, 2017; Ratten and Dana, 2017; Ratten, 2017).

      Ecologically-advanced local governments and municipalities are formulating long-term sustainable policies and strategies. Some of them are already capturing data through multisensor technologies via wireless communication networks in real time (Bibri, 2018; Bibri and Krogstie, 2017). Very often, they use the Internet’s infrastructure and a wide range of smart data-sensing devices, including radio frquency identification (RFID), near-field communication (NFC), global positioning systems (GPS), infrared sensors, accelerometers, and laser scanners (Bibri, 2018). A few cities have already started to benefit from the Internet of Things (IoT) technology and its sophisticated network that consists of sensor devices and physical objects including infrastructure and natural resources (Zanella, Bui, Castellani, Vangelista and Zorzi, 2014).

      Several cities are crunching big data to better understand how to make their cities smarter, more efficient, and responsive to today’s realities (Mohanty, Choppali and Kougianos, 2016; Ramaswami et al., 2016). They gather and analyze a vast amount of data and intelligence on urban aspects, including transportation issues, citizen mobility, traffic management, accessibility and protection of cultural heritage and/or environmental domains, among other areas (Angelidou, Psaltoglou, Komninos, Kakderi, Tsarchopoulos and Panori, 2018; Ahvenniemi et al., 2017). The latest advances in technologies like big data analytics and decision-making algorithms can support local governments and muncipalities to implement the circular economy in smart cities (Camilleri, 2019). The data-driven technologies enable them them to reduce their externalities. They can monitor and control the negative emissions, waste, habitat destruction, extinction of wildlife, etc. Therefore, the digital innovations ought to be used to inform the relevant stakeholders in their strategic planning and development of urban environments (Camilleri, 2019; Allam & Newman, 2018; Yigitcanlar and Kamruzzaman, 2018; Angelidou et al. ,2018; Caragliu et al., 2011).

      In this light, we are calling for theoretical and empirical contributions that are focused on the creation, diffusion, as well as on the utilization of technological innovations and information within the context of smart, sustainable cities. This Special Issue will include but is not limited to the following topics:

      • Advancing the circular economy agenda in smart cities;
      • Artificial intelligence and machine learning in smart cities;
      • Blockchain technologies in smart cities;
      • Green economy of smart cities;
      • Green infrastructure in smart cities;
      • Green living environments in smart cities;
      • Smart cities and the sustainable environment;
      • Smart cities and the use of data-driven technologies;
      • Smart cities and the use of the Internet of Things (IoT);
      • Sustainable energy of smart cities;
      • Sustainable financing for infrastructural development in smart cities;
      • Sustainable housing in smart cities;
      • Sustainable transportation in smart cities;
      • Sustainable tourism in smart cities;
      • Technological innovation and climate change for smart cities;
      • Technological innovation and the green economy of smart cities;
      • Technological innovation and the renewable energy in smart cities;
      • Technological innovation and urban resilience of smart cities;
      • Technological innovation for the infrastructural development of smart cities;
      • The accessibility and protection of the cultural heritage in smart cities;
      • The planning and design of smart cities;
      • The quality of life of the citizens and communities living in smart cities;
      • Urban innovation in smart cities;
      • Urban planning that integrates the smart city development with the greening of the environment;
      • Urban planning and data driven technologies of smart cities.

      Special Issue Editors

      Prof. Dr. Mark Anthony Camilleri E-Mail Website
      Department of Corporate Communication, University of Malta, Msida, MSD2080, Malta.
      Interests: sustainability; digital media; stakeholder engagement; corporate social responsibility; sustainable tourism
      Prof. Dr. Vanessa Ratten E-Mail Website
      Department of Entrepreneurship, Innovation and Marketing, La Trobe University – Melbourne, Australia
      Interests: innovation; technology; entrepreneurship

       

      References:

      1. Ahvenniemi, H., Huovila, A., Pinto-Seppä, I., & Airaksinen, M. (2017). What are the differences between sustainable and smart cities?. Cities60, 234-245.
      2. Allam, Z., & Newman, P. (2018). Redefining the smart city: Culture, metabolism and governance. Smart Cities1(1), 4-25
      3. Angelidou, M., Psaltoglou, A., Komninos, N., Kakderi, C., Tsarchopoulos, P., & Panori, A. (2018). Enhancing sustainable urban development through smart city applications. Journal of Science and Technology Policy Management9(2), 146-169.
      4. Bibri, S. E., & Krogstie, J. (2017). Smart sustainable cities of the future: An extensive interdisciplinary literature review. Sustainable cities and society31, 183-212.
      5. Bibri, S. E. (2018). The IoT for smart sustainable cities of the future: An analytical framework for sensor-based big data applications for environmental sustainability. Sustainable Cities and Society38, 230-253.
      6. Buhalis, D., & Amaranggana, A. (2015). Smart tourism destinations enhancing tourism experience through personalisation of services. In Information and communication technologies in tourism 2015 (pp. 377-389). Springer, Cham.
      7. Camilleri, M. (2014). Advancing the sustainable tourism agenda through strategic CSR perspectives. Tourism Planning & Development11(1), 42-56.
      8. Camilleri, M. A. (2015). Environmental, social and governance disclosures in Europe. Sustainability Accounting, Management and Policy Journal6(2), 224-242.
      9. Camilleri, M. A. (2017). Corporate sustainability and responsibility: creating value for business, society and the environment. Asian Journal of Sustainability and Social Responsibility2(1), 59-74.
      10. Camilleri, M. A. (2019). The circular economy’s closed loop and product service systems for sustainable development: A review and appraisal. Sustainable Development27(3), 530-536.
      11. Caragliu, A., Del Bo, C., & Nijkamp, P. (2011). Smart cities in Europe. Journal of urban technology18(2), 65-82.
      12. Deakin, M., & Al Waer, H. (2011). From intelligent to smart cities. Intelligent Buildings International3(3), 140-152.
      13. Gretzel, U., Sigala, M., Xiang, Z., & Koo, C. (2015). Smart tourism: foundations and developments. Electronic Markets25(3), 179-188.
      14. Hall, R. E., Bowerman, B., Braverman, J., Taylor, J., Todosow, H., & Von Wimmersperg, U. (2000). The vision of a smart city (No. BNL-67902; 04042). Brookhaven National Lab., Upton, NY (US).
      15. Mohanty, S. P., Choppali, U., & Kougianos, E. (2016). Everything you wanted to know about smart cities: The internet of things is the backbone. IEEE Consumer Electronics Magazine5(3), 60-70.
      16. Ramaswami, A., Russell, A. G., Culligan, P. J., Sharma, K. R., & Kumar, E. (2016). Meta-principles for developing smart, sustainable, and healthy cities. Science352(6288), 940-943.
      17. Ratten, V., & Dana, L. P. (2017). Sustainable entrepreneurship, family farms and the dairy industry. International Journal of Social Ecology and Sustainable Development (IJSESD)8(3), 114-129.
      18. Ratten, V. (2017). Entrepreneurship, innovation and smart cities. Routledge: Oxford, UK.
      19. Yigitcanlar, T., & Kamruzzaman, M. (2018). Does smart city policy lead to sustainability of cities? Land Use Policy73, 49-58.
      20. Zanella, A., Bui, N., Castellani, A., Vangelista, L., & Zorzi, M. (2014). Internet of things for smart cities. IEEE Internet of Things journal1(1), 22-32.

      Manuscript Submission Information

      Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

      Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sustainability is an international peer-reviewed open access semimonthly journal published by MDPI.

      Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1700 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI’s English editing service prior to publication or during author revisions.

      Keywords

      • Sustainability
      • Smart Cities
      • Digital innovation
      • Technological innovation
      • Sustainable innovation
      • Big Data
      • Internet of Things
      • Artificial Intelligence

      Published Papers

      This special issue is now open for submission.

      Leave a comment

      Filed under Analytics, Big Data, blockchain, Business, Circular Economy, Corporate Social Responsibility, Corporate Sustainability and Responsibility, CSR, destination marketing, digital media, ESG Reporting, Impact Investing, Integrated Reporting, responsible tourism, Shared Value, smart cities, Socially Responsible Investment, SRI, Stakeholder Engagement, Sustainability, sustainable development

      The online users’ engagement with e-Government services

      This is an excerpt from my latest academic contribution.

      How to Cite: Camilleri, M.A. (2019). The online users’ perceptions toward electronic government services. Journal of Information, Communication & Ethics in Society. 10.1108/JICES-09-2019-0102


      tech

      Several governments around the globe are utilizing the digital and mobile technologies to enhance the provision of their public services (EuroParl, 2015; Zuiderwijk Janssen & Dwivedi. 2015). Digital and mobile services are the facilitating instruments that are enabling all levels of the governments’ operations, to better service their citizens, big businesses, small enterprises and non-profit organizations (Wirtz & Birkmeyer, 2018; Rana & Dwivedi, 2015; Evans & Campos, 2013). The-governments are increasingly relying on ICT, including computers, websites and business process re-engineering (BPR) to engage with online users (Isaías, Pífano & Miranda, 2012; Weerakkody, Janssen & Dwivedi, 2011). Hence, the delivery of e-government and m-government services may usually demand the public service to implement specific transformational processes and procedures that are ultimately intended to add value to customers (Pereira, Macadar, Luciano & Testa, 2017).  Previously, the-governments’ consumers relied on face-to-face interactions or on telephone communications to engage with their consumers. Gradually, many governments had introduced interactive communications as departments and their officials started using the emails to engage with online users. Today, citizens and businesses can communicate and interact with the-government departments and agencies in real-time, through virtual call centers, via instant-messaging (IM), graphical user interfaces (GUI) and audio/video presentations.

      In the past, the-governments’ services were operated in administrative silos of information (EuroParl, 2017). However, the electronic governance involves the data exchange between the-government and its stakeholders, including the businesses as well as the general public (Pereira et al., 2017; Rana & Dwivedi, 2015; Chun et al., 2010). The advances in interactive technologies have brought significant improvements in the delivery of service quality to online users of the Internet (Sá, Rocha & Cota, 2016; Isaías et al., 2012). As a result, the e-government and m-government services have become refined and sophisticated. Thus, the provision of online services is more efficient and less costly when compared to the offline services.

      However, there are still many citizens and businesses who for various reasons may not want to engage with the-governments’ electronic and/or mobile services (Shareef, Kumar, Dwivedi & Kumar, 2016; 2014). This argumentation is conspicuous with the digital divide in society as not everyone is benefiting from an equitable access and democratic participation in the Internet or from the e-government systems (Ebbers, Jansen & van Deursen, 2016; Friemel, 2016; Luna-Reyes, Gil-Garcia & Romero, 2012; Isaías, Miranda & Pífano, 2009). The low usage of e-government systems impedes the ability of many governments to connect to citizens (Danila & Abdullah, 2014). Mensah (2018) held that the government authorities should promote the utilization of user-friendly mobile applications as the majority of citizens are increasingly engaging with their smartphones for different purposes, including to access information and services. Many countries around the world have introduced online government portals can be accessed through desktop computers as well as via mobile-friendly designs (Camilleri, 2019a; Ndou, 2004). Massey et al. (2019) posited that the government’s electronic services can be integrated among different devices in order to ensure an effective service delivery. These authors also maintained that the citizens are increasingly relying on the features of the mobile technologies as they are always connected to wireless networks. Their portable, mobile devices can provide access to a wide array of public information at any time and in any place (Camilleri & Camilleri, 2019; Wirtz & Birkmeyer, 2018; Sareen, Punia, & Chanana, 2013).

      In a similar vein, many citizens may easily access their respective government’s online portal via virtual, open networks. They can also receive instantaneous messages and responses from the governments’ public service systems in their mobile devices, including smart phones or tablets (Shareef et al., 2016). Therefore, m-governance can possibly enhance the quality of the public services in terms of improved efficiency and cost savings (Madden, Bohlin, Oniki, & Tran, 2013). Notwithstanding, in the near future, the government’s electronic systems will be in a better position to exceed their citizens’  expectations, in terms of quality of service (Li & Shang, 2019). The advances in technology, including the increased massive wireless data traffic from different application scenarios, as well as the efficient resource allocation schemes will be better exploited to improve the capacity of online and mobile networks (Zhang, Liu, Chu, Long, Aghvami & Leung, 2017). For instance, the fifth generation (5G) of mobile communication systems is expected to enhance  the citizens’ service quality as they may offer higher mobile connection speeds, capacities and reduced latencies (Osseiran, Boccardi, Braun, Kusume, Marsch, Maternia & Tullberg, 2014; Zhang et al., 2017).

      Nevertheless, despite these technological breakthroughs, there are many citizens who are still reluctant to use the-governments’ electronic and/or mobile services as they hold negative perceptions toward public administration (Wirtz & Birkmeyer, 2018; Shareef, Dwivedi, Stamati, & Williams, 2014). These individuals are not comfortable to share their personal information online (Van Deursen & Van Dijk, 2014). They may perceive that e-government and/or m-government platforms are risky and unsecure (Conradie & Choenni, 2014; Bélanger & Carter, 2008). Consequentially, they will decide not to upload their data as they suspect that it can be used by third parties (Picazo-Vela et al., 2012; Bélanger & Carter, 2008).

      References (these are all the references that appeared in the bibliography section of the full paper).

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      Bélanger, F. and Carter, L. (2008), “Trust and risk in e-government adoption”, The Journal of Strategic Information Systems, Vol. 17, No. 2, pp. 165-176.

      Camilleri, M. A. and Camilleri, A.C. (2017a), “The technology acceptance of mobile applications in education”, In 13th International Conference on Mobile Learning (Budapest, April 10th). Proceedings, International Association for Development of the Information Society.

      Camilleri, M.A., and Camilleri, A.C. (2017b), “Digital learning resources and ubiquitous technologies in education”, Technology, Knowledge and Learning, Vol. 22, No. 1, pp. 65-82.

      Camilleri, M. A. (2019a), “Exploring the Behavioral Intention to Use e-Government Services: Validating the Unified Theory of Acceptance and Use of Technology”. 9th International Conference on Internet Technologies & Society, Lingnan University, Hong Kong. IADIS.

      Camilleri, M. (2019b), “The SMEs’ technology acceptance of digital media for stakeholder engagement”, Journal of Small Business and Enterprise Development, Vol. 26 No. 4, pp. 504-521.

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      Mossey, S., Bromberg, D. and Manoharan, A. P. (2019), “Harnessing the power of mobile technology to bridge the digital divide: a look at US cities’ mobile-government capability”, Journal of Information Technology & Politics, Vol. 16, No. 1, pp. 52-65.

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      Shareef, M. A., Kumar, V., Dwivedi, Y. K. and Kumar, U. (2016), “Service delivery through mobile-government (m gov): Driving factors and cultural impacts”, Information Systems Frontiers, Vol. 18, No. 2, pp. 315-332.

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      Wirtz, B. W. and Birkmeyer, S. (2018), “Mobile-government Services: An Empirical Analysis of Mobile-government Attractiveness”, International Journal of Public Administration, Vol. 41, No. 16, pp. 1385-1395.

      Zhang, H., Liu, N., Chu, X., Long, K., Aghvami, A. H., & Leung, V. C. (2017). Network slicing based 5G and future mobile networks: mobility, resource management, and challenges. IEEE Communications Magazine55(8), 138-145.

      Zuiderwijk, A., Janssen, M. and Dwivedi, Y.K. (2015), “Acceptance and use predictors of open data technologies: Drawing upon the unified theory of acceptance and use of technology”, Government Information Quarterly, Vol. 32, No. 4, pp. 429-440.

       

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      Filed under e government, internet technologies, internet technologies and society, Mobile, online

      Key Terms in Education Technology Literature

      This is an excerpt from one of my latest contributions, entitled: “The Use of Mobile Learning Technologies in Primary Education”.

      edtech(The Image has been adapted from Buzzle.com)

       

      • The ‘Constructivist-Based learning’ is a learning theory claiming that individuals construct their knowledge and understandings through experiencing things.
      • The ‘Digital Learning Resources’ include digitally formatted, educational materials like; graphics, images or photos, audio and video, simulations and animation technologies, that are used to support students to achieve their learning outcomes.
      • The ‘Digital Games-Based Learning’ (DGBL) involves the use of educational video games that can be accessed through computer-based applications. DGBL are usually aimed to improve the students’ learning outcomes by balancing educational content and gameplay.
      • The ‘Discovery-Based Learning’ is a constructivist-based approach to education as students seek to learn through continuous inquiry and experience.
      • The ‘Learning Outcomes’ are assessment tools that measure the students’ achievement at the end of a course or program.
      • ‘Mobile Learning’ (M-Learning) is a term that describes how individuals learn through mobile, portable devices, including smart phones, laptops and/or tablets.
      • The ‘Serious Games’ refer to games that are used in industries like; education, health care, engineering, urban planning, politics and defence, among other areas. Such games are usually designed for training purpose other than pure entertainment.
      • The ‘Ubiquitous Technology’ involves the use of wireless sensor networks that disseminate information in real time, from virtually everywhere.

       

      ADDITIONAL READING

      1. Bakker, M., van den Heuvel-Panhuizen, M., & Robitzsch, A. (2015). Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability. Contemporary Educational Psychology40, 55-71.
      2. Blatchford, P., Baines, E., & Pellegrini, A. (2003). The social context of school playground games: Sex and ethnic differences, and changes over time after entry to junior school. British Journal of Developmental Psychology21(4), 481-505.
      3. Bottino, R. M., Ferlino, L., Ott, M., & Tavella, M. (2007). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education49(4), 1272-1286.
      4. Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.)11th European Conference on Games Based Learning (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3087801
      5. Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339158
      6. Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163
      7. Camilleri, M.A. & Camilleri, A.C. (2019). Student-Centred Learning through Serious Games. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339166
      8. De Aguilera, M., & Mendiz, A. (2003). Video games and education:(Education in the Face of a “Parallel School”). Computers in Entertainment (CIE)1(1), 1-14.
      9. Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education102, 202-223.
      10. Hromek, R., & Roffey, S. (2009). Promoting Social and Emotional Learning With Games: “It’s Fun and We Learn Things”. Simulation & Gaming40(5), 626-644.
      11. Lim, C. P. (2008). Global citizenship education, school curriculum and games: Learning Mathematics, English and Science as a global citizen. Computers & Education51(3), 1073-1093.
      12. McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. TEEM (Teachers evaluating educational multimedia), Teem, Cambridge, UK. pp.1-26. http://consilr.info.uaic.ro/uploads_lt4el/resources/pdfengReport%20on%20the%20educational%20use%20of%20games.pdf
      13. Miller, D. J., & Robertson, D. P. (2010). Using a games console in the primary classroom: Effects of ‘Brain Training’programme on computation and self‐British Journal of Educational Technology41(2), 242-255.
      14. Pellegrini, A. D., Blatchford, P., Kato, K., & Baines, E. (2004). A short‐term longitudinal study of children’s playground games in primary school: Implications for adjustment to school and social adjustment in the USA and the UK. Social Development13(1), 107-123.
      15. Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education52(1), 68-77.

       

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      Filed under digital games, Digital Learning Resources, digital media, education technology, Higher Education, Mobile, mobile learning, online

      Announcing a Call for Chapters (for Springer)

      Strategic Corporate Communication and Stakeholder Engagement in the Digital Age

       

      Abstract submission deadline: 30th September 2019
      Full chapters due: 31st December 2019

       

      Background

      The latest advances in technologies and networks have been central to the expansion of electronic content across different contexts. Contemporary communication approaches are crossing boundaries as new media are offering both challenges and opportunities. The democratisation of the production and dissemination of information via the online technologies has inevitably led individuals and organisations to share content (including images, photos, news items, videos and podcasts) via the digital and social media. Interactive technologies are allowing individuals and organisations to co-create and manipulate electronic content. At the same time, they enable them to engage in free-flowing conversations with other online users, groups or virtual communities (Camilleri, 2017). Innovative technologies have empowered the organisations’ stakeholders, including; employees, investors, customers, local communities, government agencies, non-governmental organisations (NGOs), as well as the news media, among others. Both internal and external stakeholders are in a better position to scrutinise the organisations’ decisions and actions. For this reason, there is scope for the practitioners to align their corporate communication goals and activities with the societal expectations (Camilleri, 2015; Gardberg & Fombrun, 2006). Therefore, organisations are encouraged to listen to their stakeholders. Several public interest organisations, including listed businesses, banks and insurance companies are already sharing information about their financial and non-financial performance in an accountable and transparent manner. The rationale behind their corporate disclosures is to develop and maintain strong and favourable reputations among stakeholders (Camilleri, 2018; Cornelissen, 2008). The corporate reputation is “a perceptual representation of a company’s past actions and future prospects that describe the firm’s overall appeal to all of its key constituents when compared to other leading rivals” (Fombrun, 1996).

      Business and media practitioners ought to be cognisant about the strategic role of corporate communication in leveraging the organisations’ image and reputation among stakeholders (Van Riel & Fombrun, 2007). They are expected to possess corporation communication skills as they need to forge relationships with different stakeholder groups (including employees, customers, suppliers, investors, media, regulatory authorities and the community at large). They have to be proficient in specialist areas, including; issues management, crises communication as well as in corporate social responsibility reporting, among other topics. At the same time, they should be aware about the possible uses of different technologies, including; artificial intelligence, augmented and virtual reality, big data analytics, blockchain and internet of things, among others; as these innovative tools are disrupting today’s corporate communication processes.

       

      Objective

      This title shall explain how strategic communication and media management can affect various political, economic, societal and technological realities. Theoretical and empirical contributions can shed more light on the existing structures, institutions and cultures that are firmly founded on the communication technologies, infrastructures and practices. The rapid proliferation of the digital media has led both academics and practitioners to increase their interactive engagement with a multitude of stakeholders. Very often, they are influencing regulators, industries, civil society organisations and activist groups, among other interested parties. Therefore, this book’s valued contributions may include, but are not restricted to, the following topics:

       

      Artificial Intelligence and Corporate Communication

      Augmented and Virtual Reality in Corporate Communication

      Blockchain and Corporate Communication

      Big Data and Analytics in Corporate Communication

      Branding and Corporate Reputation

      Corporate Communication via Social Media

      Corporate Communication Policy

      Corporate Culture

      Corporate Identity

      Corporate Social Responsibility Communications

      Crisis, Risk and Change Management

      Digital Media and Corporate Communication

      Employee Communications

      Fake News and Corporate Communication

      Government Relationships

      Integrated Communication

      Integrated Reporting of Financial and Non-Financial Performance

      Internet Technologies and Corporate Communication

      Internet of Things and Corporate Communication

      Investor Relationships

      Issues Management and Public Relations

      Leadership and Change Communication

      Marketing Communications

      Measuring the Effectiveness of Corporate Communications

      Metrics for Corporate Communication Practice

      Press and Media Relationships

      Stakeholder Management and Communication

      Strategic Planning and Communication Management

       

      This publication shall present the academics’ conceptual discussions that cover the contemporary topic of corporate communication in a concise yet accessible way. Covering both theory and practice, this publication shall introduce its readers to the key issues of strategic corporate communication as well as stakeholder management in the digital age. This will allow prospective practitioners to critically analyse future, real-life situations. All chapters will provide a background to specific topics as the academic contributors should feature their critical perspectives on issues, controversies and problems relating to corporate communication.

      This authoritative book will provide relevant knowledge and skills in corporate communication that is unsurpassed in readability, depth and breadth. At the start of each chapter, the authors will prepare a short abstract that summarises the content of their contribution. They are encouraged to include descriptive case studies to illustrate real situations, conceptual, theoretical or empirical contributions that are meant to help aspiring managers and executives in their future employment. In conclusion, each chapter shall also contain a succinct summary that should outline key implications (of the findings) to academia and / or practitioners, in a condensed form. This will enable the readers to retain key information.

       

      Target Audience

      This textbook introduces aspiring practitioners as well as under-graduate and post-graduate students to the subject of corporate communication – in a structured manner. More importantly, it will also be relevant to those course instructors who are teaching media, marketing communications and business-related subjects in higher education institutions, including; universities and colleges. It is hoped that course conveners will use this edited textbook as a basis for class discussions.

       

      Submission Procedure

      Senior and junior academic researchers are invited to submit a 300-word abstract on or before the 30th June 2019. Submissions should be sent to Mark.A.Camilleri@um.edu.mt. Authors will be notified about the editorial decision during July 2019. The length of the chapters should be between 6,000- 8,000 words (including references, figures and tables). These contributions will be accepted on or before the 31st December 2019. The references should be presented in APA style (Version 6). All submitted chapters will be critically reviewed on a double-blind review basis. The authors’ and the reviewers’ identities will remain anonymous. All authors will be requested to serve as reviewers for this book. They will receive a notification of acceptance, rejection or suggested modifications – on or before the 15th February 2020.

      Note: There are no submission or acceptance fees for the publication of this book. All abstracts / proposals should be submitted via the editor’s email.

       

      Editor

      Mark Anthony Camilleri (Ph.D. Edinburgh)
      Department of Corporate Communication,
      Faculty of Media and Knowledge Sciences,
      University of Malta, MALTA.
      Email: mark.a.camilleri@um.edu.mt

       

      Publisher

      Following the double-blind peer review process, the full chapters will be submitted to Springer Nature for final review. For additional information regarding the publisher, please visit https://www.springer.com/gp. This prospective publication will be released in 2020.

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      Filed under Business, Corporate Governance, Corporate Social Responsibility, Corporate Sustainability and Responsibility, CSR, digital media, ESG Reporting, Integrated Reporting, internet technologies, internet technologies and society, Marketing, online, Shared Value, Stakeholder Engagement, Sustainability

      The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games

      This is an excerpt from one of my latest empirical papers.

      How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (10-13 March, 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163


      gamesThis contribution has explored the primary school’s grade three students’ attitudes toward educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the schools’ games ([10], [12], [44]). Moreover, the researchers have also included the measuring items that explored the students’ perceived enjoyment ([19]) as they investigated whether they experienced normative pressures to play the educational games ([10], [14], [20]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play. This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun.

      The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies ([45]), including educational games ([1], [3]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

      This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.

      REFERENCES (this is a full list of references that appeared in the bibliography section of the paper)

       
      [1] J. Bourgonjon, M. Valcke, R. Soetaert, and T. Schellens, “Students’ perceptions about the use of educational games in the classroom,” Computers & Education, vol. 54, no. 4, pp. 1145-1156, 2010.

      [2] S. Bennett, K. Maton, and L. Kervin, “The ‘digital natives’ debate: A critical review of the evidence,” British Journal of Educational Technology, vol. 39, no. 5, pp. 775-786, 2008.

      [3] M. Prensky, “Digital natives, digital immigrants part 1,” On the horizon, vol. 9, no. 5, pp. 1-6, 2001.

      [4] W. Nadeem, D. Andreini, J. Salo, and T. Laukkanen, “Engaging consumers online through websites and social media: A gender study of Italian Generation Y clothing consumers.” International Journal of Information Management, vol. 35, no. 4, pp. 432- 442, 2015.

      [5] H.J. So, H. Choi, W.Y. Lim, and Y. Xiong, “Little experience with ICT: Are they really the Net Generation student-teachers?”, Computers & Education, vol. 59, no. 4, pp. 1234- 1245, 2012.

      [6] J.M. Twenge, “The evidence for generation me and against generation we.” Emerging Adulthood 1, no. 1, pp. 11-16, 2013.

      [7] D. Oblinger, and J. Oblinger, “Is it age or IT: First steps toward understanding the net generation,” Educating the Net Generation, 2(1-2), 20, 2015.

      [8] N. Howe, and W. Strauss, “Millennials go to college: Strategies for a new generation on campus,” American Association of Collegiate Registrars and Admissions Officers (AACRAO), 2003.

      [9] K. Gregor, T. Judd, B. Dalgarno, and J. Waycott, “Beyond natives and immigrants: exploring types of net generation students,” Journal of Computer Assisted Learning, vol. 26, no. 5, pp.332-343, 2010.

      [10] T. Teo, “Modelling technology acceptance in education: A study of pre-service teachers,” Computers & Education 52, no. 2 (2009): 302-312, 2009.

      [11] M. Fishbein, and I. Ajzen, “Belief, attitude, intention and behavior: An introduction to theory and research,” 1975.

      [12] F.D. Davis, “Perceived usefulness, perceived ease of use, and user acceptance of information technology,” MIS Quarterly, pp. 319-340, 1989.

      [13] F.D. Davis, R.P. Bagozzi, and P.R. Warshaw, “User acceptance of computer technology: a comparison of two theoretical models,” Management Science, vol. 35, no. 8, pp. 982- 1003, 1989.

      [14] I. Ajzen, “The theory of planned behavior,” Organizational Behavior and Human Decision Processes, vol. 50, no. 2, pp. 179-211, 1991.

      [15] V. Venkatesh, M.G. Morris, G.B. Davis, and F.D. Davis, “User acceptance of information technology: Toward a unified view,” MIS Quarterly, pp. 425-478, 2003.

      [16] V. Venkatesh, J.Y.L. Thong, and X. Xu, “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology,” MIS Quarterly, pp. 157-178, 2012.

      [17] S.Y. Park. “An analysis of the technology acceptance model in understanding university students’ behavioral intention to use e-learning,” Educational Technology & Society, vol. 12, no. 3, pp. 150-162, 2009.

      [18] P. Legris, J. Ingham, and P. Collerette, “Why do people use information technology? A critical review of the technology acceptance model,” Information & Management, vol. 40, no. 3, pp. 191-204, 2003.

      [19] H. Nysveen, P.E. Pedersen, and H. Thorbjørnsen, “Intentions to use mobile services: Antecedents and cross-service comparisons,” Journal of the Academy of Marketing Science, vol. 33, no. 3, pp. 330-346, 2005.

      [20] L.M. Maruping, B. Hillol, V. Venkatesh, and S.A. Brown, “Going beyond intention Integrating behavioral expectation into the unified theory of acceptance and use of technology,” Journal of the Association for Information Science and Technology, vol. 68, no. 3, pp. 623-637, 2017.

      [21] V. Venkatesh, and M.G. Morris, “Why don’t men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior.” MIS Quarterly, pp. 115-139, 2000.

      [22] M.A. Camilleri and A. Camilleri, “The Students’ Perceptions of Digital Game-Based Learning,” In M. Pivec and J. Grundler, 11th European Conference on Games Based Learning (October). Proceedings, University of Applied Sciences, Graz, Austria, pp 56- 62, 2017.

      [23] T. Teo, and M. Zhou, “Explaining the intention to use technology among university students: a structural equation modeling approach,” Journal of Computing in Higher Education, vol. 26, no. 2, pp. 124-142, 2014.

      [24] T. Doleck, P. Bazelais, and D.J. Lemay, “Examining the antecedents of social networking sites use among CEGEP students,” Education and Information Technologies, vol. 22, no. 5, pp. 2103-2123, 2017.

      [25] B. Wu, and X. Chen, “Continuance intention to use MOOCs: Integrating the technology acceptance model (TAM) and task technology fit (TTF) model,” Computers in Human Behavior, vol. 67, pp. 221-232, 2017.

      [26] C.T. Chang, J. Hajiyev, and C.R. Su, “Examining the students’ behavioral intention to use e-learning in Azerbaijan? The general extended technology acceptance model for elearning approach,” Computers & Education, vol. 111, pp. 128-143, 2017.

      [27] I. Arpaci, K. Kilicer, and S. Bardakci, “Effects of security and privacy concerns on educational use of cloud services,” Computers in Human Behavior, vol. 45, pp. 93-98,
      2015.

      [28] A.F. Agudo-Peregrina, Á. Hernández-García, and F.J. Pascual-Miguel, “Behavioral intention, use behavior and the acceptance of electronic learning systems: Differences between higher education and lifelong learning,” Computers in Human Behavior, vol. 34,
      pp. 301-314, 2014.

      [29] F. Paraskeva, H. Bouta, and A. Papagianni. “Individual characteristics and computer self-efficacy in secondary education teachers to integrate technology in educational practice,” Computers & Education, vol. 50, no. 3, pp. 1084-1091, 2008.

      [30] D.R. Compeau, and C.A. Higgins, “Computer self-efficacy: Development of a measure and initial test,” MIS Quarterly, pp. 189-211, 1995.

      [31] S.A. Nikou, and A.A. Economides, “The impact of paper-based, computer-based and mobile-based self-assessment on students’ science motivation and achievement,” Computers in Human Behavior, vol. 55, pp. 1241-1248, 2016.

      [32] L.A. Annetta, J. Minogue, S.Y. Holmes, and M.T. Cheng, “Investigating the impact of video games on high school students’ engagement and learning about genetics,” Computers & Education, vol. 53, no. 1, pp. 74-85, 2009.

      [33] E.W.T. Ngai, J. K. L. Poon, and Y.H.C. Chan, “Empirical examination of the adoption of WebCT using TAM,” Computers & Education, vol. 48, no. 2, pp. 250-267, 2007.

      [34] T.Teo, and C. Beng Lee, “Explaining the intention to use technology among student teachers: An application of the Theory of Planned Behavior (TPB),” Campus-Wide Information Systems, vol. 27, no. 2, pp. 60-67, 2010.

      [35] T. Teo, and C. Beng Lee, C. Sing Chai, and S.L. Wong, “Assessing the intention to use technology among pre-service teachers in Singapore and Malaysia: A multigroup invariance analysis of the Technology Acceptance Model (TAM),” Computers & Education, vol. 53, no. 3, pp. 1000-1009, 2009.

      [36] J.Y.L. Thong, W. Hong, and K.Y. Tam, “Understanding user acceptance of digital libraries: what are the roles of interface characteristics, organizational context, and individual differences?” International journal of human-computer studies, vol. 57, no. 3, pp. 215-242, 2002.

      [37] M.A. Camilleri, and A.C. Camilleri, “Digital learning resources and ubiquitous technologies in education,” Technology, Knowledge and Learning, vol. 22, no. 1, pp. 65- 82, 2017.

      [38] D.Y. Lee, and M.R. Lehto, “User acceptance of YouTube for procedural learning: An extension of the Technology Acceptance Model.” Computers & Education, vol. 61, pp. 193-208, 2013.

      [39] T. Teo, and P. Van Schalk, “Understanding technology acceptance in pre-service teachers: A structural-equation modeling approach,” The Asia-Pacific Education Researcher, vol. 18, no. 1, pp. 47-66, 2009.

      [40] C. Smarkola, “Technology acceptance predictors among student teachers and experienced classroom teachers,” Journal of Educational Computing Research, vol. 37, no. 1, pp. 65-82, 2007.

      [41] M.A. Camilleri, and A.C. Camilleri, “Measuring The Educators’ Behavioural Intention, Perceived Use And Ease Of Use Of Mobile Technologies,” In Wood, G. (Ed) Reconnecting management research with the disciplines: Shaping the research agenda for the social sciences (University of Warwick, September). British Academy of Management, UK, 2017.

      [42] M. Turner, B. Kitchenham, P. Brereton, S. Charters, and D. Budgen, “Does the technology acceptance model predict actual use? A systematic literature review,” Information and Software Technology, vol. 52, no. 5, pp. 463-479, 2010.

      [43] R.P. Bagozzi, and Y. Youjae, “On the evaluation of structural equation models,” Journal of the Academy of Marketing Science, vol. 16, no. 1, pp.74-94, 1988.

      [44] M.A. Camilleri, and A.C. Camilleri, “The Technology Acceptance of Mobile Applications in Education,” In Sánchez, I.A. and Isaias, P. (Eds) 13th International Conference on Mobile Learning (Budapest, 11th April). pp41-48. International Association for Development of the Information Society, 2017.

      [45] A. Colbert, N. Yee, and G. George, “The digital workforce and the workplace of the future,” Academy of Management Journal, vol. 59, no. 3, pp. 731-739, 2016.

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      Filed under digital games, digital media, Education

      Data-Driven Marketing Technologies and Disruptive Innovations

      The latest disruptive technologies are supporting  the  marketing mix elements as they can improve the businesses’ interactive engagement with prospective customers, and enhance their personalization of services. They  may also provide secure pricing options.

      Many firms are evolving from their passive, rigid, and product-centric state to a more flexible, dynamic, and customer-centric environment. Technology is enabling data-driven companies to monitor and detect any changes in consumer sentiment. Savvy technology giants including Facebook, Amazon, Microsoft and Google are capturing (and analyzing) the online and mobile activity of prospective customers. Their analytics captures the consumers’ interactions with brands and companies through digital media. Big data is enabling them to target and re-target individu­als and online communities with instantaneous pricing and access options, across multiple channels (via web-site activity, mobile,video, social media, e-commerce, among others). 

      Mobile tracking technologies are being utilized by big technology conglomerates as they gather information on the consumer behaviours, including their shopping habits, lifestyle preferences , et cetera. Businesses have learnt how to take advantage of on-demand, real-time information from sensors, radio frequency identification and other location tracking devices to better understand their marketing environments at a more granular level (Storey and Song, 2017). This way business could come up with personalised products and services, that are demanded by individual customers. From a business perspective, it is important to acquire this data, quickly, and in high velocities.

      Many businesses are already benefiting of the programmatic advertising environment; where buyers and sellers of digital advertising connect online to exchange available inventory (Busch,2016; Stevens et al., 2016).  The challenge for tomorrow’s businesses is to recognize the value of smart technologies as effective tools that can help them analyse their marketing environment; that comprise their customers as well as their competitors.

      The predictive-analytical tools can examine different scenarios as they can anticipate what will happen, when it will happen, and can explain why it happens. These technologies can monetise data by identifying revenue generating opportunities and cost savings.

      Other innovations, including; blockchain’s distributed ledger technologies are improving data privacy. This technology involves the verification and the secure recording of transactions among an interconnected set of users. Blockchain tracks the ownership of assets before, during, and after any online transaction. Therefore, this technology could be used by different businesses to facilitate their transactions with marketplace stakeholders, including; suppliers, intermediaries, and consumers across borders. The block chain will probably be more convenient than other payment options, in terms of time and money. Therefore, blockchain’s ledger technology can possibly lead to better customer service levels and operational efficiencies for businesses.

      The smart tourism technologies, including big data analytics are shifting how organisations collect, analyze and utilise and distribute data. A thorough literature review suggests that the crunching of big data analytics is generating meaningful insights and supporting tourism marketers in their decision making. Moreover,other technologies, including the programmatic advertising and block chain are helping them to improve their financial and strategic performance, whilst minimizing costs. Table 1 illustrates how smart tourism businesses are capturing, analysing and distributing data.

      Table 1. Data-driven approaches for smart tourism

      (Camilleri, 2018)

      Emerging Trends and Future Research

      Tomorrow’s tourism businesses will be serving customers from geographically-diverse regions. There will be more travellers from emerging markets and developing economies. The tourism service providers will have to cater to different demographics, including senior citizens and individuals with special needs; as the populations are getting older in many countries.

      Therefore,  smart technologies can be used to anticipate the discerned consumers’ requirements. For instance, the use of programmatic advertising will probably increase the individuals’ intuitive shopping experiences and can tap into the individuals’ discretionary purchases.

      It is very likely, that the third-party retailers will continue to form part of the distribution mix. However, many service providers will be using their direct channels to reach out to their targeted customers. 

      The sales of products will continue to rely on mobile devices with increased consumer interactions through speech and voice recognition software. The service providers may possibly rely on artificial intelligence and other forms of cognitive learning capabilities, like machine learning and deep learning.

      The businesses’ distributive systems could interface with virtual reality software to help online intermediaries to merchandise their products in captivating customer experiences. Many online prospects may use blockchain’s secure technology to purchase tourism products, in the foreseeable future.

      This contribution calls for further empirical research that could explore smart tourism innovations for individuals and organisations, including; mobile social networking, mobile visualisation, personalization and behavioural modelling for mobile apps, programmatic advertising, blockchain, AI, and the internet of things, among other areas.

      References

      Busch, O. (2016), “The programmatic advertising principle”, In Programmatic Advertising (pp. 3-15). Springer, Cham, Switzerland.

      Camilleri, M.A. (2018) Data-Driven Marketing and Disruptive Technologies. Working Paper 08/2018, Department of Corporate Communication, University of Malta. 

      Stevens, A., Rau, A., and McIntyre, M. (2016), “Integrated campaign planning in a programmatic world”, In Programmatic Advertising (pp. 193-210), Springer, Cham, Switzerland. 

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