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The potential of extended reality in higher education from the perspective of digital natives

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23510%2F24%3A43974289" target="_blank" >RIV/49777513:23510/24:43974289 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://drive.google.com/file/d/10ufGZtWvb5rX9EMVbkMBC4wVKNq80q8_/view?usp=drive_link" target="_blank" >https://drive.google.com/file/d/10ufGZtWvb5rX9EMVbkMBC4wVKNq80q8_/view?usp=drive_link</a>

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    The potential of extended reality in higher education from the perspective of digital natives

  • Popis výsledku v původním jazyce

    New digital technologies drive changes across all daily life and work aspects, including higher education. Extended reality is one of the key technologies reshaping the current ways of teaching and knowledge acquisition. This term encompasses a range of immersive technologies, such as virtual and augmented reality. Existing research demonstrates that using these technologies in education facilitates learning processes, offers students engaging educational experiences, and allows them to take a more active role in managing their learning strategies. Integrating new educational technologies into education is further supported by the &quot;digital native&quot; nature of today&apos;s students, who have been surrounded by new technologies from birth. Current university students are considered digital natives—natural users of new technologies who are presumed to have a close affinity with their use. This paper aims to evaluate students&apos; knowledge of extended reality technology, their opinion on the effectiveness of its solutions, the readiness of businesses in the Czech Republic for the adoption and implementation of XR solutions and students&apos; attitudes toward its potential applications in higher education, especially in project management education. The quantitative analysis is conducted via a two-phase survey administered before and after a lecture focused on extended reality technology. The results indicate that students have relatively limited knowledge of the potential applications of this technology across the current global landscape. However, they view its potential and integration into education as essential.

  • Název v anglickém jazyce

    The potential of extended reality in higher education from the perspective of digital natives

  • Popis výsledku anglicky

    New digital technologies drive changes across all daily life and work aspects, including higher education. Extended reality is one of the key technologies reshaping the current ways of teaching and knowledge acquisition. This term encompasses a range of immersive technologies, such as virtual and augmented reality. Existing research demonstrates that using these technologies in education facilitates learning processes, offers students engaging educational experiences, and allows them to take a more active role in managing their learning strategies. Integrating new educational technologies into education is further supported by the &quot;digital native&quot; nature of today&apos;s students, who have been surrounded by new technologies from birth. Current university students are considered digital natives—natural users of new technologies who are presumed to have a close affinity with their use. This paper aims to evaluate students&apos; knowledge of extended reality technology, their opinion on the effectiveness of its solutions, the readiness of businesses in the Czech Republic for the adoption and implementation of XR solutions and students&apos; attitudes toward its potential applications in higher education, especially in project management education. The quantitative analysis is conducted via a two-phase survey administered before and after a lecture focused on extended reality technology. The results indicate that students have relatively limited knowledge of the potential applications of this technology across the current global landscape. However, they view its potential and integration into education as essential.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

  • OECD FORD obor

    50204 - Business and management

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/TQ01000074" target="_blank" >TQ01000074: Digitalizace výuky projektového managementu s využitím konceptu serious games, virtuální a rozšířené reality s ohledem na aktuální potřeby businessu</a><br>

  • Návaznosti

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Ostatní

  • Rok uplatnění

    2024

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název statě ve sborníku

    Conference Proceedings – Business Trends 2024

  • ISBN

    978-80-261-1270-9

  • ISSN

  • e-ISSN

  • Počet stran výsledku

    14

  • Strana od-do

    80-93

  • Název nakladatele

    Západočeská univerzita v Plzni

  • Místo vydání

    Plzeň

  • Místo konání akce

    Plzeň

  • Datum konání akce

    21. 11. 2024

  • Typ akce podle státní příslušnosti

    EUR - Evropská akce

  • Kód UT WoS článku