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Amir Haj-Bolouri; Jesse Katende; Matti Rossi – Journal of Workplace Learning, 2024
Purpose: The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: "RQ1." What characterizes a gamified immersive…
Descriptors: Safety Education, Computer Simulation, Technology Uses in Education, Workplace Learning
Marcia Håkansson Lindqvist; Peter Mozelius; Jimmy Jaldemark; Martha Cleveland Innes – International Journal of Lifelong Education, 2024
In the ongoing shift to a knowledge society, the idea of a technology-enabled lifelong learning has frequently been discussed. The shift also requires a transformation of higher education with new forms for teaching and learning deployment. This ongoing transformation was formulated in a research question that has guided this study: 1) Which key…
Descriptors: Higher Education, Educational Change, Lifelong Learning, Technology Uses in Education
Chun-Chun Chang; Gwo-Haur Hwang – Educational Technology & Society, 2024
Professional trainers are responsible for teaching novice employees. However, the conventional approach to training professional trainers is generally a lecture-based mode, implying that they often lack the opportunity to learn to make use of practical cases encountered by novice employees, to explore problem-solving methods, to objectively…
Descriptors: Artificial Intelligence, Technology Uses in Education, Professional Training, Trainers