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1.
Artigo em Inglês | MEDLINE | ID: mdl-37174141

RESUMO

Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. This paper presents a bibliometric analysis of virtual reality (VR) use in addressing depression and anxiety from 1995 to 2022. The study analysed 1872 documents using the Scopus database, identifying the field's most relevant journals and authors. The results indicate that using VR for addressing anxiety and depression is a multidisciplinary field with a wide variety of research topics, leading to significant collaborative research in this area. The Annual Review of Cybertherapy and Telemedicine was identified as the most relevant journal, while Behavior Research and Therapy was found to be the most cited journal. The analysis of keywords suggests that there is more research on using VR for anxiety and related disorders than for depression. Riva G. was identified as the top author in producing research outputs on VR-AD, and the University of Washington emerged as the leading institution in scientific outputs on VR-AD. Thematic and intellectual analyses helped identify the main themes within the research domain, providing valuable insight into the current and future directions of the field.


Assuntos
Terapia de Exposição à Realidade Virtual , Realidade Virtual , Depressão/terapia , Terapia de Exposição à Realidade Virtual/métodos , Ansiedade/terapia , Bibliometria
2.
Heliyon ; 9(3): e13726, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-36915563

RESUMO

The objective of this study is to conduct a bibliometric review of literature on electronic invoicing to provide an understanding of the growing field and valuable sources for future research. A total of 191 papers within the period of 1997 to July 2021 were included in our analysis. The systemic analysis revealed several insights in research progression over two decades, relevant authors and leading institutions including countries, most frequent keywords, and the principal methodologies and theories adopted. Although the field of electronic invoicing is still emerging, it is interesting to see trending keywords such as 'data mining', 'automation', 'blockchain', 'digital storage', and 'machine learning' as demonstrated in recent publications. The study also attempted to develop a framework and proposed an integrated theory of electronic invoicing since the general theoretical framework does not exist in the literature. Several research gaps were exposed related to more studies in the emerging field of electronic invoicing and how future studies could further shape the field by addressing yet unanswered questions. We anticipate that the findings in this study will be a valuable contribution and resource for e-invoicing research.

3.
Educ Technol Res Dev ; 71(2): 505-537, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36320828

RESUMO

Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and implementing a virtual reality (VR) game-based application (iThinkSmart) to support CT knowledge. The study followed the design science research methodology to design, implement, and evaluate the first prototype of the VR application. An initial evaluation of the prototype was conducted with 47 computer science students from a Nigerian university who voluntarily participated in an experimental process. To determine what works and what needs to be improved in the iThinkSmart VR game-based application, two groups were randomly formed, consisting of the experimental (n = 21) and the control (n = 26) groups respectively. Our findings suggest that VR increases motivation and therefore increase students' CT skills, which contribute to knowledge regarding the affordances of VR in education and particularly provide evidence on the use of visualization of CT concepts to facilitate programming education. Furthermore, the study revealed that immersion, interaction, and engagement in a VR educational application can promote students' CT competency in higher education institutions (HEI). In addition, it was shown that students who played the iThinkSmart VR game-based application gained higher cognitive benefits, increased interest and attitude to learning CT concepts. Although further investigation is required in order to gain more insights into students learning process, this study made significant contributions in positioning CT in the HEI context and provides empirical evidence regarding the use of educational VR mini games to support students learning achievements.

4.
Educ Inf Technol (Dordr) ; 26(5): 5815-5849, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33967590

RESUMO

Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT. This study focuses on co-designing mini games to support teaching and learning CT principles and concepts in an online environment. Online co-design (OCD) of mini games enhances students' understanding of problem-solving through a rigorous process of designing contextual educational games to aid their own learning. Given the current COVID-19 pandemic, where face-to-face co-designing between researchers and stakeholders could be difficult, OCD is a suitable option. CS students in a Nigerian higher education institution were recruited to co-design mini games with researchers. Mixed research methods comprising qualitative and quantitative strategies were employed in this study. Findings show that the participants gained relevant knowledge, for example, how to (i) create game scenarios and game elements related to CT, (ii) connect contextual storyline to mini games, (iii) collaborate in a group to create contextual low-fidelity mini game prototypes, and (iv) peer review each other's mini game concepts. In addition, students were motivated toward designing educational mini games in their future studies. This study also demonstrates how to conduct OCD with students, presents lesson learned, and provides recommendations based on the authors' experience.

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