Blockchain in Distance Learning Education
A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Education and Approaches".
Deadline for manuscript submissions: closed (31 January 2023) | Viewed by 90871
Special Issue Editors
Interests: e-learning; XR; management and marketing in education; gaming; simulation; circular economy
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Generation Z and millennials love to use technology to simulate, experiment, and play games online; thus, MOOCs with XR courses are the best option to motivate them within classes and to stimulate their interest in learning new things. It is obvious that for Generation Z and millennials we have to adapt the curriculum, the methods of teaching, and the technologies of teaching to gain transversal skills for a sustainable economy. We have to provide content where they are, when they need it, and using means by which they can acquire it. They love simulations, gamification, experimenting through immersion in XR (extended reality environment), project-based experiments, engagement, and having fun in classes through learning-by-doing (Tonis, 2020). XR technology is the most appropriate tool to teach difficult subjects, due to its interactive and interesting presentations and its ability to provide constant feedback. This practical approach lets profound traces in the neural system and makes learning more profound (Gejendhiran, 2020, Moreno, 2020).
MOOC platforms with video courses and XR courses have already proved their utility, such as Coursera and Khan Academy. Education policies, practices, and methodologies have to be adapted to the new trend opened by IoT (Internet of Things), IA, 5G, and blockchain. Teacher and student motivation can be stimulated through an open objective and real-time system of reward, such as gaining credits for their online activity, which might be transformed into cryptocurrency based on a blockchain system. Rewarding students for solving real problems through cryptocurrency will stimulate their interest in gaining transversal and transferable skills. Thus, we prepare our students for a future sustainable economy by playing with them (Alahmari, 2019).
Under blockchain security, the courses, the teachers, and the students will be classified and will gain credit points. This platform will stimulate personal development, equity, and inclusiveness, implementing the first principle of the European Pillar of Social Rights: “Everyone has the right to quality and inclusive education, training, and life-long learning”. The blockchain traceability will facilitate the acquisition of digital and new creative competencies that will support professional and personal changes, increasing employability, productivity, and sustainability (Pavlov,, 2021).
Blockchain will also facilitate resource mining (text and video), and will nudge student and teacher creativity, an innovation that will be reflected in adaptative solutions for current challenges such as technological change, environmental threats, digitalization, health emergencies, increasing inequalities within and between countries, and migration crises. Education is the pillar of an innovative, sustainable economy, and reinforces social cohesion (Upadhyay, 2021)
XR facilities dedicated to education have been already tested. One may find some case-studies at Igloo Vision (https://www.igloovision.com/case-studies ). There are apps such as Nearpod VR, EON creator AVR, Audio Response Systems from the Technical University in Graz, and Social Virtual of Facebook that allow realistic, 3D student–teacher interaction in virtual worlds (Mehlitz, 2019, Hagenhofer, 2019).
References
Bucea-Manea-Țoniş, Rocsana; Bucea-Manea-Țoniş, Radu; Simion, Violeta E.; Ilic, Dragan; Braicu, Cezar; Manea, Natalia. 2020. "Sustainability in Higher Education: The Relationship between Work-Life Balance and XR E-Learning Facilities" Sustainability 12, no. 14: 5872. https://doi.org/10.3390/su12145872
Pavlov, O.V.; Katsamakas, E. COVID-19 and Financial Sustainability of Academic Institutions. Sustainability 2021, 13, 3903. https://doi.org/10.3390/su13073903
Arvind Upadhyay, Sumona Mukhuty, Vikas Kumar, Yigit Kazancoglu, Blockchain technology and the circular economy: Implications for sustainability and social responsibility,Journal of Cleaner Production, 293, 2021, https://doi.org/10.1016/j.jclepro.2021.126130.
Muteeb Alahmari, Tomayess Issa, Theodora Issa, S. Zaung Nau, Faculty awareness of the economic and environmental benefits of augmented reality for sustainability in Saudi Arabian universities, Journal of Cleaner Production, 226, 2019, https://doi.org/10.1016/j.jclepro.2019.04.090.
Ferran Calabuig Moreno, María Huertas González-Serrano, Javier Fombona and Marta García-Tascón (2020) The irruption of technology in Physical Education: a general bibliometric analysis with a focus on virtual and augmented reality, Sustainability 2020, 12
Gejendhiran, S.; Anicia, S.A.; Vignesh, S.; Kalaimani, M. Disruptive Technologies—A promising key for Sustainable Future Education. Procedia Comput. Sci. 2020, 172, 843–847
Hagenhofer, T. Social Virtual Learning. 2020. Available online: http://www.social-augmented-learning.de/ (accessed on 15 February 2019).
Mehlitz, M.A. Development of a Medical Virtual Reality Laboratory and a VR-Aided Neuropsychological Testing System with a Pre-Clinical and Clinical Evaluation Study 2004. Available online: https://www.deutschedigitalebibliothek.de/binary/TDSPKXN6FO5UIVNVM2HCNFN3OO3UMY3H/full/1.pdf (accessed on 20 April 2019).
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Dr. Rocsana Bucea-Manea-Tonis
Prof. Dr. Gheorghe Orzan
Guest Editors
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Keywords
- blockchain
- MOOCs
- VR
- AR
- gaming
- simulation
- distance education
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