Expectation shock in education: utilising industry SERVQUAL to enhance student perception of STEAM and STEAM careers
In industry, an expectation shock occurs when a customer has a post-experience perception that greatly exceeds their prior expectations. In our study, the customers are students and teachers. An expectation shock might occur when, for example, a student '...
The use of generative music in nonlinear music composition for video games
The future of video game music will call for more nonlinear musical compositions as interactive audio technology and algorithms advance. There is a lack of literature exploring in-depth the potential of generative music in a commercial product. The ...
Designing game-driven augmented-reality scenarios with real-world implications to facilitate intercultural exchange: the alien scenario
Building on Klopfer and Squire's (2008) study on design-based research (DBR), this paper investigates the process involved in conceptualising, designing, developing, and implementing augmented reality (AR) scenarios during intercultural exchanges, which ...
How does entrepreneurship education promote creativity and innovation?
The aim of this paper is to synthesise the literature on how entrepreneurship education fosters creativity and innovation in entrepreneurs. Entrepreneurship education (EE) has long been a priority for higher education institutions around the world, as it ...
How to provide intelligent assistance to learners in e-learning environments?
The health consequences caused by the spread of the COVID-19 disease have motivated many countries to turn to e-learning environments. This technological solution is the only one that has allowed the continuity of the educational process. Unfortunately, ...