Explanatory model of barriers to integration of digital technologies in higher education institutions

2020 ◽  
Vol 25 (6) ◽  
pp. 5133-5147 ◽  
Author(s):  
Cristina Mercader
Author(s):  
Ji Yiping

With the introduction of digital educational technologies, the learning process is changing. Digital technologies are not only a tool, but also a living environment for modern learners, which opens up new opportunities: learning at any convenient time, continuing education, the ability to form individual educational routes for students. However, such an environment requires teachers to take a different approach to the organization of the educational process, to acquire new skills and abilities for work, in particular the formation of their digital competence in the digital educational space. In these conditions, the system of pedagogical education should provide training for future teachers of art disciplines, which has a high level of digital competence. The purpose of the article is to reveal the essence of the concept of «digital competence» on the basis of the analysis of scientific literature and to determine the methods of formation of future art disciplines teachers’ digital competence in higher education institutions of China. To achieve the goal of the study, the following research methods were used: analysis of scientific literature, observation, systems analysis, comparative analysis, modeling method, classification method; methods of comparative analysis and analogy, design method; methods of systematization, generalization, logical analysis, analysis of personal experience of teaching and learning, comparison and interpretation of the obtained data. The results of the study show that the digital competence of future teachers of art disciplines consists of four components: motivational-personal (internal and external motives for their future professional activity), cognitive (a set of theoretical knowledge, skills and abilities of future teachers to effectively organize the educational process using digital teaching aids), activity (practical implementation of professional and pedagogical knowledge of a future teacher, his intellectual, cognitive, technical, design and technological skills, necessary skills for effective implementation of digital technologies in the educational process) and reflection-evaluation (ability to analyze and self-analyze, coordination of goals, methods and results, awareness of their style of activity, readiness for their creative change). Conclusions. These components of digital competence of future teachers of art disciplines should be formed taking into account the specifics of professional activity and appropriate methods.


2019 ◽  
Vol 2 (3) ◽  
pp. 41 ◽  
Author(s):  
Halvdan Haugsbakken ◽  
Inger Langseth

Blockchain technology is argued to be the next “big” digital technology trend that will challenge a number of organizations, including higher education institutions. In contrast, higher education institutions have a history of being slow to adopt new digital technologies in the organizational apparatus. The question that remains discussing is whether universities will approach blockchain technologies in ways that are different from traditional research and education. This paper intends to discuss three particular ways in which blockchain may challenge higher education institution. The paper questions whether blockchain technologies can democratize and automate learning process, reduce costly bureaucracy and be adopted in higher education institutions. In sum, the intent is to invite to a discussion on blockchain and address whether or in what ways higher education institutions should adopt blockchain technologies as a digital technology.


Author(s):  
John Nworie

The impact of digital technology and the resulting change has impacted society and every aspect of life, including higher education. Technology has affected every area of operation in higher education, dramatically changed the way work is performed, and enhanced productivity and efficiency levels. While the efforts of higher education institutions to adopt new technological innovation are laudable, it is worth noting that such adoption has not been even across campuses. Technology use has not been consistent due to a number of factors, including adoption and integration approaches, resistance, budget allocations, institutional priorities, shifting student demographics, organizational cultures, leadership issues, and failure to apply systemic approaches to adoption, among others. This chapter examines how higher education has responded to the adoption of digital technologies, reviews some of the existing issues and challenges, and identifies areas that need to be addressed to further the use of technology to improve instructional and administrative practices in higher education.


2020 ◽  
Vol 1691 ◽  
pp. 012166
Author(s):  
Ju A Romanova ◽  
D E Morkovkin ◽  
A A Gibadullin ◽  
I I Hutarava

2021 ◽  
Vol 6 (44) ◽  
Author(s):  
O. Karabin ◽  
M. Gromyak

The modernization of education emphasizes the importance of training highly professional specialists in the field of computer science. In this regard, the formation of professional competencies of future game project engineers in higher education institutions at the bachelor's level acquires special knowledge. The article considers the theoretical foundations of the formation of professional competencies of future engineers of game projects, conducted a theoretical analysis of psychological and pedagogical sources on the research problem. Some aspects of the formation of professional competence of future professionals, which requires extensive use in the educational process of higher education technologies that help attract future engineers of game projects to acquire and manage knowledge, gain experience in solving professional problems, implementation of game projects. The use of active methods of pedagogical influence, the use of digital technologies, the introduction of appropriate tools to test the level of professional competence, the intensification of reproduction and application of knowledge and skills to solve professional problems and implement game projects.Key words: educational process, professional competence, project activity, digital technologies, gamification, game projects.


Mousaion ◽  
2021 ◽  
Vol 39 (2) ◽  
Author(s):  
Tlou Maggie Masenya

The advent of digital technologies has brought about new opportunities and challenges to the education system globally. The use of digital technologies by educators in Higher Education Institutions (HEIs) is a portal for innovative teaching and learning. While there is a gradual increase in the use of these innovative technologies by HEIs in South Africa, there is still a long way to transform the educational system fully. Effective use of digital technologies in teaching and learning needs a certain level of digital literacy. Digital literacy enhances teaching and learning by helping educators integrate and use digital technologies, while equipping students with skills to access the internet effectively. The impact of digital technology has beaconed the need of educators to acquire 21st-century skills. Digital literacy skills are critical in realising the potential and benefits of digital technologies. This paper investigates the importance of digital technologies in education and the impact of digital literacy skills on the effective use of these technologies in HEIs in South Africa. Data collection was primarily based on a critical review of literature relating to the application of mobile technologies in HEIs in South Africa. The results revealed various barriers inhibiting educators from adopting mobile technologies in teaching and learning, including lack of digital literacy skills, time constraints, unwillingness to change, lack of educator confidence, poor technological infrastructure, and lack of digital or mobile devices. The study provides recommendations to enable and inspire educators in HEIs to use mobile digital technologies effectively.


2020 ◽  
Vol 3 (1) ◽  
pp. 144-161 ◽  
Author(s):  
Yasmin Ibrahim ◽  
Anita Howarth ◽  
Ian Stone

AbstractThe integration of digital and convergent technologies into the classroom poses policy level challenges for universities, as these constitute a wider process of digitalization and marketization of the higher education institutions (HEIs) ranging from open access publishing to augmenting pedagogy through learning platforms. Digital technologies not only augment teaching and learning, they present HEIs with a multitude of challenges from copyright of third-party materials to performance rights. This paper surveyed lecture capture policies in 149 British universities in 2015–2016. As mobile and capture technologies become part of the classroom and extend their construction beyond the physical realms, this paper assesses the policy challenges that have emerged with the incorporation of lecture capture technologies into HEIs. Lecture capture is part of the ‘digitalization’ of the HEI sector, illuminating both the investments into digital modes of delivery and dissemination and in tandem the numerous challenges (structural, pedagogic, legal and ethical) that face the sector today through the increasing incorporation of technologies into everyday teaching practices, policy and delivery.


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