Abstract-The application of wearable technology in education is an expanding area of interest to both educators and researchers in this field. Fundamental factors like students' interactivity and engagement with their learning have found to be easily achieved when effectively utilizing this emerging technology by academic institutions. This paper focuses on investigating recent applications of this evolving technology in the education field (within the last three years), and highlighting the limitations and obstacles accompanying these applications. The paper discussed the affordances of wearable technology in education and the negative aftereffects in order to judge how effective its employment is in enhancing students' learning and achievement in their studies. The paper concluded that there is a considerable number of restrictions that educators, and producers of this technology, should take into account before proposing further implementation of wearable devices in learning and teaching.
GOALS AND METHODSThe goals of this research are to assemble literature related to the difficulties faced in the understanding and implementation of database normalization by beginning designers and developers, to investigate the advantages of visualization and interactivity to this process and to recommend an effective simulation technique to achieve this visualization. For this, Higher Education in Computer Science students have been selected for this research activities.Both quantitative and qualitative research methods were applied to achieve the outcomes of this research (questionnaires, observations and students' feedback). An intensive literature review has been carried out to document the problem formulation, and to support the research outcomes and recommendations.
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