2022
DOI: 10.5539/ies.v15n6p27
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Crowd Context-Based Learning Process via IoT Wearable Technology to Promote Digital Health Literacy

Abstract: The crowd context-based learning process via IoT wearable technology [IoTW-driven Crowd context-based learning (CCBL)] is a new learning paradigm that integrates Technological Cybergogical Content Knowledge (TCACK) based on connectivism, cognitive tools and information processing theories to promote digital health literacy. In this study, the IoTW-driven CCBL was designed by incorporating content, cybergogical, and technological elements, which can become a sustainable solution in educational settings during t… Show more

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Cited by 4 publications
(7 citation statements)
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“…This corresponds to the research of Chatwattana (2021), who said the application of concepts and theories of system approach to design and develop learning models together with the management of learning environments and instruction activities for learners by making use of the existing technologies shall lead to the learning society. It is also consistent with the research of Nittayathammakul et al (2022), who stated that the use of cognitive tools in education can promote learning, which can be conducted by organizing instruction activities via learning environments. In reference to Table 3, it is found that the overall suitability of the development of the project-based learning model using gamification to enhance 21 st century learners is at a very high level (Mean = 4.77, SD.…”
Section: Results Of the Study On The Suitability Of The Project-based...supporting
confidence: 89%
“…This corresponds to the research of Chatwattana (2021), who said the application of concepts and theories of system approach to design and develop learning models together with the management of learning environments and instruction activities for learners by making use of the existing technologies shall lead to the learning society. It is also consistent with the research of Nittayathammakul et al (2022), who stated that the use of cognitive tools in education can promote learning, which can be conducted by organizing instruction activities via learning environments. In reference to Table 3, it is found that the overall suitability of the development of the project-based learning model using gamification to enhance 21 st century learners is at a very high level (Mean = 4.77, SD.…”
Section: Results Of the Study On The Suitability Of The Project-based...supporting
confidence: 89%
“…In the future directions of hybrid learning research [17,32], it will still be challenging to integrate pedagogical strategies with new learning technologies to help learners of all ages gain access to learning, help people learn, and achieve the learning outcomes that society needs in lifelong learning, including those with certain barriers to learning, whether they are in formal education, non-formal education, or alternative education.…”
Section: Conclusion and Discussionmentioning
confidence: 99%
“…After the COVID-19 pandemic, the one new normal in instructional design is Hybrid Learning (HL) [13,[17][18]32]. HL, also known as blended learning or flipped learning, may vary widely in instructional design, execution, and learning support.…”
Section: A Hybrid Learning (Hl)mentioning
confidence: 99%
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“…In addition, it fits with a large number of real-life devices without restrictions. The IoT has spread across multiple industries and added value to the communication and electronics business by leveraging the advancement of the development of wired and wireless communication networks with greater accuracy and smaller equipment, resulting in lower production costs (Nittayathammakul et al, 2022).…”
Section: Introductionmentioning
confidence: 99%