Educational technology can enhance learning by supporting the learning environment through various digital resources. There have been numerous emerging technologies which are able to bridge the resource gap in learning environments enabling students to get access to an abundance of resources on digital platforms. This paper presents a literature review, exploring the potential of using Mobile Augmented Reality (AR) and Virtual Reality (VR) technologies to support experiential learning in South African institutions. While there have been studies which aim to assess the use of AR and VR for educational purposes such as in mining safety education in South Africa, there is a need for studies that look at the potential of AR and VR in augmenting higher educational institutions such as universities and Technical and Vocational Education and Training (TVET) colleges which require students to complete an experiential learning component in their studies in order to complete their qualifications. The study aims to establish the potential role that AR and VR can provide in enhancing experiential learning by providing students with practical experience in various educational fields, leveraging augmented and virtual reality technologies to simulate such learning environments.
Continuous advancements in technology provide an opportunity for higher educational institutions to enhance the electronic learning experiences of students. Following a review of literature, this research explored student perceptions on the possible uses of virtual reality in their universities, as a way of easing their access to learning material. The research was conducted with the aim of answering the question of how virtual reality can be used to enhance learning, for higher learning institutions. Using a mixed-method research method, online surveys were distributed to registered university students in South Africa, using a simple random sampling strategy, to obtain a diverse and non-biased data set. The quantitative and qualitative responses were analyzed separately, before being triangulated, and used to inform the discussion and conclusion. Ultimately, the research found that although there are various benefits associated with the introduction of Virtual Reality-in South African Higher Education Institutions-the diverse population of participating students, and the varying differences in their socioeconomic statuses, would result in the inequitable distribution and usage of its resultant advantages.
E-government projects should be at the heart of service delivery in developing countries if the lives of citizens, especially the socially and economically marginalized, are to be improved. However, quite often in developing country contexts, citizens have been treated as recipients of technology projects through a top-down approach from central governments. Such a paradigm of implementation usually results in the non-use of the deployed technologies and their associated e-services. A consequence of non-use of e-services results in a wastage of the public fiscus. The extant literature points to a number of underlying causes of the problem. One such problem which has been highlighted is called the “Design-Reality gap”. This paper investigates the nature of the gap. It presents findings from policy analysis and in-depth face-to-face interviews with e-government policy makers and implementers. In addition, it reports on findings from focus group discussions with potential e-government users in a health sector setting. The results which are based on a participatory action research methodology reveal that there exists a glaring design-reality gap between egovernment policy planners and citizens’ aspirations. We argue that co-creation could be a feasible approach for the design of e-government application services towards efforts to bridge the design-reality gap.
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