Higher Education
Z. Maher
Abstract
Education field experts believe that effects and consequences of the Coronavirus pandemic on education in general and on higher education in particular are not only less than the other social institutions, but are much more comprehensive. In this study, an attempt is being made to represent lived experiences ...
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Education field experts believe that effects and consequences of the Coronavirus pandemic on education in general and on higher education in particular are not only less than the other social institutions, but are much more comprehensive. In this study, an attempt is being made to represent lived experiences and perceptions of students and teachers in the virtual education system. Therefore, the main purpose of this research is to assess the same among professors and students of the University of Isfahan during the Covid-19 pandemic in order to identify the most important challenges of this type of education in universities and by relying on the findings of the study, effective solutions and approaches are presented for improving virtual education in universities. In the course of study, “phenomenology” has been used as a qualitative method whereas the research population includes all students and professors in the University of Isfahan in the academic year of 2020-2021. Total participants in the qualitative part of research were 32 people consisting of 14 professors and 18 students. Based on the purposive sampling, a mixture was selected and interviewed. The data was evaluated using Colaizzi’s seven step method (1978). Findings showed that the damages incurred by virtual education damage are: “educational damage”, “damages related to university culture”, damages related to social-economic infrastructures” and “damage from reduced sense of presence”.
Behroz Minaei; Ali Razi zade
Abstract
Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification ...
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Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification brings virtual identity for the user. As time goes by, through the presence in the virtual space of video games, real identity is complicated with virtual identity and it has to be influenced by the virtual elements. The way of making a sense of presence for the users of video games in which leads them to a virtual identity in the new-born medium, and the consequence of the sense of presence above in the real identity of users is the problem this paper is going to seek. Hence, the paper, according to the views of interactive media theorist and data collection of using library research method through descriptive–analytical explanation, suggests the assumption that cinematic aesthetic form, interactive narratives, and the use of the unique capabilities of the media in which video games take the advantages of them and suggest them as well, provides an enriched environment that brings a sense of presence for the user and will alter his real identity.