scholarly journals On the quality of quantitative instruments to measure digital competence in higher education: A systematic mapping study

PLoS ONE ◽  
2021 ◽  
Vol 16 (9) ◽  
pp. e0257344
Author(s):  
Rafael Saltos-Rivas ◽  
Pavel Novoa-Hernández ◽  
Rocío Serrano Rodríguez

In this study, we report on a Systematic Mapping Study (SMS) on how the quality of the quantitative instruments used to measure digital competencies in higher education is assured. 73 primary studies were selected from the published literature in the last 10 years in order to 1) characterize the literature, 2) evaluate the reporting practice of quality assessments, and 3) analyze which variables explain such reporting practices. The results indicate that most of the studies focused on medium to large samples of European university students, who attended social science programs. Ad hoc, self-reported questionnaires measuring various digital competence areas were the most commonly used method for data collection. The studies were mostly published in low tier journals. 36% of the studies did not report any quality assessment, while less than 50% covered both groups of reliability and validity assessments at the same time. In general, the studies had a moderate to high depth of evidence on the assessments performed. We found that studies in which several areas of digital competence were measured were more likely to report quality assessments. In addition, we estimate that the probability of finding studies with acceptable or good reporting practices increases over time.

SAGE Open ◽  
2022 ◽  
Vol 12 (1) ◽  
pp. 215824402110684
Author(s):  
Rafael Saltos-Rivas ◽  
Pavel Novoa-Hernández ◽  
Rocío Serrano Rodríguez

Evaluating digital competencies has become a topic of growing interest in recent years. Although several reviews and studies have summarized the main elements of progress and shortcomings in this area, some issues are yet to be explored. Very little information is available about the ways of ensuring the validity and reliability of the instrument used. This study addresses this issue through systematic mapping covering the period from January 2015 to July 2020. Based on 88 primary studies, we conclude that a growing number of studies have emerged over the years; most of them are based on European university students in social science programs; the quality of the journals where they were published is low; and the instruments used are mostly questionnaires and ad-hoc surveys that measure the various dimensions of digital competence based on participants’ perceptions. Out of the eight possible types of quality assessment, studies commonly report only four (one in the case of reliability and three in the case of validity). More than 50% of the studies do not provide evidence of having assessed the reliability and validity at the same time. Although participant discipline resulted in a significantly association with the practice of reporting reliability and validity assessments, no specific dimension explained such association. A non-parametric multivariate analysis reveals, among other interesting patterns, that the practice of not reporting quality assessments is more present in studies where participants belong to the fields of Engineering and Technology, Health Sciences, and Humanities.


2020 ◽  
Vol 2020 ◽  
pp. 1-17
Author(s):  
Taoufik Rachad ◽  
Ali Idri

Smart mobiles as the most affordable and practical ubiquitous devices participate heavily in the enhancement of our daily life by the use of many convenient applications. However, the significant number of mobile users in addition to their heterogeneity (different profiles and contexts) obligates developers to enhance the quality of their apps by making them more intelligent and more flexible. This is realized mainly by analyzing mobile user’s data. Machine learning (ML) technology provides the methodology and techniques needed to extract knowledge from data to facilitate decision-making. Therefore, both developers and researchers affirm the benefits of combining ML techniques and mobile technology in several application fields as e-health, e-learning, e-commerce, and e-coaching. Thus, the purpose of this paper is to have an overview of the use of ML techniques in the design and development of mobile applications. Therefore, we performed a systematic mapping study of papers published on this subject in the period between 1 January 2007 and 31 December 2019. A total number of 71 papers were selected, studied, and analyzed according to the following criteria, year, sources and channel of publication, research type, and methods, kind of collected data, and finally adopted ML models, tasks, and techniques.


Author(s):  
Priscila Cedillo ◽  
Adrian Fernandez ◽  
Emilio Insfran ◽  
Silvia Abrahão

Author(s):  
Antonio Collazo Garcia ◽  
Sandra Casas

<p><span>Context: Quality of Experience (QoE) enables the description of user perceptions about the performance of a particular application or service. In the mobile computing context, it is an important measure for service providers and users, since QoE makes it possible to improve it and make it more competitive to achieve user fidelity. In turn, the importance of QoE in mobile technologies increases due to the various factors that affect the applications that run on mobile devices. </span><span>Objective: The purpose of this study is to identify the metrics and tools relevant to the scientific community for the QoE analysis of mobile applications. </span><span>Method: A systematic mapping study was conducted. </span><span>Results: From a total of 751 studies, 33 were selected, and 13 metrics and 15 mobile QoE analysis tools were identified. </span><span>Conclusions: The existing mobile QoE analysis tools collect and calculate metrics automatically, combining objective and subjective metrics. However, they present limited approaches, making it difficult to carry out an integral analysis of the applications. </span></p>


2020 ◽  
Vol 10 (24) ◽  
pp. 8849
Author(s):  
Cristian Gmez-Portes ◽  
Carmen Lacave ◽  
Ana I. Molina ◽  
David Vallejo

Physical rehabilitation of people who suffer from some motor disability involves an intensive treatment to reduce pain and improve quality of life. Research studies have proven the benefits of technologies based on home-rehabilitation, which complement regular therapy in hospitals. Although there is a significant number of studies that face this challenge when dealing with adults, it has not been explored with young people. In this research article, we focus on this population, since the repetition of physical exercises decreases the youth’s motivation, which entails a high risk of dropping out of therapy. That is why we present a systematic mapping study of the techniques, devices, and methods used to address home rehabilitation for children and teenagers. The conclusions indicate that it is essential to use gamification techniques to adopt a plug-and-play metaphor, based on natural interaction mechanisms and on the use of non-intrusive devices, and to customize the rehabilitation process for each individual along with a methodology. We also present the improvements applied to an existing gamification-based software prototype for home rehabilitation. In this system, physical exercises can be customized, laying the foundations to promote precision rehabilitation within the context of young people.


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