Francisco D. Guillén-Gámez, Julio Ruiz-Palmero, Melchor Gómez-García
{"title":"Digital competences in research: creativity and entrepreneurship as essential predictors for teacher training","authors":"Francisco D. Guillén-Gámez, Julio Ruiz-Palmero, Melchor Gómez-García","doi":"10.1007/s40692-023-00299-3","DOIUrl":null,"url":null,"abstract":"Abstract The first purpose of this study was to analyse the digital research competences of higher education teaching staff, depending on whether the level of creativity of the teacher to initiate new research projects and their level of entrepreneurial spirit was low/good. Following, it was analysed whether the use of different emerging technologies significantly affect the digital skills of teachers in research work; and to know in what order the use of these emerging technologies or the combination of several of them affect the digital competences of teachers. A ex post facto design was used with a sample of 1740 Higher Education teachers. Digital skills were measured using the instrument of Guillén-Gámez et al. (Educ Inf Technol 10.1007/s10639-023-11895-2, 2023). The levels of creativity and entrepreneurship were analyzed with dichotomous variables from a 10-point Likert scale (less than 7 points-low level, greater than or equal to 7-good level). The results showed that, although teachers possessed an adequate level of digital research skills, this could vary depending on transversal skills such as creativity and entrepreneurship, with large differences when these skills were at a basic level. Furthermore, depending on whether teachers had research experience in XR technology, cryptocurrencies, facial authentication systems, wearables or robotics, amongst others, this significantly affected the level of digital competence in research. The added value of this study lies on the one hand, in the fact that there are hardly any studies that analyse this subject; and on the other hand, the implications that this could have for institutions to launch training initiatives for their teaching staff in emerging technologies, as well as in transversal competences in any disciplinary field.","PeriodicalId":45855,"journal":{"name":"Journal of Computers in Education","volume":"115 26","pages":"0"},"PeriodicalIF":4.3000,"publicationDate":"2023-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computers in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s40692-023-00299-3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Abstract The first purpose of this study was to analyse the digital research competences of higher education teaching staff, depending on whether the level of creativity of the teacher to initiate new research projects and their level of entrepreneurial spirit was low/good. Following, it was analysed whether the use of different emerging technologies significantly affect the digital skills of teachers in research work; and to know in what order the use of these emerging technologies or the combination of several of them affect the digital competences of teachers. A ex post facto design was used with a sample of 1740 Higher Education teachers. Digital skills were measured using the instrument of Guillén-Gámez et al. (Educ Inf Technol 10.1007/s10639-023-11895-2, 2023). The levels of creativity and entrepreneurship were analyzed with dichotomous variables from a 10-point Likert scale (less than 7 points-low level, greater than or equal to 7-good level). The results showed that, although teachers possessed an adequate level of digital research skills, this could vary depending on transversal skills such as creativity and entrepreneurship, with large differences when these skills were at a basic level. Furthermore, depending on whether teachers had research experience in XR technology, cryptocurrencies, facial authentication systems, wearables or robotics, amongst others, this significantly affected the level of digital competence in research. The added value of this study lies on the one hand, in the fact that there are hardly any studies that analyse this subject; and on the other hand, the implications that this could have for institutions to launch training initiatives for their teaching staff in emerging technologies, as well as in transversal competences in any disciplinary field.
期刊介绍:
JCE is an interdisciplinary forum for communication of perspectives among researchers, practitioner, and policy makers on theories and practices in technology enhanced learning. The journal aims at making an impact on educational practices and thus to transform learning. The journal publishes up-to-date research and experiences in information communication technologies (ICT) in learning and education. Authors are encouraged to submit papers related, but not limited, to the following topics of interest:1. Hotspots and Frontiers – reporting on current research and policy initiatives as well as national or international key research projects in the field ICT in education. 2. Instruction and Design - theoretical and methodological issues related to instructional design, curriculum development, and the role of technology in instructional transformation, particularly issues from social, cultural, psychological, cognitive, and pedagogical perspectives. 3. Learning and Technology - issues of learning technologies from theoretical and pedagogical perspectives. Specifically, it covers ubiquitous learning, human intelligence as well as other emerging technologies in education. 4. Media and Tools - patterns of educational communications and state-of-the-art educational media as well as instructional tools, which encompass learning management systems, interactive learning systems, knowledge visual tools, thinking training tools, as well as educational virtual reality systems and educational games.5. Academic Reviews - reviews on important works and publications in the field of ICT in education.