FEU Institute of Technology

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Manuel B. Garcia

129 Publications
The Manifesto for Teaching and Learning in a Time of Generative AI: A Critical Collective Stance to Better Navigate the Future

Open Praxis, (2024), Vol. 16, No. 4, pp. 487-513

Aras Bozkurt, Junhong Xiao, ... Tutaleni Iita Asino

Journal Article | Published: January 1, 2024

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Abstract
This manifesto critically examines the unfolding integration of Generative AI (GenAI), chatbots, and algorithms into higher education, using a collective and thoughtful approach to navigate the future of teaching and learning. GenAI, while celebrated for its potential to personalize learning, enhance efficiency, and expand educational accessibility, is far from a neutral tool. Algorithms now shape human interaction, communication, and content creation, raising profound questions about human agency and biases and values embedded in their designs. As GenAI continues to evolve, we face critical challenges in maintaining human oversight, safeguarding equity, and facilitating meaningful, authentic learning experiences. This manifesto emphasizes that GenAI is not ideologically and culturally neutral. Instead, it reflects worldviews that can reinforce existing biases and marginalize diverse voices. Furthermore, as the use of GenAI reshapes education, it risks eroding essential human elements— creativity, critical thinking, and empathy—and could displace meaningful human interactions with algorithmic solutions. This manifesto calls for robust, evidence-based research and conscious decision-making to ensure that GenAI enhances, rather than diminishes, human agency and ethical responsibility in education.
Business Sustainability Performance through Augmented Reality: A Literature Review on Applications, Benefits and Challenges

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2024), pp. 1-7

Amitav M. Swapnil, Inna Sosunova, ... Ari Happonen

Conference Paper | Published: January 1, 2024

Abstract
The study investigates the role of Augmented Reality (AR) for business operations enhancement, overcoming technological challenges, and advancing industrial sustainability. A systematic literature review was conducted, analyzing AR applications across sectors such as healthcare, education, e-commerce, manufacturing, maintenance, libraries, and museums. Academic databases like Google Scholar, IEEE Xplore, and Scopus were used. AR's effectiveness was assessed based on its ability to improve workflows, reduce errors, and enhance user engagement. Findings indicate that AR facilitates immersive training, reduces product return rates through virtual previews, and personalizes user interactions, leading to increased operational agility and innovation. Also, AR supports sustainability by promoting eco-friendly behaviors, optimizing resource usage, and enabling lean production practices. However, widespread adoption remains limited due to high implementation costs, technical complexity, and a shortage of skilled professionals. We offer a set of targeted recommendations to mitigate growth barriers: investing in scalable, cost-effective AR solutions, improving technical infrastructure, developing industry-specific AR applications, and offering specialized training to build AR expertise within the workforce. These strategies are essential for full AR's potential realization to drive sustainable and transformative business practices across industries. By addressing these current limitations, organizations can leverage AR not only as a tool for operational improvement but also as a strategic asset for advancing sustainability and long-term innovation.
"We're going on a virtual trip!": a switching-replications experiment of 360-degree videos as a physical field trip alternative in primary education

International Journal of Child Care and Education Policy, (2023), Vol. 17, No. 1

Manuel B. Garcia Manuel B. Garcia , Louis S. Nadelson, ... Andy Yeh

Journal Article | Published: December 1, 2023

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Abstract
Field trips are steadily declining due to limited funding, time constraints, safety concerns, and other logistical issues. Many schools are resorting to a virtual field trip (VFT), especially when education is disrupted due to public health concerns, natural disasters, or other unforeseen significant events. Virtual reality as a common form of VFT is likely not an option for many schools due to cost and other barriers. The purpose of our study was to explore the potential of going in a VFT using 360-degree (360°) videos as an alternative to a physical field trip in primary education. We recruited third-grade pupils (aged 8–9) from two private elementary schools to experience VFTs using 360° videos (360V) and regular videos (REGV). Using a switching-replications experimental design, we compared their content recall (assessment tests) and VFT experience (attitude, perceived usefulness, involvement, inquiry, video engagement, and virtual guide) across four-time points. Our results show that the increase in content recall scores of 360V groups after VFTs was consistently higher compared to REGV groups at all time points, although it was only significant in one quarter. We also found pupils’ video engagement, involvement, and attitude as significant factors in their VFT experience. These results call attention to a possible implementation of VFTs and continue the long-standing tradition that has been acknowledged as a student-centered, interactive instructional method.
ChatGPT as a Virtual Dietitian: Exploring Its Potential as a Tool for Improving Nutrition Knowledge

Applied System Innovation, (2023), Vol. 6, No. 5, pp. 1-18

Journal Article | Published: October 1, 2023

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Abstract
The field of health and medical sciences has witnessed a surge of published research exploring the applications of ChatGPT. However, there remains a dearth of knowledge regarding its specific potential and limitations within the domain of nutrition. Given the increasing prevalence of nutrition-related diseases, there is a critical need to prioritize the promotion of a comprehensive understanding of nutrition. This paper examines the potential utility of ChatGPT as a tool for improving nutrition knowledge. Specifically, it scrutinizes its characteristics in relation to personalized meal planning, dietary advice and guidance, food intake tracking, educational materials, and other commonly found features in nutrition applications. Additionally, it explores the potential of ChatGPT to support each stage of the Nutrition Care Process. Addressing the prevailing question of whether ChatGPT can replace healthcare professionals, this paper elucidates its substantial limitations within the context of nutrition practice and education. These limitations encompass factors such as incorrect responses, coordinated nutrition services, hands-on demonstration, physical examination, verbal and non-verbal cues, emotional and psychological aspects, real-time monitoring and feedback, wearable device integration, and ethical and privacy concerns have been highlighted. In summary, ChatGPT holds promise as a valuable tool for enhancing nutrition knowledge, but further research and development are needed to optimize its capabilities in this domain.
Facilitating Group Learning Using an Apprenticeship Model: Which Master is More Effective in Programming Instruction?

Journal of Educational Computing Research, (2023), Vol. 61, No. 6, pp. 1207-1231

Journal Article | Published: October 1, 2023

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Abstract
Computer programming is a difficult course for many students. Prior works advocated for group learning pedagogies in pursuit of higher-level reasoning and conceptual understanding. However, the methodological gaps in existing implementations warrant further research. This study conducted a three-armed cluster-randomized controlled trial to comparatively evaluate the social and cognitive effects of group learning pedagogies in computer programming. Following an apprenticeship model, each group has a designated master: drivers in pair programming (PP), peer leaders in peer-led team learning (PLTL), and practitioners in practitioner-assisted group learning (PAGL). In all course deliverables, the PP group received the lowest mean scores. Meanwhile, no significant difference was found between the PLTL and PAGL groups. Except for psychological safety, social factors such as task cohesion, interdependence, and group potency were significantly different between the groups. Both PLTL and PAGL groups reported a significant increase in social factors after 14 weeks of intervention. These findings provide a rationale for educational leaders and teachers to formulate curricular plans that integrate PLTL and PAGL in computer programming education. Overall, this study contributes to the literature on group learning, expands the pedagogies in computer programming, and serves as additional empirical evidence on cognitive apprenticeship and sociocultural perspectives of learning.
Remodeling a Mobile Educational Metaverse Using a Co-Design Approach: Challenges, Issues, and Expected Features

Proceedings of the 7th International Conference on Education and Multimedia Technology, (2023), pp. 47-54

Conference Paper | Published: August 29, 2023

Abstract
The emergence of the metaverse has expanded the vital role of virtual worlds in education. It extends the traditional configuration of virtual spaces by offering a more immersive, interactive, and social experience. Unfortunately, there is insufficient literature on how to develop a metaverse application aligned with academic standards and best practices. In this study, we adopted a co-design approach in remodeling our mobile educational metaverse to draw a blueprint for existing and future metaverse technology adopters. We sent a follow-up survey to stakeholders inviting free-text comments. This survey focused on the challenges, issues, and expected features from the perspectives of developers, teachers, and students, respectively. Our results revealed several challenges that developers face when building a metaverse, such as technical infrastructure, student engagement, avatar customization, and performance optimization. Meanwhile, teachers emphasized potential issues that may arise from the use of metaverse technology in educational settings, such as learning outcomes, health and safety, digital citizenship, and ethics and morality. Finally, students expected several key features of an educational metaverse application, such as socialization and collaboration, virtual world interactions, metaverse optimization, realistic graphics, and minigames and activities. The implications of these findings are significant and can help other educational institutions seeking to integrate metaverse technology into their academic services. Overall, our study presents an initial foundation for further exploration and advancement within the rapidly evolving field of metaverse technology.
MILES Virtual World: A Three-Dimensional Avatar-Driven Metaverse-Inspired Digital School Environment for FEU Group of Schools

Proceedings of the 7th International Conference on Education and Multimedia Technology, (2023), pp. 23-29

Conference Paper | Published: August 29, 2023

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Abstract
Immersive technologies have generated significant interest across various academic disciplines. The necessity for more authentic, interactive, and immersive artificial environments led to the growing popularity of the metaverse. Unfortunately, not all metaverse types have been broadly covered in educational research. This inadequacy highlights a gap in understanding the potential benefits and drawbacks of metaverse technologies for education. To address this research gap, we created a metaverse called “MILES Virtual World” that embodies the concepts of lifelogging and mirror worlds. Following the principles of the Embodied Social Presence Theory, the application allows students to socialize through customizable avatars and engage in a variety of activities that closely resemble those in the physical world. We adopted a mixed-method approach using a convergent parallel design to evaluate the application. Our quantitative analysis reveals that students feel highly present and engaged in the virtual environment, with a sense of agency and immersion. It also underscores the importance of enhancing embodiment and copresence to create more effective virtual world experiences and opportunities for social interactions. Meanwhile, our qualitative analysis uncovers several underlying subthemes, including avatar customization, identity exploration, virtual items, communication, entertainment, autonomy, freedom of expression, realism, challenges, shared experiences, and a sense of belonging within the metaverse. Overall, our study provides valuable insights into the potential of metaverse technology in the educational context, and how it can be harnessed to create more effective and engaging academic experiences for students.
Fostering an Innovation Culture in the Education Sector: A Scoping Review and Bibliometric Analysis of Hackathon Research

Innovative Higher Education, (2023), Vol. 48, No. 4, pp. 739-762

Journal Article | Published: August 1, 2023

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Abstract
Despite originating in the tech industry, hackathons have now been adopted in a variety of domains. However, little is known about the status of hackathon literature within educational research. As the number of studies grows, it is essential to develop an understanding of the current state and identify prevalent topics and trends shaping the literature. Toward this goal, this study conducted a bibliometric analysis and scoping review on hackathon research in the field of education. A total of 249 documents written by 1,309 authors and published in 180 unique sources for the period 2014–2022 were identified. Collectively, the dataset amassed 1,312 citations with an average of 6.69 citations per document. The most prevalent subject areas were computer science, social sciences, engineering, medicine, and business. Word frequency analysis showed that “innovation” was the most occurring word, which represents the fundamental objective of hackathon events. The most influential work was the analysis of hackathons as an informal learning platform. Engineering education was the most trending topic while healthcare is an emerging research cluster. Overall, this study provides a better understanding of the hackathon literature and its research landscape in an educational setting.
Intelligent Tutoring System as an Instructional Technology in Learning Basic Nutrition Concepts: An Exploratory Sequential Mixed Methods Study

Advances in Medical Education, Research, and Ethics, (2023), pp. 265-284

Manuel B. Garcia Manuel B. Garcia & Precious S. Garcia

Book Chapter | Published: March 13, 2023

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Abstract
Children often make unhealthy food choices because they lack nutrition knowledge. This chapter consequently assessed the potential employment of a nutrition intelligent tutoring system (NutritionITS) for teaching and learning basic nutrition concepts in primary education. Following the K-12 Health Curriculum Guide by the Department of Education, NutritionITS incorporated the first quarter content in the grade 1 level. Using an exploratory sequential mixed methods design, it was evaluated by teachers and parents. The qualitative phase served as the participatory design process that extracted the features needed by teachers. On the other hand, the quantitative phase served as the prototype evaluation using the technology acceptance model constructs. The results presented in this chapter may assist educational leaders, teachers, parents, and students in achieving a better learning outcome in nutrition education. In addition to its contribution to the literature of educational research, this is the first study to develop an intelligent tutoring system in the field of nutrition science.
Teaching Physical Fitness and Exercise Using Computer-Assisted Instruction: A School-Based Public Health Intervention

Advances in Medical Education, Research, and Ethics, (2023), pp. 177-195

Manuel B. Garcia Manuel B. Garcia , Ahmed Mohamed Fahmy Yousef, ... Wendy Barber

Book Chapter | Published: March 13, 2023

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Abstract
Empirical evidence has demonstrated the benefits of physical activity in preventing chronic diseases and premature death. Unfortunately, there is a global trend of insufficient physical activity, which was aggravated by the recent global pandemic. Although physical education is often used to promote physical activity, the transition to online education made it difficult to teach fitness and exercise from a distance due to several limiting factors. This chapter aims to respond to these challenges by implementing a school-based public health intervention using a computer-assisted instruction (CAI) tool called VD-CAI. Through an experimental approach, it was found that VD-CAI as an instructional technology shows a performance advantage compared to other pedagogies. Specifically, students who used VD-CAI in their physical education courses received higher scores and exhibited a more positive attitude. This chapter contributes to the growing scientific evidence of the effectiveness of school-based health education programs as well as the expanding literature on CAI and physical education.

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