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Phygital Learning Concept: From Big to Smart Data

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‘Phygital’ or physical plus digital,
is a combination of a physical circumstances
or tangible objects and digital or online
technology-driven experience. This paper
introduces a challenge on potential phygital
learning environments that may induce
superior learning experiences for students
as compared to experienced realized
through either physical or digital
experiences. ‘Phygital learning’ is a novel
design concept to induce a new dimension of
learning experiences while students interact
with the physical context simultaneously as
the digital information similarly enhances
levels of competence. The authors also
illustrate a conceptual idea of phygital
learning which transforms theory to
practice. Finally, the paper argues that the
new concept of phygital can elevate
learning outcomes in alignment with 21st

Century technology by adding a form of
smart data as opposed to big data into the
mix to address a broader array of learning
styles.

‘Phygital’ or physical plus digital,
is a combination of a physical circumstances
or tangible objects and digital or online
technology-driven experience. This paper
introduces a challenge on potential phygital
learning environments that may induce
superior learning experiences for students
as compared to experienced realized
through either physical or digital
experiences. ‘Phygital learning’ is a novel
design concept to induce a new dimension of
learning experiences while students interact
with the physical context simultaneously as
the digital information similarly enhances
levels of competence. The authors also
illustrate a conceptual idea of phygital
learning which transforms theory to
practice. Finally, the paper argues that the
new concept of phygital can elevate
learning outcomes in alignment with 21st

Century technology by adding a form of
smart data as opposed to big data into the
mix to address a broader array of learning
styles.

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Phygital Learning Concept: From Big to Smart Data

  1. 1. Published by Siam Technology Press, Srisakdi Charmonman Institute, Siam Technology College Special Issue of IJCIM Proceedings of the Thirteenth International Conference on eLearning for Knowledge-Based Society The Computer Association of Thailand Under the Royal Patronage of HM the King The Interdisciplinary Network of the Royal Institute of Thailand Under the Royal Patronage of HRH Princess Maha Chakri Sirindhorn Srisakdi Charmonman Institute, Siam Technology College The Interdisciplinary Network Foundation for Research and Development Asia-Pacific eLearning Association, Thailand Chapter of the Internet Society Thailand Chapter of the Computer Society of the IEEE Thailand Chapter of the ACM, Thailand Internet Association Association of Thai Internet Industry, Prof. Dr. Srisakdi Charmonman Foundation Organized by IJCIM INTERNATIONAL JOURNAL OF THE COMPUTER, THE INTERNET AND MANAGEMENT Senior Editor-in-Chief: Srisakdi Charmonman Editor-in-Chief: Pornphisud Mongkhonvanit www.charm.SiamTechU.net www.ijcim.th.org www.eLearning2016.com Volume 24 Number SP3 15 December 2016 ISSN 0858-7027
  2. 2. Foreword The Thirteenth International Conference on eLearning for Knowledge-Based Society For the thirteenth year in a row, I am very pleased that the International Journal of the Computer, the Internet and Management (IJCIM) has the privilege of publishing Proceedings of the Thirteenth International Conference on eLearning for Knowledge-Based Society including 57 papers from 14 countries. To once again devote an entire issue to eLearning is thus an extraordinary opportunity for us. Sample papers are on IoT and IoE Impacts on Education; Massive Open Online Courses Current Situation; E-Learning as a Tool in Bridging the Gap between Engineering and Spiritual Learning; Case Studies of E-Learning Experiences from Students and Staff; Demand for Video Courseware in E-Learning; Development of an Open-Access Interactive Website Database for High School Mathematics Learning Materials; The Digital Sign Language Dictionary Book of American Etymology for Hearing Impaired; The Impact of Immersion on Learning in Augmented Reality Environments; Phygital Learning Concept: From Big to Smart Data; and Fill Me App: an Interactive Mobile Game Application for Children with Autism. In my capacity as the Senior Editor-in-Chief of the International Journal of the Computer, the Internet and Management, I would like to thank those who have made the Thirteenth International Conference on eLearning for Knowledge-Based Society and its Proceedings possible. The main organizers are the Computer Association of Thailand Under the Royal Patronage of HM the King, The Interdisciplinary Network of the Royal Institute of Thailand Under the Royal Patronage of HRH Princess Maha Chakri Sirindhorn, Srisakdi Charmonman Institute of Siam Technology College, The Interdisciplinary Network Foundation for Research and Development, Asia-Pacific eLearning Association, Thailand Chapter of the Internet Society, Thailand Chapter of the Computer Society of the IEEE, Thailand Chapter of the ACM, Thailand Internet Association, Association of Thai Internet Industry, Prof. Srisakdi Charmonman Foundation, and Siam Technology College. Also crucial has been our sponsoring organizations, Siam Technology College. Finally, I must also thank all the members of the Organizing Committee, as well as the staff of the Office of President Emeritus of Siam Technology College, and staff of the IJCIM. (Prof. Dr. Srisakdi Charmonman) Senior Editor-in-Chief of IJCIM Srisakdi Charmonman Institute, Siam Technology College
  3. 3. CONTENTS Message from the Prime Minister iii Report to the Chairman of the Opening Ceremony iv Opening Address by the Chairman,the National GoodGovernance Organization v Message from the President of Siam Technology College vi Foreword vii IoT and IoE Impacts on Education By Prof. Dr. Srisakdi Charmonman and Pornphisud Mongkhonvanit (Thailand) Massive Open Online Courses Current Situation By Moncef Bari and Rachida Djouab (Canada) 1.1-1.8 2.1-2.9 E-Learning as a Tool in Bridging the Gap between Engineering and Spiritual Learning By Akhil Deshpande, Anuj Deshpande, and Swati Joshi (India) 3.1-3.5 Case Studies of E-Learning Experiences from Students and Staff By Lim Kin Chew (Singapore) 4.1-4.7 Demand for Video Courseware in E-Learning By Inpong Luanglath (Laos) 5.1-5.6 Development of an Open-Access Interactive Website Database for High School Mathematics Learning Materials By Allan Nicolai Valerio, Gerald Cris Capistrano, and Lynie Dimasuay (Philippines) 6.1-6.5 The Digital Sign Language Dictionary Book of American Etymology for Hearing Impaired By Yada Atanan, Thanyaporn Chaivichian, and Monticha Chuenmano (Thailand) 7.1-7.4 The Impact of Immersion on Learning in Augmented Reality Environments By Christian Wagner (Hong Kong) 8.1-8.3 Phygital Learning Concept: From Big to Smart Data By Poonsri Vate-U-Lan (Thailand), Panicos Masouras (Cyprus), and Donna Quigley (Canada) 9.1-9.6 Fill Me App: an Interactive Mobile Game Application for Children with Autism By Marylene Eder, John Maruel Diaz, Joanne Ruth Madela, Marife Mag-usara, and Dhally Dith Sabellano (Philippines) 10.1-10.6 Web Based Remote Controlling and Condition Monitoring of the Heavy Machineries By Akhil Deshpande, Vinayak Kulkarni, and Anuj Deshpande (India) 11.1 Introducing Gatotkaca Birth Stories in the Game By Leocadia Pranatalisa, Ridwan Sanjaya, and Albertus Dwiyoga Widiantoro (Indonesia) 12.1
  4. 4. Technical Aspects in NFC Utilization for Class Attendance By Naftalita Calista Putri, Ridwan Sanjaya, and Albertus Dwiyoga Widiantoro (Indonesia) 13.1 Introducing Indonesian Culture through Game By Septyana Hardianti Yunanto, Lidya Oktorina Kusuma Sakti, and Vania Wahyu Febriani (Indonesia) 14.1 Voice Morphing for Education Game Development By Fajar As'Ari and Vania Wahyu Febriani (Indonesia) 15.1 Character Education about Anti-Drugs through Game By Lidya Oktorina Kusuma Sakti, Septyana Hardianti Yunanto, and Vania Wahyu Febriani (Indonesia) 16.1 Hortari: a Gamification Application for Engaged Teaching and Learning in Higher Education By Junar Landicho, Anghela Perpetua Dela Cerna, Jeric James Marapao, Gerwin Balhin, and Rachelle Paid (Philippines) 17.1 iReadNotes: a Preliminary Study of a Real-Time Sheet Music to Sound Renderer Android Application By Love Jhoye Raboy, Elisha Lapiz, and Kirk Jann Garcia (Philippines) 18.1 Designing Assets of Game “Misfortune Animal Rare” By Christine Ayu Wulandari and Brenda Chandrawati (Indonesia) 19.1 The Benefits of Educational Game for Five Years Old Children By Khoirul Anam Shona and Brenda Chandrawati (Indonesia) 20.1 Game Character Development with Adobe Photoshop CS6 By Maryuni and Brenda Chandrawati (Indonesia) 21.1 Implementation of Artificial Intelligence in a Game By Khoirul Fikri Shona and Brenda Chandrawati (Indonesia) 22.1 Game Making Framework Development for Collaborative Learning By Aprilia Christanti, Cecilia Murniati, and Ridwan Sanjaya (Indonesia) 23.1 Tahu Bulat Games as One of Tasikmalaya Typical Foods Promotion Media By Elisa Purnamasari and Albertus Dwiyoga Widiantoro (Indonesia) 24.1 Graphic Design on Educational Game to Introduce Numbers to Children By Wahyu Febriyanto, Veinta Sonrizky Mayo, and Brenda Chandrawati (Indonesia) 25.1 The Utilization of Video Conference Applications for E-Learning By Albertus Dwiyoga Widiantoro (Indonesia) 26.1 Different Acceptance to Use E-Learning Technology among Students and Lecturers in Higher Education: a Literature Review Study By Bernardinus Harnadi (Indonesia) 27.1 GUI and Background Design for “Dolanan” Game By Elsa Regiana and Hendra Prasetya (Indonesia) 28.1
  5. 5. Simulation and Implementation on Climate Change Countermeasures Using Game By Viena Patrisiane, Ridwan Sanjaya, and Albertus Dwiyoga Widiantoro (Indonesia) 29.1 A Development of Mobile Game Application to Enhancing Scientific Understanding of Human Immune System Based on Gagne’s Learning Theory and ADDIE Model By Chanin Jaingam, Supakorn Khlaichaloem, Chanin Tungpantong, Waiyawat Saitum, and Charoenchai Wongwatkit (Thailand) 30.1 Design of Learning System for Kindergarden Via Game By Enggar Dwi Utami and Brenda Chandrawati (Indonesia) 31.1 Learning Environmental Hygiene Sites to Children through Games of Let’s Clean By Elsa Regiana and Brenda Chandrawati (Indonesia) 32.1 Augmented Reality Game Based on User’s Point of View By Gregorius Alvin Raditya Santoso and Brenda Chandrawati (Indonesia) 33.1 The Design of Game Review Website Wordpress-Based By Gregorius Alvin Raditya Santoso, Yohanes Pratama, and Hendra Prasetya (Indonesia) 34.1 The Study of Selection Background Music By Irfan Najmudzin and Erdhi Widyarto (Indonesia) 35.1 Montessori and the Internet Giants is the Montessori Education, a Success Factor for Innovations for IoT and IT Companies? Could it be the Solution for Rapid Improvements not only in ASEAN Schools? By Andreas Becker (Germany) and Jarinya Sonvisai (Thailand) 36.1 Customer Engagement through Social Media: Learnings for Hospitality Industry in India By Amit Jain, Shubham Jain, and Sonal Jain (India) 37.1 Effects of Authentic Learning on Generic Skills and Characters By Lyna Latifah, Kardiyem Kardiyem, Nurdian Susilowati, and Rediana Setiyani (Indonesia) 38.1 Re-Visiting Information Technology from the Perspective of Recent United Nations Assessments By Ioan Voicu (Romania) and Glen Chatelier (India) 39.1 The Study of Collaborative Learning and Software Development Life Cycle for IT Group Project By Sorapak Pukdesree (Thailand) 40.1 eLearning of Digital Identity Management and Digital Uniqueness for Color Blind People for Start-ups in Thailand By Piya Hirunwat (Thailand) 41.1 Design and Development of a Mobile-Based Student Response System By Kobkiat Saraubon, Prachyanun Nilsook, and Panita Wannapiroon (Thailand) 42.1
  6. 6. Program to Develop Training Techniques to Foster Individual’s Self-Esteem and Empowerment for Social Development Officers By Pattaraporn Kongwijit (Thailand) 43.1 The Study of Lemongrass Plants to Develop the Innovative Learning on the Computer Network via the Constructivist Theory of Local Wisdom in Chowraka Village, Tambon Na-Fai, Mueang Chaiyaphum District, Chaiyaphum Province By Surin Cortong and Sirinan Thanadca (Thailand) 44.1 E-Learning as a Supplementary Learning Method By Peter Teranet Sethabutra, Punprapa Sripusitto (Thailand), and Ya Huei Wang (Taiwan) 45.1 The Development of the Flipped Classroom Model Integrated with the Facebook-Based Learning Platform to Enhance Lifelong Learning Skills for Undergraduate Physical Education Majors By Narumon Rodniam (Thailand) 46.1 Ontology of Encourage Knowledge Sharing Factors Align with Theory of Planned Behavior in Virtual Learning Communities By Patarawat Pitawan and Narongrit Phuangphairot (Thailand) 47.1 E-Learning a BOON for Rural Education in India By Jim Hawkinson (India) 48.1 Authentication of Web-Based Application for Smartphone with the NFC Feature By Timotius Edwin, Ridwan Sanjaya, and Albertus Dwiyoga Widiantoro (Indonesia) 49.1 Collaborative Language Learning through Game-Making By Cecilia Murniati, Ridwan Sanjaya (Indonesia), and Kristine Blair (USA) 50.1 A Study of Faculty Adoption of Online Course Management and E-Learning By Elisabeth Rain Ory (Indonesia) 51.1 Mapping Educational and Legal Policies in the Virtual Environment: the Case of the Most Vulnerable Group By Seyed Reza Eftekhari (Iran) 52.1 Learner Acceptance towards E-Learning By Kenny Irene Elisabeth Sely (Indonesia) 53.1 Exploring the 21st Century Digital Technology Literacy of EFL Teachers By Dararat Khampusaen (Thailand) 54.1 Library 3.0 as a Sustainable Innovation By Ridwan Sanjaya (Indonesia) 55.1 The Role Model of Mobile Education Game for Elementary School Students By Erdhi Widyarto (Indonesia) 56.1 Information Dissemination Via Web and SMS for Disaster Preparedness and Awareness By John Benedict Bernardo and Neiljoy Daian Quipanes (Philippines) 57.1
  7. 7. Appendix A. Editorial Board 58.1 Appendix B. Organizing Committee 59.1 Appendix C. Supporting Personnel 60.1 Appendix D. Author Names 61.1 Appendix E. About the Senior Editor-in-Chief 62.1 Appendix F. About the Editor-in-Chief 63.1 Appendix G. Supporting Organizations 64.1 Appendix H. Index Copernicus 65.1 Appendix I. Thai Citation Index 66.1 Appendix J. ASEAN Citation Index 67.1
  8. 8. The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.1 Phygital Learning Concept: From Big to Smart Data Poonsri Vate-U-Lan1 , Donna Quigley2 Graduate School of eLearning, Assumption University of Thailand, Thailand 1 poonsri.vate@gmail.com 2 home196726@hotmail.com and Panicos Masouras3 Department of Nursing, Cyprus University of Technology, Cyprus 3 panicos.masouras@cut.ac.cy Abstract - ‘Phygital’ or physical plus digital, is a combination of a physical circumstances or tangible objects and digital or online technology-driven experience. This paper introduces a challenge on potential phygital learning environments that may induce superior learning experiences for students as compared to experienced realized through either physical or digital experiences. ‘Phygital learning’ is a novel design concept to induce a new dimension of learning experiences while students interact with the physical context simultaneously as the digital information similarly enhances levels of competence. The authors also illustrate a conceptual idea of phygital learning which transforms theory to practice. Finally, the paper argues that the new concept of phygital can elevate learning outcomes in alignment with 21st Century technology by adding a form of smart data as opposed to big data into the mix to address a broader array of learning styles. Keywords - Big Data, Blended Learning, E-Learning, Digital, Perception, Phygital, Physical, Smart Data I. INTRODUCTION Phygital learning is a concept of a smart learning ecosystem which balances digital contents or online technology-driven experience together with physical or live- contexts. Phygital learning relies on advanced technologies to increase meaningful and effective interaction among students, instructor, data and environment. The potential of phygital learning will contribute a positive effect at all levels from global to the individual since digital contents should influence people to be more involved in physical contexts and not be isolated in the realm of virtual reality. Phygital learning is a disruptive innovation since its concept leverages and does not replace the potential of eLearning or blended learning [1]. An imperative in 21st century accelerates to the digitisation of everything‟s arrival [2] at the same time as an era of big data which is not big insights enough [3]. The phenomenal of open educational resources, massive online open courseware or MOOC and eLearning courses have established an enormous online knowledge base but what people want are the answers or accurate information rendering specific to the learning objectives [3-5]. To provide a clear understanding of a novel concept, this article describes how a phygital learning concept applies to the psychomotor domain subjects that require motor skills and tasks such as playing musical instruments, being an athlete requires a standard of instruction planning for activity-based learning that begins from less complex perception to the higher end outcomes
  9. 9. Phygital Learning Concept: From Big to Smart Data The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.2 [6, 7]. II. LITERATURE REVIEW A. Learning Domain Learning is developmental process that enhances the brain‟s growth and changes after the individual moves through series of cognitive checkpoints such as process, connection, cataloguing, and practice [8]. Learning domains include three main categories: cognitive, affective, and psychomotor [8]. Each domain represents a progress of learning from basic to deeper levels of learning [8]. The concept of “Phygital Learning” is to enhance all three learning domains especially the psychomotor domain which requires a mind/body connection [6]. Digital media normally presents only visual and audio components and is not totally adequate to address all learning domains. Nevertheless, music education for example, has an increased capacity to induce holistic development and improve the psychomotor, affective, and cognitive domains of students [7, 9, 10]. A review of the results of the psychomotor domain for music education proven by Kibler Barker and Miles‟s (1970) the taxonomy enables effective classification of music objectives [7, 10]. The psychomotor domain according to the taxonomy developed by Kibler et al (1970) consists of four levels: Gross Body Movements, Finely Coordinated Movements, Non-Verbal Communication Sets, and Speech Behaviours [9]. The activity-based on live- physical contexts for music education such as playing musical instruments, singing or other similar activities which aim to create student psychomotor skills might be considered to follow these four steps for holistic development of students. B. Phygital Concept The convergence of physical and digital channels is an extra dimension of interaction and engagement recommended in business. This is considered as an issue of stimulus as just one side of the digital or physical dimensions of stimuli might not simulate sufficient spontaneity within a learning environment. The combination needed to provide a deeper meaningful experience to business customers [11-14]. The fundamental concept of phygital at a minimal level is comprised of content, context and consistency [14]. Technology and applications on mobile devices such as quick response (QR), augmented reality (AR), geofencing, iBeacon and Google Glass will blur the boundary between physical and digital and create a new ecosystem [11, 12, 15]. C. Related Research Studies Phygital was coined as a term in the retail industry while the fact its concept suits many fields-particularly education. Phygital projects of Homeplus in the Republic of Korea made a significant change by expanding 76 per cent of their online shoppers and 130 percent of online sales [16]. Phygital concepts appeal to the deeper senses rather than only digital perception since people can touch, smell and taste the product physically while perceiving an interesting well design digital media [13]. A phygital urban game, namely „Active Parks‟ uses interactive xylophone and involved more than 150 participants across different ages, was found to be an enjoyable way to encourage sedentary individuals to be active in the playful environment [17]. The experience of phygital spaces was presented to the person involved who is interacting with their mind and body, virtuosity in the context of audience interactive interfaces in the New Interfaces for Musical Expression [18]. The research results from the phygital public space approach in Volpiano, Italy demonstrated higher benefits than expected because participants became actively involved in each stage with openness and transparency while the phygital process was flexible and spent less than the proposed budget [19]. UK academic research found a gap between the offered learning technologies and the selected technology according to disruptive innovation theory [20]. The same research demonstrated that students preferred the simple and convenient technologies to support their learning even though there was a high demand from educational resources to “bring your own devices” (BYOD), was very practical [20].
  10. 10. Poonsri Vate-U-Lan, Donna Quigley, and Panicos Masouras The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.3 In conclusion, phygital learning can be described as a concept of smart learning ecosystems. This form of education balances the power of digital with physical spaces systematically with an emphasis on the subjects that are linked to skills within the psychomotor domain. This skill area requires practice with actual objects such as music, sport, and cuisine. Phygital learning is not a standalone mechanism but integrates many elements that work seamlessly as an ecosystem. It is a method that embodies many functions and technologies working together to form a smart learning system. III. RESEARCH METHODOLOGY The prototype of phygital learning has been drafted and illustrated to present a clear vision of this new concept. The phygital learning can be equipped with state-of-art technologies that bridge the physical environment with digital media for educational purposes. Fig. 1 A Prototype of Phygital Learning The two important balances are a real instrument representing the physical aspect such as music instruments or sporting equipment and a smart application or system which represents the digital components such as interactive video or mobile application that students will learn from both features. Phygital learning can occur at any place indoors or outdoors where Wi-Fi is available for an Internet signal. A traditional classroom can be renovated to be a phygital learning environment by adding an AR marker on a physical object such as a poster or a board (Fig. 1). The approach of phygital learning can be described into an 8Cs process (Fig. 2): 1) Connection, 2) Captivation, 3) Contexts, 4) Contents, 5) Communication, 6) Collaboration, 7) Consistency, and 8) Competency. Each step will be driven by instructors together with students while they are physically presented at the specific environment with the full functionality of technology that supports each stage in the smart learning ecosystem. Details of each step are to follow. Fig. 2 8Cs Processes of Phygital Learning 1. Connection to the advanced technology when students arrive to a classroom, BYOD needs to be fully implemented since each student will use their own device. iBeacon or similar technology will be triggered and accessible on their devices. The physical learning materials such as a board, poster or book will be embedded with AR technology which assists students to access to digital learning material seamlessly, no need to type URL. 2. Captivation by a „badge‟ or digital tokens that will appear as an award icon on student‟s profile after students accomplish learning tasks such as either are integrated into the phygital classroom, answer questions on the interactive video or completion of a
  11. 11. Phygital Learning Concept: From Big to Smart Data The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.4 learning skill. This will motivate students to be active at higher levels. 3. Contexts represent real environments or tangible objects in learning contexts. These instruments such as any musical instruments in the music class, a music note, piece of sporting equipment or kitchen tools and other related objects depending on the subject are all viable tools to stimulate learning. 4. Contents include well-designed digital media which is prepared specifically to meet learning objectives in a micro-learning environment. A game, an interactive video or mobile applications should be created or selected to make the phygital learning meaningful. The “smart” digital contents need to be straight forward to complement the learning objectives, through the use of concise, simple and interactive resources. 5. Communication enables students to interact with both the context of the learning and the content which complements the skill and knowledge development. The two-way communication requires an accurate advice and feedback from instructors to students who are willing to make a shift to improve their skill and reach a level of competency in a new learning environment. 6. Collaboration encourages students to be active, share and shape the learning process, not just be passive recipients. A smart learning ecosystem will not be created in a competitive environment but will establish a team work atmosphere to foster learning and the formulation of new knowledge and skills that can be invaluable when instructors and students collaborate with deeper interest. 7. Consistency requires discipline and is crucial improving psychomotor skills. It is recommended for students to perform regularly in a phygital learning environment. The digital learning media needs to be designed to boost students‟ skills on occasions when they are practicing alone or communicating distantly with an instructor. 8. Competency is an expected outcome from a comprehensive and all embracing process underpinned by phygital learning. Students should accomplish a deeper knowledge and better skills according to the learning objective which aims to induce heighten skills and cognitive development within the psychomotor domain. The 8Cs processes of phygital learning represent a pathway of progress that leads to higher learning levels and results in deeper competency of students. IV. DISSCUSSION Phygital learning concepts are still in the implementation stage and are viewed as a work in progress by those who accept any relevant or useful advanced technology and/or ideas that support deeper and superior psychomotor learning. The various unique subjects and skills which each dimension of phygitial attributes its uniqueness will influence and create an improved bridge to learning in a practical dimension. Many crucial factors for example such as strategy, structure, systems, style, and staff of the institution must be considered at the preparation stage of any phygital projects. The purpose, concept and 8Cs processes which are still open to modification are recommended to be experimented with using a scientific research method. Instructional design of phygital learning needs to result in a new way to support the balance of the physical and digital aspects linked to learning in harmony to achieve the desired learning outcomes. Classroom management will differ from the orthodox approach and this leap forward requires new knowledge levels of advanced technology that should to be the basis of training for instructors and students beforehand. Learning facilities and infrastructure related to technology will play an important role to position phygital learning successfully within pedagogical environments.
  12. 12. Poonsri Vate-U-Lan, Donna Quigley, and Panicos Masouras The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.5 V. CONCLUSION The concept of phygital learning can be applied to serve many aspects of education, such as public relations for mass communication however, this article is limited to the specific subject of education. Phygital learning was designed to improve quality and effectiveness of education particularly within the psychomotor domain which requires extensive practice to establish a tangible and developed skill. Phygital learning concepts also emphasize the learning process as a residual benefit which can be described as the 8Cs processes and interaction among instructors, students, technologies and instruments. The format of the smart learning ecosystem in 21st century cannot be fulfilled based upon a single education component but requires bridging the highlight of physical and digital strategies together has endless possibilities in terms of stimulating learning. This paper offers a contribution to this emerging field and provides a foundation to consider as an alternative approach to solve problems where particular subjects may use limited in digital content which may be ineffective from learning and teaching perspective. The processes and results of research in phygital learning will be boosted and made accessible to educators in the near future given its dynamic growth which involves advanced technology and can empower and rejuvenate education in multiple ways. REFERENCES (Arranged in the order of citation in the same fashion as the case of Footnotes.) [1] Christensen, C., Raynor, M., and McDonald, R. “What Is Disruptive Innovation?”. <https://hbr.org/2015/12/what-is- disruptive-innovation>. [2] Ernst&Young. (2011). “The digitisation of everything”. London, UK. [3] Harford, T. (2014). “Big data: A big mistake?”. Significance, Vol. 11, No. 5, pp. 14-19. [4] Vate-U-Lan, P. (2015). “Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country”. Int. J. Game- Based Learn., Vol. 5, No. 1, pp. 46-57. [5] Vate-U-Lan, P. (2014). “Trends and Directions of Technology in Elementary Schools under the Bangkok Metropolitan Administration”. in Proceeding, Vol. 2014, pp. 20. [6] Snelson, C. (2010). “Mapping YouTube‟ Video Playlist Lessons‟ to the Learning Domains: Planning for Cognitive, Affective, and Psychomotor Learning”. in 2010 Proceedings of Society for Information Technology & Teacher Education International Conference, Vol. 2010, pp. 1193-8. [7] Sicherl-Kafol, B., Denac, O., Denac, J., and Zalar, K. (2015). “Music Objectives Planning in Prevailing Psychomotor Domain”. New Educ. Rev., pp. 101-110. [8] Emporia State University. (2016). “Learning Domains”. <https://www.emporia.edu/studentlife/le arning-and- assessment/guide/domains.html>. [9] Martinez-Pons, M. (2001). “Psychology of Teaching and Learning: A Three Step Approach”. A&C Black. [10] Sicherl-Kafol, B., Denac, O., Žnidaršič, J., and Zalar, K. (2015). “Analysis of Music Education Objectives in Learning Domains”. Procedia-Soc, Behav, Sci., Vol. 186, pp. 95-104. [11] Kramer, A. (2014). “Retail Business Models for the Future: The Convergence of Physical and Digital Channels Blog post”. Capgemini Capgemini Worldwide, <https://www.capgemini.com/blog/cappi ng-it-off/2014/01/retail-business-models- for-the-future-the-convergence-of- physical-and>. [12] Rizki, J. (2016). “What is Phygital Marketing?”. <https://www.quora.com/What-is- Phygital-Marketing>. [13] Mottl, J. (2016). “Creating a „phygital experience‟: Experts offer insight, tips and strategy advice”. Retailcustomerexperience.com.
  13. 13. Phygital Learning Concept: From Big to Smart Data The Thirteenth International Conference on eLearning for Knowledge-Based Society, 15 December 2016, Thailand 9.6 [14] Dupre, E. “Let‟s Get Phygital”. <http://www.dmnews.com/digital- marketing/lets-get- phygital/article/404486/>. Accessed 20 March 2015. [15] Fortune Cookie, S. “Creating a „phygital‟ ecosystem between brands and consumers”. The Drum, <http://www.thedrum.com/knowledge- bank/2011/12/19/creating-phygital- ecosystem-between-brands-and- consumers>. Accessed 19 December 2011. [16] Pan, J. “Phygital: Bridging Digital and Physical Spaces”. What is phygital technology?, <http://www.logicsolutions.com/what-is- phygital-technology/>. [17] Tsekleves, E., Gradinar, A., Darby, A., and Smith, M. “Active Parks: „Phygital‟ urban games for sedentary and older people”. [18] Rokeby, D. (2011). “Keynote Lecturer 2: Adventures in Phy-gital Space”. in Proceedings of the International Conference on New Interfaces for Musical Expression, Oslo, Norway, pp. 2. [19] Bazzanella, L., Roccasalva, G., and Valenti, S. “Phygital public space approach: a case study in Volpiano”. [20] Flavin, M. (2012). “Disruptive technologies in higher education”. in Research in Learning Technology 2012, King‟s Learning Institute, King‟s College, London, UK.

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