AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Hassoulas, A.; Crawford, O.; Hemrom, S.; Almeida, A.; Coffey, M. J.; Hodgson, M.; Leveridge, B.; Karwa, D.; Lethbridge, A.; Williams, H.; Voisey, A.; Reed, K.; Patel, S.; Hart, K.; Shaw, H.
A pilot study investigating the efficacy of technology enhanced case based learning (CBL) in small group teaching Journal Article
In: Scientific Reports, vol. 15, no. 1, 2025, ISSN: 20452322 (ISSN).
Abstract | Links | BibTeX | Tags: coronavirus disease 2019, Covid-19, epidemiology, female, human, Humans, Learning, male, Medical, Medical student, Pilot Projects, pilot study, problem based learning, Problem-Based Learning, procedures, SARS-CoV-2, Severe acute respiratory syndrome coronavirus 2, Students, Teaching, Virtual Reality
@article{hassoulas_pilot_2025,
title = {A pilot study investigating the efficacy of technology enhanced case based learning (CBL) in small group teaching},
author = {A. Hassoulas and O. Crawford and S. Hemrom and A. Almeida and M. J. Coffey and M. Hodgson and B. Leveridge and D. Karwa and A. Lethbridge and H. Williams and A. Voisey and K. Reed and S. Patel and K. Hart and H. Shaw},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105004223025&doi=10.1038%2fs41598-025-99764-5&partnerID=40&md5=8588cac4c3ffe437e667ba4373e010ec},
doi = {10.1038/s41598-025-99764-5},
issn = {20452322 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Scientific Reports},
volume = {15},
number = {1},
abstract = {The recent paradigm shift in teaching provision within higher education, following the COVID-19 pandemic, has led to blended models of learning prevailing in the pedagogic literature and in education practice. This shift has also resulted in an abundance of tools and technologies coming to market. Whilst the value of integrating technology into teaching and assessment has been well-established in the literature, the magnitude of choice available to educators and to students can be overwhelming. The current pilot investigated the feasibility of integrating key technologies in delivering technology-enhanced learning (TEL) case-based learning (CBL) within a sample of year two medical students. The cohort was selected at random, as was the control group receiving conventional CBL. Both groups were matched on prior academic performance. The TEL-CBL group received (1) in-person tutorials delivered within an immersive learning suite, (2) access to 3D anatomy software to explore during their self-directed learning time, (3) virtual reality (VR) guided anatomy exploration during tutorials, (4) access to a generative AI-based simulated virtual patient repository to practice key skills such as communication and history taking, and (5) an immersive medical emergency simulation. Metrics assessed included formative academic performance, student learning experience, and confidence in relation to communication and clinical skills. The results revealed that the TEL-CBL group outperformed their peers in successive formative assessments (p < 0.05), engaged thoroughly with the technologies at their disposal, and reported that these technologies enhanced their learning experience. Furthermore, students reported that access to the GenAI-simulated virtual patient platform and the immersive medical emergency simulation improved their clinical confidence and gave them a useful insight into what they can expect during the clinical phase of their medical education. The results are discussed in relation to the advantages that key emerging technologies may play in enhancing student performance, experience and confidence. © The Author(s) 2025.},
keywords = {coronavirus disease 2019, Covid-19, epidemiology, female, human, Humans, Learning, male, Medical, Medical student, Pilot Projects, pilot study, problem based learning, Problem-Based Learning, procedures, SARS-CoV-2, Severe acute respiratory syndrome coronavirus 2, Students, Teaching, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Abdelmagid, A. S.; Jabli, N. M.; Al-Mohaya, A. Y.; Teleb, A. A.
In: Sustainability (Switzerland), vol. 17, no. 12, 2025, ISSN: 20711050 (ISSN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, digitization, e-entrepreneurship, entrepreneur, generative artificial intelligence, green digital economy, green economy, higher education, Learning, Metaverse, Sustainable development
@article{abdelmagid_integrating_2025,
title = {Integrating Interactive Metaverse Environments and Generative Artificial Intelligence to Promote the Green Digital Economy and e-Entrepreneurship in Higher Education},
author = {A. S. Abdelmagid and N. M. Jabli and A. Y. Al-Mohaya and A. A. Teleb},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008981835&doi=10.3390%2fsu17125594&partnerID=40&md5=0eaea40f26536c05c29c7b3f0d42d37d},
doi = {10.3390/su17125594},
issn = {20711050 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Sustainability (Switzerland)},
volume = {17},
number = {12},
abstract = {The rapid evolution of the Fourth Industrial Revolution has significantly transformed educational practices, necessitating the integration of advanced technologies into higher education to address contemporary sustainability challenges. This study explores the integration of interactive metaverse environments and generative artificial intelligence (GAI) in promoting the green digital economy and developing e-entrepreneurship skills among graduate students. Grounded in a quasi-experimental design, the research was conducted with a sample of 25 postgraduate students enrolled in the “Computers in Education” course at King Khalid University. A 3D immersive learning environment (FrameVR) was combined with GAI platforms (ChatGPT version 4.0, Elai.io version 2.5, Tome version 1.3) to create an innovative educational experience. Data were collected using validated instruments, including the Green Digital Economy Scale, the e-Entrepreneurship Scale, and a digital product evaluation rubric. The findings revealed statistically significant improvements in students’ awareness of green digital concepts, entrepreneurial competencies, and their ability to produce sustainable digital products. The study highlights the potential of immersive virtual learning environments and AI-driven content creation tools in enhancing digital literacy and sustainability-oriented innovation. It also underscores the urgent need to update educational strategies and curricula to prepare future professionals capable of navigating and shaping green digital economies. This research provides a practical and replicable model for universities seeking to embed sustainability through emerging technologies, supporting broader goals such as SDG 4 (Quality Education) and SDG 9 (Industry, Innovation, and Infrastructure). © 2025 by the authors.},
keywords = {Artificial intelligence, digitization, e-entrepreneurship, entrepreneur, generative artificial intelligence, green digital economy, green economy, higher education, Learning, Metaverse, Sustainable development},
pubstate = {published},
tppubtype = {article}
}
2024
Haramina, E.; Paladin, M.; Petričušić, Z.; Posarić, F.; Drobnjak, A.; Botički, I.
Learning Algorithms Concepts in a Virtual Reality Escape Room Proceedings Article
In: S., Babic; Z., Car; M., Cicin-Sain; D., Cisic; P., Ergovic; T.G., Grbac; V., Gradisnik; S., Gros; A., Jokic; A., Jovic; D., Jurekovic; T., Katulic; M., Koricic; V., Mornar; J., Petrovic; K., Skala; D., Skvorc; V., Sruk; M., Svaco; E., Tijan; N., Vrcek; B., Vrdoljak (Ed.): ICT Electron. Conv., MIPRO - Proc., pp. 2057–2062, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835038249-5 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Computational complexity, Computer generated three dimensional environment, E-Learning, Education, Escape room, Extended reality, generative artificial intelligence, Learn+, Learning, Learning algorithms, Learning systems, Puzzle, puzzles, user experience, User study, User testing, Users' experiences, Virtual Reality
@inproceedings{haramina_learning_2024,
title = {Learning Algorithms Concepts in a Virtual Reality Escape Room},
author = {E. Haramina and M. Paladin and Z. Petričušić and F. Posarić and A. Drobnjak and I. Botički},
editor = {Babic S. and Car Z. and Cicin-Sain M. and Cisic D. and Ergovic P. and Grbac T.G. and Gradisnik V. and Gros S. and Jokic A. and Jovic A. and Jurekovic D. and Katulic T. and Koricic M. and Mornar V. and Petrovic J. and Skala K. and Skvorc D. and Sruk V. and Svaco M. and Tijan E. and Vrcek N. and Vrdoljak B.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85198221737&doi=10.1109%2fMIPRO60963.2024.10569447&partnerID=40&md5=8a94d92d989d1f0feb84eba890945de8},
doi = {10.1109/MIPRO60963.2024.10569447},
isbn = {979-835038249-5 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {ICT Electron. Conv., MIPRO - Proc.},
pages = {2057–2062},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Although the standard way to learn algorithms is by coding, learning through games is another way to obtain knowledge while having fun. Virtual reality is a computer-generated three-dimensional environment in which the player is fully immersed by having external stimuli mostly blocked out. In the game presented in this paper, players are enhancing their algorithms skills by playing an escape room game. The goal is to complete the room within the designated time by solving puzzles. The puzzles change for every playthrough with the use of generative artificial intelligence to provide every player with a unique experience. There are multiple types of puzzles such as. time complexity, sorting algorithms, searching algorithms, and code execution. The paper presents the results of a study indicating students' preference for learning through gaming as a method of acquiring algorithms knowledge. © 2024 IEEE.},
keywords = {Artificial intelligence, Computational complexity, Computer generated three dimensional environment, E-Learning, Education, Escape room, Extended reality, generative artificial intelligence, Learn+, Learning, Learning algorithms, Learning systems, Puzzle, puzzles, user experience, User study, User testing, Users' experiences, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Hubal, R.
Rethinking some Virtual Human Applications Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 22, pp. 28–33, 2024, ISSN: 15548716 (ISSN).
Abstract | Links | BibTeX | Tags: Article, Artificial intelligence, character and application fidelity, ChatGPT, Consequential conversations, conversation, Engagement, human, Large language model, Learning, responsibility, responsive virtual humans, social competence, telehealth, Virtual Reality
@article{hubal_rethinking_2024,
title = {Rethinking some Virtual Human Applications},
author = {R. Hubal},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85215435480&partnerID=40&md5=4526a7d54606ef0f1cc6234099eb4aae},
issn = {15548716 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {22},
pages = {28–33},
abstract = {Increasingly realistic virtual environments incorporating virtual characters have been used to train or assess actual behavior, such as of people at risk, and identify reasons to remediate or intervene. Technology has improved so rapidly that today’s capabilities to create situations to focus training and intervention outshine past efforts. To name just a few current examples, tools like Unreal’s MetaHuman Creator for creating characters, Midjourney for creating environments, OpenAI’s ChatGPT for scripting, and GIFT for tutoring have enormous potential, as these tools promise to reduce simulation costs and increase realism. This paper, in contrast, discusses some movement in the other direction: Recent efforts suggest that increased realism may not always have resulting cost-benefit for training and assessment. Lessons learned and recommendations are presented to guide future developers. © 2024, Interactive Media Institute. All rights reserved.},
keywords = {Article, Artificial intelligence, character and application fidelity, ChatGPT, Consequential conversations, conversation, Engagement, human, Large language model, Learning, responsibility, responsive virtual humans, social competence, telehealth, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}