Maram Meccawy

Dr. Maram Meccawy

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 October 2022 in Electronics
Verified
Journal Article
Open access
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MMMaram Meccawy
Maram Meccawy
The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) in education, has attracted much attention in recent years. Many educators have described how XR benefits learners and how useful AR and VR technologies are in the classroom. However, creating AR and VR educational tools, apps or learning environments is a complex process, hence providing an immersive learning experience using these technologies is not a straightforward journey. As a result, the adoption of these emerging technologies in education might be delayed or halted despite their reported benefits to today’s learners. In this paper, websites, technical articles, academic journals, reports and mobile app stores, relating to the use of XR technologies in education, have been examined. A number of themes have emerged and been reported in this paper, which provides a roadmap for those who would like to create XR experiences for learning and training purposes. The paper also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.

10 August 2021 in International Journal for Educational Integrity
Verified
Journal Article
Open access
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ZMZilal Meccawy
Zilal Meccawy
MMMaram Meccawy
Maram Meccawy
AAAisha Alsobhi
Aisha Alsobhi
This paper presents a cross-sectional study that demonstrates how King Abdulaziz University has responded to the lockdown imposed by the Ministry of Education in Saudi Arabia due to the Covid-19 pandemic. The purpose of this study was to examine the perceptions of students and faculty towards assessment that had to take place online due to physical or social distancing rules and lockdowns. A descriptive mixed-method study was conducted with two different self-administered questionnaires that were developed for students and faculty, respectively. A total of 547 responses were received from undergraduate students and 213 from faculty. The main finding suggests the need for a multilevel approach to the problems of cheating and plagiarism, including raising student awareness and ethics, training teachers to detect cheating methods, and institutions activating their code of practice and applying severe sanctions on those who engage in such practices.

24 July 2023 in Smart Learning Environments
Verified
Journal Article
Open access
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MMMaram Meccawy
Maram Meccawy
Recent international empirical studies have demonstrated positive results when applying extended reality (XR) technologies such as augmented reality, virtual reality, or mixed reality in teaching and learning. Thus, the preconditions and challenges of use must be investigated from teachers’ perspectives prior to implementing these technologies in Saudi schools and higher educational institutes. Therefore, this study examines the feasibility of applying XR tools and platforms in the classroom by understanding teachers’ opinions, especially regarding creating or acquiring XR educational content. A qualitative study is conducted using semi-structured interviews with ten educators in Saudi Arabia. As a result, several themes are identified: (1) an XR level of awareness among teachers, (2) an XR-learning content-acquiring approach, (3) teachers’ readiness for XR, (4) students’ readiness for XR, and (5) XR challenges for schools, including social aspects that are often overlooked. These themes highlight teachers’ interest in immersive technologies with their concerns about their possible use in the classroom. Hence, the study provides greater insights for exploration and application for future studies in this area. Moreover, it draws a realistic picture for policymakers and administrators, aiding them in creating an achievable adoption strategy for XR applications in the educational sector.

19 July 2021 in Sustainability
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Journal Article
Open access
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MMMaram Meccawy
Maram Meccawy
ZMZilal Meccawy
Zilal Meccawy
AAAisha Alsobhi
Aisha Alsobhi
(1) This study demonstrates how a Saudi university has responded to the COVID-19 lockdown in order to examine the success factors and highlight any challenges. The main purpose was to determine the perceptions of students and faculty towards emergency online distance learning from a teaching and learning perspective; (2) A cross-faculty study was conducted: two different self-administered questionnaires were developed for students and faculty, respectively. In addition, data was collected from official reports; (3) The results show that students had a more positive perception of e-Learning despite the difficulties that they may have faced, while faculty results leaned slightly towards a negative perception. However, there was not a definite positive or negative perception, depending on the aspect of teaching that was being evaluated. The study also indicated that faculty and students’ gender had no significant effect on their perceptions. Overall results showed that the university performed well in accordance with three of the five pillars of online learning quality framework in terms of student satisfaction, access and scalability. On the other, improvements are needed to achieve better results for faculty satisfaction and learning effectiveness; (4) The findings present a number of suggestions for increasing satisfaction to improve the online learning experience post COVID-19.

10 May 2022 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
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GAGhadeer Adnan Alwafi
Ghadeer Adnan Alwafi
SASaliha Almalki
Saliha Almalki
MAMona Alrougi
Mona Alrougi
MMMaram Meccawy
Maram Meccawy
ZMZilal Meccawy
Zilal Meccawy
Many studies promise that virtual reality (VR) applications will be one of the most used tools in foreign language learning. This is because VR keeps learners engaged, motivated, and prepared with better communication skills due to the simulation of real-life environments. As a result of the COVID-19 pandemic and social distancing, it became difficult to use and practice newly learned language skills with real people directly. This paper proposes a social VR mobile application that can be used anytime anywhere to offer a set of different VR environments that simulate real-life situations in order to learn and practice the English language. The application aims to improve speaking skills by offering a private session with a native speaker tutor or a community of learners to practice speaking. It combines the benefits of mobile learning, social networks, and VR. Initial usability testing results showed that the application is simple and easy to use, with some problems discovered and resolved. The application demonstrates that applying VR tools could contribute positively to learning English among the language learners using it.

11 December 2023 in Education Sciences
Verified
Journal Article
Open access
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MMMaram Meccawy
Maram Meccawy
AAAsma Alzahrani
Asma Alzahrani
ZMZinah Mattar
Zinah Mattar
RARawan Almohammadi
Rawan Almohammadi
SASamah Salem Alzahrani
Samah Salem Alzahrani
ZMZilal Meccawy
Zilal Meccawy
Educational technology plays a major role in today’s learning as it offers significant advantages in delivering learning content, classroom communications, and assessing learners. Assessment is a cornerstone in modern and formal education and is particularly necessary for tracking progress, measuring knowledge or achievement, and planning future educational steps. This study investigates the effects of using an online game-based learning (GBL) approach in students’ assessment in terms of their performance and self-efficacy in English as a foreign language (EFL) learning. A quasi-experiment was conducted on intermediate school-level students, who were divided into two groups, namely control and experimental. Each group underwent an English language test conducted through a Google Form and a role-playing game developed to mimic the functionality of an assessment tool. The results indicate that the performance of the experiment group was neither affected positively nor negatively using the GBL assessment tool. On the other hand, the results also show that using such a tool has positively affected students’ self-efficacy levels.