| Literature DB >> 35730057 |
Abstract
The Internet is a wide, open and dynamic ecosystem of digital platforms where people and technologies contribute to the creation and consumption of digital information. The convergence of the Internet and the accelerated change of technological innovation have been the engines of society and its development, and all this has caused transformations in the social, economic and educational context. In this context, this work analyzes contemporary digital platform architectures and their influence on the processes of educational exclusion. To meet the objectives, the crucial changes brought about by digitally mediated life are studied; the conceptual and technological aspects that characterize contemporary digital platform architectures; and its influence on exclusion processes. This research is supported by qualitative research methodologies; the analysis and synthesis methods, the PRISMA model, and a meta-analysis of data extracted from the Scopus databases and the Web of Science-WOS is also carried out. The work shows changes in the social and educational context given the consolidation of the Internet through contemporary digital platform architectures and its influence on the processes of social, digital and educational exclusion. The need to promote equal opportunities, active participation and the capacity for professional insertion between women and men is visualized.Entities:
Keywords: Contemporary digital platform architectures; Digital change in educational; Digitally mediated life; Modernity; Technological innovation; University
Year: 2022 PMID: 35730057 PMCID: PMC9191548 DOI: 10.1007/s10209-022-00887-7
Source DB: PubMed Journal: Univers Access Inf Soc ISSN: 1615-5289 Impact factor: 2.629
Fig. 1Pillars of digital platform architecture ecosystems. Own elaboration from figure basic elements and characteristics of digital platform ecosystems in Hein et al. [24]
Fig. 2PRISMA model generated from data extracted in the Scopus and Web of Science—WOS—databases. Own elaboration
Fig. 3Bar graph of co-occurrence of terms. Own elaboration in libreOffice Cal from data of co-occurrence of terms obtained from the VOSviewer tool
Co-occurrence of terms
| ID | Label | x | Y | Cluster | Weight < links > | Weight < total link strength > | Weight < occurrences > |
|---|---|---|---|---|---|---|---|
| 1 | Adaptation | − 0.3823 | − 0.3243 | 1 | 31 | 157 | 106 |
| 2 | Anxiety | 0.4805 | − 0.5372 | 3 | 32 | 274 | 219 |
| 3 | Architecture | − 0.7148 | − 0.0024 | 1 | 33 | 250 | 163 |
| 4 | Artificial intelligence | − 0.8677 | − 0.2533 | 1 | 28 | 154 | 85 |
| 5 | Augmented reality | − 0.604 | − 0.6435 | 6 | 20 | 77 | 53 |
| 6 | Big data | − 0.6843 | 0.0254 | 1 | 19 | 84 | 31 |
| 7 | Case study | − 0.7891 | 0.3798 | 1 | 30 | 266 | 121 |
| 8 | Cloud computing | − 0.9231 | − 0.1438 | 1 | 18 | 61 | 42 |
| 9 | Cognition | 0.7226 | − 0.4126 | 3 | 20 | 155 | 96 |
| 10 | Collaboration | − 0.4908 | 0.3303 | 2 | 30 | 155 | 91 |
| 11 | Computer | − 0.5631 | − 0.4472 | 1 | 40 | 247 | 257 |
| 12 | Control | 0.4868 | − 0.0458 | 4 | 51 | 752 | 523 |
| 13 | Covid | − 0.2221 | 0.3138 | 2 | 28 | 167 | 215 |
| 14 | Cybersickness | 1.6476 | − 1.4329 | 3 | 3 | 30 | 30 |
| 15 | Data source | − 0.3868 | 0.1138 | 2 | 16 | 35 | 36 |
| 16 | Database | − 0.2461 | − 0.215 | 6 | 51 | 459 | 246 |
| 17 | Deep learning | − 0.893 | − 0.3794 | 1 | 9 | 17 | 33 |
| 18 | Digital | − 0.2194 | 0.1093 | 1 | 21 | 47 | 35 |
| 19 | Digital technology | − 0.0833 | 0.4956 | 2 | 26 | 131 | 41 |
| 20 | E learning | − 0.017 | − 0.8331 | 6 | 18 | 172 | 36 |
| 21 | Economy | − 0.4895 | 0.6744 | 2 | 28 | 206 | 109 |
| 22 | Education | − 0.043 | − 0.1501 | 6 | 50 | 940 | 636 |
| 23 | Engagement | 0.3172 | 0.661 | 5 | 38 | 481 | 160 |
| 24 | Exclusion | 0.7121 | 0.3427 | 4 | 42 | 801 | 274 |
| 25 | Exclusion criterium | − 0.2954 | − 0.5447 | 6 | 24 | 122 | 85 |
| 26 | Female | 0.9852 | 0.4444 | 4 | 22 | 170 | 64 |
| 27 | Financial inclusion | − 0.6904 | 0.8468 | 2 | 8 | 48 | 52 |
| 28 | Framework | − 0.4816 | 0.1886 | 1 | 54 | 946 | 451 |
| 29 | Game | 1.0259 | 0.1404 | 5 | 39 | 746 | 292 |
| 30 | Gamification | 0.4567 | 0.7912 | 5 | 12 | 134 | 64 |
| 31 | Gap | − 0.2818 | 0.1212 | 2 | 47 | 464 | 154 |
| 32 | Gender | 0.8146 | 0.0813 | 4 | 24 | 120 | 67 |
| 33 | Governance | − 0.5629 | 0.5119 | 2 | 23 | 201 | 91 |
| 34 | Higher education | 0.3374 | 0.0807 | 3 | 17 | 87 | 39 |
| 35 | Human behavior | − 0.8395 | − 0.5952 | 1 | 9 | 77 | 58 |
| 36 | Immersive virtual reality | 0.3925 | − 0.3523 | 3 | 16 | 54 | 39 |
| 37 | Inclusion criterium | 0.0442 | − 0.569 | 6 | 32 | 210 | 94 |
| 38 | Industry | − 0.881 | − 0.0718 | 1 | 34 | 692 | 261 |
| 39 | Infrastructure | − 0.6373 | − 0.0184 | 1 | 33 | 206 | 75 |
| 40 | Innovation | − 0.5168 | 0.4636 | 2 | 39 | 351 | 130 |
| 41 | Integration | − 0.339 | 0.2951 | 2 | 42 | 375 | 155 |
| 42 | Intervention | 0.6563 | − 0.6413 | 3 | 50 | 1076 | 743 |
| 43 | Machine learning | − 0.8231 | − 0.2334 | 1 | 26 | 80 | 61 |
| 44 | Male | 0.9988 | 0.4733 | 4 | 19 | 139 | 61 |
| 45 | Manufacturing | − 0.7944 | − 0.0225 | 1 | 26 | 169 | 90 |
| 46 | Meta-analysis | − 0.0265 | − 0.5898 | 3 | 32 | 377 | 225 |
| 47 | Methodology | − 0.9192 | 0.0926 | 1 | 36 | 353 | 182 |
| 48 | Outcome measure | 0.2709 | − 0.8472 | 3 | 17 | 112 | 95 |
| 49 | Science | − 0.2824 | − 0.2036 | 1 | 48 | 356 | 254 |
| 50 | Serious game | 0.8522 | 0.8072 | 5 | 17 | 283 | 82 |
| 51 | Sex | 1.1982 | 0.4766 | 4 | 14 | 59 | 46 |
| 52 | Significant difference | 0.5047 | − 0.4111 | 4 | 30 | 154 | 138 |
| 53 | Social | 0.0632 | 0.0209 | 1 | 12 | 21 | 30 |
| 54 | Social exclusion | 1.1164 | 0.2681 | 4 | 31 | 777 | 449 |
| 55 | Social inclusion | 0.4872 | 0.3349 | 4 | 30 | 230 | 86 |
| 56 | Social medium | 0.0593 | 0.195 | 1 | 26 | 161 | 106 |
| 57 | Social network | − 0.0148 | 0.3429 | 2 | 26 | 113 | 69 |
| 58 | Speed | 0.1679 | − 0.6019 | 3 | 22 | 124 | 92 |
| 59 | Teacher | 0.6501 | 0.075 | 5 | 24 | 157 | 52 |
| 60 | University | − 0.2633 | 0.4716 | 2 | 28 | 225 | 87 |
| 61 | Usability | − 0.0712 | − 0.3068 | 3 | 26 | 158 | 69 |
| 62 | Video game | 1.0815 | 0.5978 | 5 | 19 | 180 | 58 |
| 63 | Virtual reality | 0.3298 | − 0.5067 | 3 | 47 | 671 | 691 |
| 64 | Virtual simulation | − 0.1989 | 0.8176 | 2 | 7 | 21 | 35 |
| 65 | Woman | 0.679 | − 0.0484 | 4 | 28 | 189 | 134 |
Own elaboration in libreOffice Calc from data of co-occurrence of terms obtained from the VOSviewer tool