Kaushal Kumar Bhagat

Kaushal Kumar Bhagat
Verified
Kaushal verified their affiliation via an institutional email.
Verified
Kaushal verified their affiliation via an institutional email.
Indian Institute of Technology Kharagpur | IIT KGP

Ph.D.

About

70
Publications
178,382
Reads
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1,610
Citations
Introduction
Dr. Kaushal Kumar Bhagat is currently working as an assistant professor in the Advanced Technology and Development Centre at the Indian Institute of Technology (IIT), Kharagpur, India. He is an associate editor of the British Journal of Educational Technology and editor-in-chief of Contemporary Educational Technology. He is also a consultant for the Commonwealth of Learning, Canada. His research area of interest includes online learning, augmented reality, virtual reality, and flipped classroom.
Additional affiliations
Indian Institute of Technology Kharagpur
Position
  • Professor (Assistant)
September 2016 - August 2018
Beijing Normal University
Position
  • PostDoc Position
Education
September 2013 - August 2016
National Taiwan Normal University
Field of study
  • Educational Technology
July 2010 - May 2012
Utkal University
Field of study
  • Mathematics
June 2006 - May 2010
National Council of Educational Research and Training
Field of study
  • Mathematics , Education

Publications

Publications (70)
Article
This study investigated the sentiment of Twitter discourse on Open Educational Resources (OER). We collected 124,126 tweets containing hashtags related to OER posted from January 2017 to December 2021. We performed fine-grained sentiment analysis using Bidirectional Encoder Representations from Transformers (BERT) to categorize tweets into five sen...
Article
Full-text available
In a sample of 323 engineering students, structural equation modeling was used to test hypothesized relationships between beliefs about the nature of knowledge in science, beliefs about the process of justification for knowing in science, and argumentative reasoning about an ill-structured social-scientific issue. Beliefs about justification for kn...
Article
The study aims to provide a current synthesis of assessment methods in Online Inquiry-Based Learning (OIBL) systems that use argumentation as a pedagogy. Three databases were used, namely, Scopus, Web of Science, and ERIC, for data collection. The present review analyzed 73 studies from 2010 to 2023. A qualitative content analysis examined the asse...
Poster
Full-text available
This study explores the impact of augmented reality (AR) on engineering drawing education, focusing on its acceptance and effectiveness in enhancing conceptual knowledge. The research involved 392 first-year engineering students from a private institute who used an AR-based application called EDINAR to learn engineering drawing fundamentals. An ind...
Article
Full-text available
This study investigates the integration of augmented reality (AR) into engineering education, with a specific focus on its impact on spatial visualization abilities and the cognitive load in the context of an engineering drawing course. The research employs a structured approach, involving three experimental groups utilizing marker-based (MBAR), ma...
Conference Paper
Full-text available
Digital learning experiences that promote interactive learning and engagement are becoming increasingly relevant. Educational games can be used to create an engaging learning atmosphere that allows knowledge acquisition through hands-on activities. Combining it with virtual reality (VR) allows users to interact with virtual environments, leading to...
Conference Paper
Full-text available
Augmented reality (AR) is a rapidly emerging technology in education, notably employed to enhance spatial understanding in engineering drawing. However, its impact on conceptual knowledge remains under-explored. This study assesses the acceptance of AR among engineering drawing students using an AR-based application called EDINAR. The research invo...
Conference Paper
Full-text available
Computational thinking (CT) gained significant importance in education, leading to a surge in the development of dedicated instructional platforms. The cultivation of students' CT skills posed a challenge, often involving the introduction of abstract and challenging-to-visualize programming concepts. This study aimed to bridge this gap by introduci...
Article
A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning (...
Article
Computational thinking (CT) has received growing interest as a research subject in the last decade, with research contributions attempting to capitalize on the benefits that CT may provide. This study included a systematic analysis aimed at revealing current trends in the CT subject, identifying educational interventions, and emerging assessment in...
Article
Full-text available
Currently, augmented reality (AR) is one of the emerging technologies which is being widely used in the education sector. In engineering drawing, AR has been implemented to enhance learners' spatial ability but not their conceptual knowledge yet. Therefore, this study aims to evaluate the effect of AR on engineering drawing students' learning perfo...
Article
Full-text available
The aim of this study is to provide a current synthesis of Online Inquiry-Based Learning (OIBL) systems that use argumentation as a pedagogy. Data were collected from three databases: Scopus, Web of Science, and ERIC. The present review synthesized the findings of 73 studies from 2010 to June 2023. A qualitative content analysis was conducted to ex...
Article
Augmented reality (AR) is utilized in education to enhance students' skills and learning experience. We developed an AR-based application for engineering drawing (ED) courses, evaluating its impact on 3-D visualization skills and cognitive load. The study involved 392 first-year engineering students, with a control group using conventional methods...
Article
In this study, we present an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) to develop the CT skills of students. The platform provides immediate feedback with hints to support students during problem-solving activities and encourages them to explore multiple solutions for a problem. The hints are generated using a Kn...
Conference Paper
Full-text available
In this study, we present an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) to develop the CT skills of students. The platform provides immediate feedback with hints to support students during problem-solving activities and encourages them to explore multiple solutions for a problem. The hints are generated using a Kn...
Conference Paper
Full-text available
Augmented reality (AR) is utilized in education to enhance students' skills and learning experience. We developed an AR-based application for engineering drawing (ED) courses, evaluating its impact on 3-D visualization skills and cognitive load. The study involved 392 first-year engineering students, with a control group using conventional methods...
Article
Full-text available
Accessible and equitable education is a national priority recently highlighted by the Indian and Australian Governments. New developments in web-based architecture allow augmented reality (AR) lessons to be delivered via smartphone. Although educational technology is commonplace in the Australian curriculum, it is unclear if Indian tertiary student...
Technical Report
Full-text available
The aim of this report and its recommendations is to advocate for and provide guidance towards the responsible and human-centred application of Artificial Intelligence in Education (AI in Education) in India by outlining its opportunities and challenges, and to offer advice to harness the former and to tackle the latter. First, this report provides...
Article
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million reviews...
Chapter
Enabled by advanced technologies, smart learning is growing into a popular trend. Smart learning can involve combining the Internet, mobile, and context-aware technologies with the analysis of large datasets and information about a specific learner to create learner-specific, meaningful learning activities. A smart learning application can potentia...
Article
The ubiquity of smartphone and tablet devices, combined with the increasing availability of serious games, has enabled students to learn various abstract concepts in an appealing and convenient manner. While several researchers have explored the use of Augmented Reality (AR) in serious games, many of these games have not been critically explained o...
Chapter
The affiliation of the author “K. K. Bhagat” was inadvertently published incorrectly. This has now been corrected throughout the book as “Advanced Technology Development Centre, Indian Institute of Technology, Kharagpur, India”.
Article
Although AR technology seems to be promising for helping students learn complicated and abstract concepts, whether the positive effects of this new technology can be applied to the learning of three-dimensional geometric concepts, and what factors might mediate its effectiveness are questions worth further investigation. This study used the eye-tra...
Book
Full-text available
Computational thinking (CT) can help to enhance the problem-solving skills required to solve complex real-world problems. It can be applied across all disciplines, irrespective of students’ grade level. However, the primary goal of this course is to help teachers/educators understand CT and implement it in schools.
Article
The aim of this study was to develop a scale to measure students’ blended learning course experience. A total of 792 undergraduate students from Malaysia participated in this study. Exploratory factor analysis (EFA) was employed to evaluate the factor structure of the scale. As a result of EFA, three factors with 19 items that explained 68.06% of t...
Conference Paper
Full-text available
Cultivating students' computational thinking (CT) skills is challenging and often entails introducing them to basic programming concepts. These concepts are quite abstract and difficult to visualize. Our study aims to address this gap through an AR-based programming game. We evaluated our game on 27 participants, ranging from freshmen to seniors an...
Article
Full-text available
Digital learning competence (DLC) can help students learn effectively in digital learning environments. However, most of the studies in the literature focused on digital competencies in general without paying specific attention to learning. Therefore, this paper developed a DLC framework based on a comprehensive literature review, which consists of...
Article
Full-text available
The concepts of embodiment and embodied learning are gaining traction in the field of education. This special issue aims to synthesize current knowledge on the design and evaluation of learning in immersive and embodied learning environments, mediated by XR (eXtended Reality) technologies. Of the 14 invited submissions, six (6) were finally accepte...
Article
Full-text available
The aim of this study was to analyze public opinion about online learning during the COVID-19 (Coronavirus Disease 2019) pandemic. A total of 154 articles from online news and blogging websites related to online learning were extracted from Google and DuckDuckGo. The articles were extracted for 45 days, starting from the day the World Health Organi...
Article
Recent years have seen an immense development in the field of X Reality (Augmented, Virtual and Mixed Reality) empowering healthcare, education, and entertainment, and the trend predicts an exponential increase in the upcoming years. Augmented reality is a technology in which a real-world environment can be enhanced by adding computer-generated gra...
Chapter
Full-text available
There has been growing interest in conducting an impact evaluation to measure the effectiveness of a well-designed intervention or policy in different education levels. However, it is well established that the evaluation process includes various methodological challenges. These challenges include the sampling process, data collection, identifying d...
Technical Report
Full-text available
This report evaluates blended learning implementation at the Uganda Management Institute (UMI), Uganda. The study assessed the effectiveness of blended learning (BL) for students’ learning performance and their perceptions about BL. The sample of this study included 7 faculty members and 31 students who enrolled for 5 blended courses offered during...
Technical Report
Full-text available
This report evaluates blended learning implementation at the Universiti Malaysia Sabah (UMS), Malaysia. The study assessed the effectiveness of blended learning (BL) for students’ learning performance and their perceptions about BL. In addition, it examined the relationship between online activities and final scores. Students’ online activities wer...
Chapter
The purpose of this paper is to establish a theoretically grounded and research-based framework to support the development of inquiry and critical thinking skills in children. As a first step in developing the framework, a review of the research literature on critical thinking and inquiry learning was conducted. Noteworthy efforts were found primar...
Article
Full-text available
The aim of this study was to examine the overall effectiveness of the flipped classroom on students’ learning achievement and motivation. Data were collected from three databases, which include Web of Science, Scopus, and Eric. The present meta-analysis synthesized the findings of 95 studies with 15386 participants published from 2013 to 2019. The...
Conference Paper
Children at the age of 3 to 5 years, start to learn language writing by tracing over alphabets. They start by joining the dots marked on books to create an alphabet. However, this learning process is not very effective in engaging children for active and creative learning. In this paper, we present an Augmented Reality Tracing (ART) application tha...
Conference Paper
Full-text available
This aim of this study was to analyze the research output of augmented reality (AR) using a bibliometric analysis. A total of 1737 related documents were published from 1990 to 2018. The results showed that the USA and the National University of Singapore were the most productive country and Institute publishing articles on AR, respectively. The mo...
Conference Paper
In recent years, technology has revolutionized all spheres of life. Since programming is the heart of software technology, it is thus imperative that the demand for programmers is also increasing day by day. With advancements in the field of augmented reality (AR) and Computer Vision (CV), we can now develop applications for unique experiences in t...
Article
In recent years, technology has revolutionized all spheres of life. Since programming is the heart of software technology, it is thus imperative that the demand for programmers is also increasing day by day. With advancements in the field of augmented reality (AR) and Computer Vision (CV), we can now develop applications for unique experiences in t...
Article
This aim of this study was to analyze the research output of augmented reality (AR) using a bibliometric analysis. A total of 1737 related documents were published from 1990 to 2018. The results showed that the USA and the National University of Singapore were the most productive country and Institute publishing articles on AR, respectively. The mo...
Article
Full-text available
The aim of this exploratory study was to examine the impact of five personality traits (extraversion, agreeableness, conscientiousness, neuroticism, and intellect/imagination) on the perception of students towards online learning. A total of 208 students from Taiwan (male = 96 and female = 112) with previous online course experience participated in...
Article
The purpose of this study was to compare the differences in the epistemic beliefs in science, performance of scientific reasoning, and science learning experiences of university students from Taiwan and India. The associations between these variables were also analyzed and discussed. A total of 126 university students including 67 from Taiwan and 5...
Book
This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles e...
Conference Paper
Full-text available
The purpose of this study was to investigate the effect of Augmented Reality (AR) assisted learning environment on students' learning performance. A total of 30 students were invited to learn the topic of geometry in different instructional settings. One group of students learned geometry with only paper information, another with paper information...
Conference Paper
This study analyzed research trends in flipped classroom research using a bibliometric analysis approach. A total of 254 related publications were extracted from Web of Science Core Collection based on their publication patterns (e.g., document type, language, country, etc.) during the period 2012-2017. The results show the exponential growth of re...
Article
Augmented reality (AR) is growing in popularity in teaching and learning due in part to powerful new technologies. What has yet to be well established is when and with which learners and learning tasks AR is an effective approach. Therefore, the aim of this study was to examine the effectiveness of using AR-based formative assessment for improving...
Article
The aim of this study is to design and implement a Digital Interactive Globe System (DIGS), by integrating low-cost equipment to make DIGS cost-effective. DIGS includes a data processing unit, a wireless control unit, an image-capturing unit, a laser emission unit, and a three-dimensional (3D) hemispheric body-imaging screen. A quasi-experimental s...
Article
The purpose of this study was to examine the relations between primary school students’ conceptions of, approaches to, and self-efficacy in learning science in Mainland China. A total of 1049 primary school students from Mainland China participated in this study. Three instruments were adapted to measure students’ conceptions of learning science, a...
Chapter
Currently, bringing authenticity into the classroom is one of the biggest challenges faced by educators, instructors, and policymakers. How to make learning more meaningful, enjoyable an effective? How to construct authentic tasks within the classroom to improve learning? These are some important questions without clear answers. An authentic learni...
Article
The aim of this study was to explore cross-country (Taiwan versus India) differences in students’ perceptions of online leaning by gender. The self-reported instrument, POSTOL (Perception of Students towards Online Learning), was conducted to the students from Taiwan and India. Of the total 441 respondents, there were 233 students from India and 20...
Chapter
Virtual reality has gained worldwide interest among the researchers in the field of educational technology recently. This chapter presents an overview of virtual reality research in education and also a bibliometric analysis was performed to evaluate the publications on virtual reality from 1995 to 2016, based on the Thomson Reuters’s Web of Scienc...
Conference Paper
A recurring challenge in nearly every education is how to effectively integrate new and emerging technologies into existing curricula and existing learning places. In this paper, what is not new is the general approach to learning and instruction – namely, authentic learning. What is new an innovative are the ways and means to make authentic meanin...
Article
Full-text available
Much of the focus on learning technologies has been on structuring innovative learning experiences and on managing distance and hybrid learning environments. This article focuses on the use of technology as an important formative assessment and feedback tool. The rationale for this focus is based on prior research findings that suggest that timely...
Conference Paper
The relationship between the use of Geogebra and Technological Pedagogical Content and Knowledge (TPACK) by teachers has not been fully investigated and understood. Therefore, the aim of this study was to integrate GeoGebra technology to develop the TPACK of secondary school pre-service mathematics teachers. The participants of this study were 60 I...
Chapter
Full-text available
In recent years, the Intelligent Tutoring System (ITS) has received much attention from educators and researchers alike. While ITS technology has been utilized in developed countries for quite some time, increasingly, many developing countries have begun to adopt ITS in their education systems. This chapter presents an overview of ITS research in d...
Chapter
The notion of deep learning is of interest to the machine learning community, and of long-time concern to educational psychologists and the instructional design and technology community. When applied to humans, deep learning involves such things as (a) understanding the complexities of dynamic problems, (b) determining the interactions among variou...
Article
Full-text available
With the rapid development of technology, incorporation of Information Communication Technology (ICT) for formative assessment purpose has been increasing over the past decade. This article describes the design and development of identification of students' misconceptions in an individualized learning environment (iSMILE) system that includes accom...
Article
Full-text available
The present study aimed to examine the effectiveness of the flipped classroom learning environment on learner’s learning achievement and motivation, as well as to investigate the effects of flipped classrooms on learners with different achievement levels in learning mathematics concepts. The learning achievement and motivation were measured by Math...
Article
Full-text available
The present study compares the Highly Interactive Cloud-classroom (HIC) system with traditional methods of teaching materials science that utilize crystal structure picture or real crystal structure model, in order to examine its learning effectiveness across three dimensions: knowledge, comprehension, and application. The aim of this study is to e...
Article
Full-text available
The goal of the present study was to develop a cost-effective, man-machine digital interface, to improve students’ real-world firing range training, results and achievement scores. A serious game-based learning environment was developed, integrating invisible laser infrared technology, 1:1 real scale rifle guns with recoil effects, as well as 3D in...
Article
Full-text available
In the 21st century, online learning has evolved as a worldwide platform to connect, collaborate and engage users in the learning process. Online learning today is integrated with social network connectivity, which builds an ecosystem for interaction between students, teachers and professors from every corner of the world providing them with free a...
Article
Students often find geometrical concepts abstract and difficult to understand. This results in poor performance, which contributes in the declining interest in geometry. The aim of this study was to examine the impact of using the free educational software program, 'GeoGebra‘ on 9th grade student‘s mathematics achievement in learning geometry. A to...
Conference Paper
Full-text available
Abstract Physics concepts often seem abstract and difficult for students to learn. Projectile motion is an important concept in high-school physics. However, due to lack of visualization, students often face difficulty in understanding projectile motion. This results in inactive thinking and passive learning among the students. The aim of this stud...

Questions

Questions (23)
Question
I am looking for some references which are explaining the role of interaction between the user and the computer system to perform better.....
Question
I have following questions:
1.What is the basic difference between LCS and GCS?
2.When we are doing bibliometric analysis using Hiscite software, LCS is different with the citation no which I am finding in WoS? For example if LCS=25 but when I am checking the citation of that article in WoS it is 48.
3. Why only journal articles are considered for bibliometric analysis?
4. Why it is recommended to use WoS database only for bibliometric analysis?
Question
I have downloaded the records from web of knowledge for scientometric analysis. I am finding two types of citation scores: LCS and GCS. Can anyone expalin the differences? 
Question
we know that we can save only 500 records in one batch from Web of science. Let us assume that I have total no of records 1200. 
File 1=500
File 2=500
File 3=200
1.how to choose  file 1, file 2 and file 3 together to import in Hiscite for analysis purpose?
2. Do I need to edit my .txt files ?
Question
I am looking some papers which are describing the relationship between mathematics achievement and science achievement. 
Question
How to run PISA spss syntax? I am getting error. Can anyone provide some snap shot?
Question
Will identifying personality traits and accommodating them in online learning be practical?
If yes, then what new ideas/thoughts/approaches/methods/perspectives can make it practically feasible ?
Question
I am looking for some good references which are dealing with cross-cultural/cross-country differences in online learning. 
Question
I have 2 IVs( country and gender) and 4 DVs. Should I use both IVs at same time as fixed factors in MANOVA? or Should I conduct separate MANOVA for different IVs?
Question
I am reading some articles and found that some researchers are using formative assessment and some are using formative evaluation. I am very very curious to know that if there are any differences between these two keywords.
Question
I have got g=-0.217. So how to interpret it? As we have thumbs rule low=0.2, medium=0.5,high=0.8. But there is discussion about negative effect size. Shall I need to take absolute value?

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