Hagit Meishar-Tal
Biographic Data
| ID | 2825439 |
|---|---|
| NAME | Hagit Meishar-Tal |
| GIVEN NAMES | Hagit |
| FAMILY NAME | Meishar-Tal |
| SIGNATURE | MEISHAR-TAL H |
| AFFILIATIONS | Holon Institute of Technology |
| ORCID | 0000-0001-5951-6595 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Mind the gap
This study investigates the effects of students’ ChatGPT use on their academic self-efficacy in higher education. With the increasing adoption of generative AI (GenAI) tools such as ChatGPT in learning environments, concerns have emerged about their influence on learners’ academic self-efficacy. Using a quantitative design, the study collected data through a structured online questionnaire completed by 296 higher education students. The findings …
Zooming in
This study aims to understand students’ learning experiences in breakout rooms and gather insights to enhance their utilization for group assignments. The study, conducted at an Israeli academic institution, comprised 10 semi-structured interviews with female undergraduate students. Thematic analysis, based on the Community of Inquiry theory, was applied to code and analyze the interviews. Findings indicate that students generally view breakout r…
ChatGPT
Panopticon, Synopticon, and Omniopticon
This paper explores the use of cameras and video recordings in educational contexts, employing the concepts of Panopticon, Synopticon, and Omniopticon as analytical frameworks. After discussing these three concepts as different models of power, we analyse how they encompass a range of distinctive approaches to leveraging cameras in educational contexts to gain power and control. We demonstrate this argument by analysing three cases of camera util…
“If I create a game I'll learn”
This study describes an action research study conducted by a teacher who used a digital game generator as a tool to develop thinking skills among primary school students with learning difficulties. Ten 4th-grade students participated in the programme. The students met with the teacher twice a week for six months. The meetings included creating games using the “Sort the paperwork” game generator. During the programme, the teacher documented the st…
"Now you see me, now you don't"
One of the phenomena that lecturers who switched to online distance learning during COVID-19 reported is the refusal of students to turn on their cameras during online classes. This study aimed to examine the factors that predict the opening of cameras in class. The study examined this issue regarding three types of predictors: resistance factors, learning environment factors, and personal factors. The population included 205 students from higher…
The parents' tale
Panopticon, Synopticon, and Omniopticon
This paper explores the use of cameras and video recordings in educational contexts, employing the concepts of Panopticon, Synopticon, and Omniopticon as analytical frameworks. After discussing these three concepts as different models of power, we analyse how they encompass a range of distinctive approaches to leveraging cameras in educational contexts to gain power and control. We demonstrate this argument by analysing three cases of camera util…
The parents' tale
"Now you see me, now you don't"
One of the phenomena that lecturers who switched to online distance learning during COVID-19 reported is the refusal of students to turn on their cameras during online classes. This study aimed to examine the factors that predict the opening of cameras in class. The study examined this issue regarding three types of predictors: resistance factors, learning environment factors, and personal factors. The population included 205 students from higher…
“If I create a game I'll learn”
This study describes an action research study conducted by a teacher who used a digital game generator as a tool to develop thinking skills among primary school students with learning difficulties. Ten 4th-grade students participated in the programme. The students met with the teacher twice a week for six months. The meetings included creating games using the “Sort the paperwork” game generator. During the programme, the teacher documented the st…
ChatGPT
Panopticon, Synopticon, and Omniopticon
This paper explores the use of cameras and video recordings in educational contexts, employing the concepts of Panopticon, Synopticon, and Omniopticon as analytical frameworks. After discussing these three concepts as different models of power, we analyse how they encompass a range of distinctive approaches to leveraging cameras in educational contexts to gain power and control. We demonstrate this argument by analysing three cases of camera util…
Zooming in
This study aims to understand students’ learning experiences in breakout rooms and gather insights to enhance their utilization for group assignments. The study, conducted at an Israeli academic institution, comprised 10 semi-structured interviews with female undergraduate students. Thematic analysis, based on the Community of Inquiry theory, was applied to code and analyze the interviews. Findings indicate that students generally view breakout r…
Mind the gap
This study investigates the effects of students’ ChatGPT use on their academic self-efficacy in higher education. With the increasing adoption of generative AI (GenAI) tools such as ChatGPT in learning environments, concerns have emerged about their influence on learners’ academic self-efficacy. Using a quantitative design, the study collected data through a structured online questionnaire completed by 296 higher education students. The findings …
Psychology (6 works) · Computer Science (5 works) · Mathematics education (4 works) · Multimedia (4 works) · Artificial Intelligence in Healthcare and Education (2 works) · Child Development and Digital Technology (2 works) · Engineering (2 works) · Impact of Technology on Adolescents (2 works) · Medicine (2 works) · Online and Blended Learning (2 works)