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Li, Kam-Cheong; Wong, Billy Tak-Ming – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to present a review of case studies on the use of learning analytics in Science, Technology, Engineering, (Arts), and Mathematics (or STE[A]M) education. It covers the features and trends of learning analytics practices as revealed in case studies. Design/methodology/approach: A total of 34 case studies published from 2013…
Descriptors: Learning Analytics, Art Education, STEM Education, Adoption (Ideas)
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Meng, Qingquan; Jia, Jiyou; Zhang, Zhiyong – Interactive Technology and Smart Education, 2020
Purpose: The purpose of this study is to verify the effect of smart pedagogy to facilitate the high order thinking skills of students and to provide the design suggestion of curriculum and intelligent tutoring systems in smart education. Design/methodology/approach: A smart pedagogy framework was designed. The quasi-experiment was conducted in a…
Descriptors: Thinking Skills, Instructional Effectiveness, Technology Integration, Intelligent Tutoring Systems
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Sembiring, Maximus Gorky; Rahayu, Gayuh – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to explore the origins of providing quality satisfied open educational resources (QS-OER) related to Making Indonesia 4.0. It was aimed at exploring plausible determinants perceived by faculty. It was also of interest to reveal how, in what routines associated factors were interrelated. Design/methodology/approach: An…
Descriptors: Foreign Countries, Open Educational Resources, Teacher Attitudes, College Faculty
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Costley, Jamie – Interactive Technology and Smart Education, 2020
Purpose: This study aims to look at the relationship between extraneous cognitive load and germane cognitive load and how the use of cognitive learning strategies might moderate the relationship. Design/methodology/approach: This present study used survey data (n = 440) from randomly selected students taking large online classes in South Korea.…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Learning Strategies
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Luo, Zhanni; O'Steen, Billy; Brown, Cheryl – Interactive Technology and Smart Education, 2020
Purpose: To build adaptive learning systems for a better learning experience, designers need to identify users' behaviour patterns and provide adaptive learning materials accordingly. This study involved a quasi-experiment and also this paper aims to investigate the accuracy of eye-tracking technology in identifying visualisers and verbalisers and…
Descriptors: Eye Movements, Computer Assisted Testing, Educational Technology, Cognitive Style
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Gunasinghe, Asanka; Hamid, Junainah Abd; Khatibi, Ali; Azam, S. M. Ferdous – Interactive Technology and Smart Education, 2019
Purpose: This study aims to assess the adequacy of unified theory of acceptance and use of technology-3 (UTAUT-3) model in understanding academician's adoption to e-Learning, with intent of getting more academicians to accept e-Learning in the Sri Lankan higher education context. Limited validity of the model in an educational context led to this…
Descriptors: Technology Uses in Education, Technology Integration, Electronic Learning, Teacher Attitudes
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Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
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Poondej, Chanut; Lerdpornkulrat, Thanita – Interactive Technology and Smart Education, 2019
Purpose: This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and…
Descriptors: Electronic Learning, Integrated Learning Systems, Student Motivation, Learner Engagement
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Ahmed, Waleed; Zaneldin, Essam – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to use quick response (QR) code along with online videos to teach one of the college foundation courses in an international institution to enhance the grasp of the students and to boost the students' learning outcomes. Design/methodology/approach: The study discussed and elaborated the findings that mainly focused on the…
Descriptors: College Students, Introductory Courses, Technology Uses in Education, Video Technology
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Kundu, Arnab; Bej, Tripti – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this study is to recommend the university authorities to build better teaching-learning environment for its students to use variables and multiple note-taking methods in class for best results fundamental in each method. Design/methodology/approach: The study is a case study that follows a 'problem-driven' approach…
Descriptors: Telecommunications, Handheld Devices, Paper (Material), Notetaking
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Asadi, Zoleixa; Abdekhoda, Mohammadhiwa; Nadrian, Haidar – Interactive Technology and Smart Education, 2019
Purpose: Applying cloud computing (CC) in education is a great opportunity to globalize knowledge with the minimum costs and maximum accessibility. This study aims to understand and predict teacher intention to use cloud commuting as infrastructure in Smart education. Design/methodology/approach: This was a cross-sectional study in which faculty…
Descriptors: Technology Uses in Education, Information Storage, Intention, Prediction
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Mtebe, Joel S. – Interactive Technology and Smart Education, 2019
Purpose: This study aims to investigate the factors that influence user experience (UX) of eLearning systems implemented in two institutions in Tanzania. Design/methodology/approach: The study adopted questionnaire consisting of Nielsen's heuristics and didactic metrics as pragmatic metrics and hedonic metrics followed by focus group discussions…
Descriptors: Foreign Countries, Electronic Learning, Heuristics, Usability
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Wang, Meng; Nunes, Miguel Baptista – Interactive Technology and Smart Education, 2019
Purpose: This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.…
Descriptors: Museums, Educational Games, Teaching Methods, Informal Education
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Nikou, Stavros A.; Economides, Anastasios A. – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this study is to compare the overall usability and user experience of desktop computers and mobile-devices when used in a summative assessment in the context of a higher education course. Design/methodology/approach: The study follows a between-groups design. The participants were 110 first-year undergraduate students from…
Descriptors: Computer Assisted Testing, Usability, Handheld Devices, Summative Evaluation
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Pombo, Lúcia; Marques, Margarida Morais – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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