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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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Flavin, Michael; Quintero, Valentina – Interactive Technology and Smart Education, 2020
Purpose: The purpose of this study was to analyse institutional strategy documents relating to technology-enhanced learning. Design/methodology/approach: In total, 84 documents were sampled from 71 leading higher education institutions (HEIs), identified through the Quacquarelli Symonds World University Rankings 2018. Qualitative content analysis…
Descriptors: Strategic Planning, Technology Uses in Education, Higher Education, Innovation
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Malik, Muhammad Jawad; Ahmad, Mudaser; Kamran, Muhammad Rizwan; Aliza, Komal; Elahi, Muhammad Zubair – Interactive Technology and Smart Education, 2020
Purpose: The purpose of this paper is to investigate the relationships between students' use of social media, their academic performance and creativity in the digital era. Design/methodology/approach: This research used a survey strategy for collecting primary data required for this study from 334 students of undergraduate programs at Chinese…
Descriptors: Social Media, Academic Achievement, Creativity, Correlation
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Butt, Rameen; Siddiqui, Hammad; Soomro, Raheel Ahmed; Asad, Muhammad Mujtaba – Interactive Technology and Smart Education, 2020
Purpose: This era is the time for upskilling and producing workforce that is capable of effectively dealing with the day-by-day increasing demand of the industry. As the world is changing, its needs are changing in the same way and at the same speed. The world has become more digitized now. Moreover, we have a dramatic shift from Education 1.0 to…
Descriptors: Foreign Countries, Technological Advancement, Industrialization, Educational Policy
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Romero-Rodríguez, Luis M.; Ramírez-Montoya, María Soledad; Valenzuela González, Jaime Ricardo – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to analyze the interrelationship that exists between expectancy-value and achievement goals as factors that are decisive for participants' higher engagement in 12 massive open online courses (MOOCs) on energy sustainability and to determine the profile of participants achieving higher success rates.…
Descriptors: Correlation, Expectation, Value Judgment, Goal Orientation
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Buabeng-Andoh, Charles; Baah, Charles – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to develop and test a research model to explore the factors that influence pre-service teachers' intention to use learning management system (LMS). Design/methodology/approach: A cross-section study was conducted. A survey questionnaire was used to collect data from participants. The total number of participants was 361…
Descriptors: Preservice Teachers, Intention, Adoption (Ideas), Technology Integration
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Al-Wasy, Baleigh Qassem – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to highlight a research on integrating technology into teaching and learning of second/foreign language writing. Design/methodology/approach: In total, 18 empirical studies, involving a total of 1,281 second and foreign language learners, have been reviewed. These studies are selected from the following two databases: Web…
Descriptors: Technology Integration, Instructional Effectiveness, Writing Instruction, Second Language Instruction
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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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Baker, Sheila F.; Lastrapes, Renée E. – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to investigate elementary students' writing experiences using a digital writing application and compares the results to the findings and recommendations of a national survey on instructional practices in writing. Design/methodology/approach: Mixed methods were used to assess the quantity and quality of P-5 public school…
Descriptors: Elementary School Students, Educational Technology, Technology Uses in Education, Writing Instruction
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