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Active Learning in the Context of the Teaching/Learning of Computer Programming: A Systematic Review
Berssanette, João Henrique; de Francisco, Antonio Carlos – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques…
Descriptors: Active Learning, Computer Science Education, Programming, Educational Research
Mansouri, Taha; ZareRavasan, Ahad; Ashrafi, Amir – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This research aims to present a brand-new approach for student performance prediction using the Learning Fuzzy Cognitive Map (LFCM) approach. Background: Predicting student academic performance has long been an important research topic in many academic disciplines. Different mathematical models have been employed to predict student…
Descriptors: Cognitive Mapping, Models, Prediction, Performance Factors
Alhashmi, Mariam; Mubin, Omar; Baroud, Rama – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study sought to understand the views of both teachers and students on the usage of humanoid robots as teaching assistants in a specifically Arab context. Background: Social robots have in recent times penetrated the educational space. Although prevalent in Asia and some Western regions, the uptake, perception and acceptance of…
Descriptors: Robotics, Educational Technology, Technology Integration, Classroom Techniques
Thompson, Penny; Xiu, Ying; Tsotsoros, Jessica D.; Robertson, Michelle A. – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study aims to explore whether instructors and educators should segment portions of instructional video that can be loaded and executed independently of other portions, and how long the segment portion of instructional video should be to effectively influence students' learning, perception, and interaction. Background:…
Descriptors: Instructional Films, Instructional Effectiveness, Instructional Design, Video Technology
Alabdulaziz, Mansour Saleh; Alhammadi, Ali Abdullah – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This research aimed to measure the effectiveness of using thinking maps through the Edmodo network to develop achievement and mathematical connections skills among middle school students. Background: One of the most important and major problems in education is reduced levels of academic achievement among students generally and in…
Descriptors: Educational Technology, Technology Integration, Social Networks, Electronic Learning
Cronholm, Stefan – Journal of Information Technology Education: Research, 2021
Aim/Purpose: Due to the rapid development of digital technology, create knowledge to support the development of education for lifelong learning. Background: There is a lack of normative and prescriptive support that can guide the development of education concerning lifelong learning. Methodology: Design science research, interviews, grounded…
Descriptors: Lifelong Learning, Instructional Design, Program Development, Universities
Fegely, Alex; Cherner, Todd S. – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This article presents a comprehensive rubric for evaluating educational virtual reality experiences for mobile devices. The aim of this article is to systematically analyze research to address the quality of virtual reality experiences on mobile applications in order to extend the work of Lee and Cherner (2015) and their instructional…
Descriptors: Scoring Rubrics, Computer Simulation, Educational Technology, Handheld Devices
Lai, Winsy Wan Yee; Yang, Chao; Chu, Samuel Kai Wah – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study serves a constructive purpose on the effective use of social media as a technical tool in formal learning at higher education. It outlines practical suggestions for institutions to leverage the participatory design method and refine social media pedagogies. Background: Social media gains widespread usage from the majority…
Descriptors: Social Media, Web 2.0 Technologies, Scaffolding (Teaching Technique), Graduate Students
Alshammari, Sultan Hammad – Journal of Information Technology Education: Research, 2021
Aim/Purpose: The aim of this study was to examine the factors that may influence the use of virtual classrooms. Background: The coronavirus (COVID-19) pandemic has affected and interrupted several aspects of our lives, including education. Most educational institutes and universities have changed their teaching mode from being face-to-face or…
Descriptors: Foreign Countries, Virtual Classrooms, Technology Uses in Education, COVID-19
González, Rosario Arroyo; Fernández-Lancho, Eric; de la Hoz-Ruiz, Javier – Journal of Information Technology Education: Research, 2021
Aim/Purpose: Quality in higher education assumes the challenge of developing in all citizens of the 21st century the cognitive, motivational, and socio-cultural dimensions that provide them with communication competences including the use of information and communication technologies, for the dissemination of sustainable scientific knowledge in…
Descriptors: Metacognition, Communicative Competence (Languages), Information Technology, Multilingualism
Alajaji, Deema Abdulmohsen; Alshwiah, Abeer Aidh – Journal of Information Technology Education: Research, 2021
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend…
Descriptors: Game Based Learning, Undergraduate Students, Preservice Teachers, Late Adolescents
Akram, Huma; Aslam, Sarfraz; Saleem, Atif; Parveen, Khalida – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study aims to examine the challenges faculty members face with online teaching practices in public universities in Karachi, Pakistan during the COVID-19 pandemic. Faculty members' pedagogical experiences were examined by following the approach of the technology acceptance model (TAM) framework presented by Davis in 1986 and 1989.…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Wells, Jason; Spence, Aaron; McKenzie, Sophie – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper focuses on understanding undergraduate computing student-learning behaviour through reviewing their online activity in a university online learning management system (LMS), along with their grade outcome, across three subjects. A specific focus is on the activity of students who failed the computing subjects. Background:…
Descriptors: Student Participation, Undergraduate Students, At Risk Students, Academic Failure
Hadriana; Mahdum; Isjoni; Futra, Dedi; Primahardani, Indra – Journal of Information Technology Education: Research, 2021
Aim/Purpose: The purposes of this research are to analyze online learning management activities conducted by the principals of junior high schools in Indonesia in facing COVID-19 as well as to discuss their perspective and expectations towards online learning activities when facing COVID-19 and after COVID-19 has passed. Background: Due to the…
Descriptors: Foreign Countries, Integrated Learning Systems, Technology Integration, COVID-19
Alamäki, Ari V.; Dirin, Amir; Suomala, Jyrki; Rhee, Cheul – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This case study examines students' affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets. Background: The prior research on low-cost VR technology is scant. Schools and universities are not financially able to purchase tens or…
Descriptors: Student Experience, Computer Simulation, Video Technology, Educational Technology