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Showing 1 to 15 of 59 results Save | Export
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Ruchika Vatsa; Purnima Bhatnagar – International Journal of Information and Learning Technology, 2024
Purpose: The purpose of this paper is to apply systems modeling to explore the usability of the online learning platform in the future compared to its usefulness during the pandemic era. Design/methodology/approach: The applied systems research methodology has been used to develop a stock-flow model encompassing enablers and constraints for…
Descriptors: Electronic Learning, Student Behavior, Student Motivation, COVID-19
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Albanë Gashi; Genc Zhushi; Besnik Krasniqi – International Journal of Information and Learning Technology, 2024
Purpose: This paper aims at identifying crucial factors that affect student satisfaction with synchronous e-learning. For this purpose, a research model comprised of perceived usefulness (PU), perceived ease of use (PEU), computer anxiety (CA), self-efficacy (SE), system accessibility (SA), perceived interaction (PI) and perceived flexibility (PF)…
Descriptors: Student Satisfaction, Educational Technology, Synchronous Communication, COVID-19
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Tewari, Alok; Singh, Ram; Mathur, Smriti; Pande, Sushil – International Journal of Information and Learning Technology, 2023
Purpose: The current study employs a modified framework of the unified theory of acceptance and use of technology (UTAUT) to predict students' intention to adopt online learning in India. The moderating role of openness to change in influencing the proposed relationships is also assessed. Design/methodology/approach: A structured questionnaire was…
Descriptors: Intention, Educational Technology, Online Courses, Student Attitudes
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Pardim, Vanessa Itacaramby; Contreras Pinochet, Luis Hernan; Viana, Adriana Backx Noronha; de Souza, Cesar Alexandre – International Journal of Information and Learning Technology, 2023
Purpose: Education is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the "fun," which contributing to…
Descriptors: Gamification, Private Schools, Foreign Countries, Business Administration Education
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Jahnke, Isa – International Journal of Information and Learning Technology, 2023
Purpose: Fischer "et al." (2022) present a framework for rethinking education, including broad design components such as learning-on-demand or learning takes place in the context of authentic problems. How can we bring those design components into practice? I argue that the design of innovative learning approaches for the digital age…
Descriptors: Electronic Learning, Learning Experience, Instructional Design, Evaluation Methods
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Cheng, Yung-Ming – International Journal of Information and Learning Technology, 2023
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to test whether network externality, gamification and media richness as environmental feature antecedents to learners' learning engagement (LE) can affect their continuance intention of massive open online courses (MOOCs).…
Descriptors: MOOCs, Models, Intention, Gamification
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Hossain, Md Moazzem – International Journal of Information and Learning Technology, 2023
Purpose: Educational technologies such as "Padlet" have begun to transform the way teachers teach, students learn, and teachers and students interact. However, relatively little emphasis has been given to explore collaborative learning (CL) using educational technologies such as "Padlet" as a means of student engagement. Thus,…
Descriptors: Educational Technology, Learner Engagement, Foreign Countries, Cooperative Learning
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Nedeljkovic, Ivana; Rejman Petrovic, Dragana – International Journal of Information and Learning Technology, 2023
Purpose: The aim of this paper is to determine the differences in students' attitudes related to online and traditional teaching, then to determine the level of student satisfaction with online teaching, factors affecting it as well as to examine the problems students most often face during online teaching. Design/methodology/approach: The survey…
Descriptors: Student Satisfaction, Electronic Learning, Technology Uses in Education, COVID-19
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Al Masud, Abdullah; Hossain, Md. Alamgir; Biswas, Sukanta; Ruma, Afroza Parvin; Rahman, Kazi Shoyebur; Tagore, Saurabh – International Journal of Information and Learning Technology, 2023
Purpose: The coronavirus disease 2019 (COVID-19) has a significant influence on many aspects of life, including education. As a result, the education system in emerging nations such as Bangladesh needs a rapid transition from conventional to technology-based distance learning. This study looks at the current state of higher education and how well…
Descriptors: Educational Technology, Electronic Learning, Higher Education, COVID-19
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Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics
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Pham, Lam Tra; Dau, Thoa Kim Thi – International Journal of Information and Learning Technology, 2022
Purpose: The article aims examine an integrated model of the technology acceptance model (TAM), the unified theory of acceptance and use of technology (UTAUT) and DeLone and McLean information systems (D&M IS) success model to determine the effects of online learning readiness (OLR) on learners' online learning system (OLS) usage and their…
Descriptors: Learning Readiness, Electronic Learning, Learning Management Systems, Foreign Countries
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Menon, Shalini; Suresh, M. – International Journal of Information and Learning Technology, 2022
Purpose: The purpose of this study is two-fold. First, to identify and encapsulate the enablers that can facilitate technology integration in higher education and second, to understand and analyze the interplay between technology agility enablers. Design/methodology/approach: The study used the Total Interpretive Structural Modeling (TISM)…
Descriptors: Technology Integration, Technology Uses in Education, Higher Education, COVID-19
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Alowayr, Ali – International Journal of Information and Learning Technology, 2022
Purpose: Although several different learning technologies have been integrated into the face-to-face (F2F) learning approach, the effective implementation of mobile learning (m-learning) is still at an early stage. This may be due to the lack of understanding factors that affect learners' acceptance of m-learning. Design/methodology/approach:…
Descriptors: Foreign Countries, Educational Technology, Telecommunications, Handheld Devices
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Dolawattha, Dhammika Manjula; Premadasa, H. K. Salinda; Jayaweera, Prasad M. – International Journal of Information and Learning Technology, 2022
Purpose: The purpose of this study is to evaluate the sustainability of the proposed mobile learning framework for higher education. Most sustainability evaluation studies use quantitative and qualitative methods with statistical approaches. Sometimes, in previous studies, machine learning models were utilized conventionally.…
Descriptors: Sustainability, Higher Education, Artificial Intelligence, Electronic Learning
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Asad, Muhammad Mujtaba; Khan, Sidra; Sherwani, Fahad; Banerjee, Jyoti Sekhar – International Journal of Information and Learning Technology, 2022
Purpose: Internet technology in the classroom has become the primary demand of every student in this era. Moreover, information and communication technology aids students' learning involvement and progress by providing learning assistance by improved instructor, pupil and interactions with fellows. Using an asynchronous Web-based learning…
Descriptors: Asynchronous Communication, Electronic Learning, Educational Environment, Student Interests
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