Interactive Technology and Smart Education
Issue(s) available: 78 – From Volume: 1 Issue: 1, to Volume: 20 Issue: 2

Empowering higher education students to monitor their learning progress: opportunities of computerised classification testing
Dirk Ifenthaler, Muhittin ŞAHİNThis study aims to focus on providing a computerized classification testing (CCT) system that can easily be embedded as a self-assessment feature into the existing legacy…
e-Tutor: understanding the use of Facebook for informal learning through the lens of uses and gratifications theory
Ramiz AliThe purpose of this study is to describe university students’ motivations for using Facebook as an informal learning tool and explore the key barriers that may inhibit…
Educational metaverse: an exploration and practice of VR wisdom teaching model in Chinese Open University English course
Jing Yuan, Yongquan Liu, Xichun Han, Aiping Li, Liling ZhaoThe paper aims to propose a virtual reality (VR) wisdom teaching model in open university English course from the perspective of “Metaverse”. The study aims to testify the…
Assessing the Zoom learning experience of the elderly under the effects of COVID in Hong Kong: application of the IPO model
Larry K.W. Ching, Carol Y.K. Lee, Chris K.P. Wong, Michael T.H. Lai, Amy LipThis study aims to investigate the perceptions of elderly learners in experiencing Zoom learning under the effects of COVID in the case of Hong Kong.
Artificial intelligence in personalised learning: a bibliometric analysis
Kam Cheong Li, Billy Tak-Ming WongThis paper aims to present a comprehensive overview of the patterns and trends of publications on artificial intelligence (AI) in personalised learning. It addresses the…
Student motivations for social media use and their effects on academic performance- a meditational approach in emerging market
Abul Kalam, Chai Lee Goi, Ying Ying TiongDue to the incredible criticisms by scholars of the excessive use of social media networks, this study aims to explore students’ motivation for social media use (SMU) and…
Do avatar-assisted virtual classrooms work for students with low speaking confidence?: A qualitative study
Yoko HirataThis study aims to explore if and to what extent an online avatar-assisted virtual classroom can work to alleviate groups of Japanese university students’ anxiety around…
Anomaly detection in the course evaluation process: a learning analytics–based approach
Anagha Vaidya, Sarika SharmaCourse evaluations are formative and are used to evaluate learnings of the students for a course. Anomalies in the evaluation process can lead to a faulty educational…
A bibliometric analysis of artificial intelligence chatbots in educational contexts
Yupeng Lin, Zhonggen YuThe application of artificial intelligence chatbots is an emerging trend in educational technology studies for its multi-faceted advantages. However, the existing studies…
An evaluation model based on procedural behaviors for predicting MOOC learning performance: students’ online learning behavior analytics and algorithms construction
Yao Tong, Zehui ZhanThe purpose of this study is to set up an evaluation model to predict massive open online courses (MOOC) learning performance by analyzing MOOC learners’ online learning…
Microteaching networks in higher education
Sonia Santoveña-Casal, Javier Gil-Quintana, José Javier Hueso-RomeroMicroteaching is a teacher training method based on microclasses (groups of four or five students) and microlessons lasting no more than 5–20 min. Since it was first…
Supporting university students’ learning across time and space: a from-scratch, personalised and mobile-friendly approach
Eliza Rossiter, T.J. Thomson, Rachel FitzgeraldThe purpose of this study is to evaluate the use and effectiveness of a bespoke mobile learning resource, Pocket Tutor. This resource responds to a number of teaching and…
How to encourage students continue learning English on podcast? The perspectives of stimulus-organism-response and interest driven creator theory
Min Ching Chen, Tak-Wai Chan, Yu Hsin ChenPodcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory…
The role of website features in creating value co-creation behaviors and enhancing the brand image and reputation of higher education institutions
Davood Ghorbanzadeh, Mohsen SharbatiyanDespite promising conceptual developments in value co-creation behaviors, the scholarly attention afforded to the importance of the university website features in…
Offline collaborative learning approach for remote Northern territory students
Haixiao Dai, Phong Lam Nguyen, Cat KutayDigital learning systems are crucial for education and data collected can analyse students learning performances to improve support. The purpose of this study is to design…
Hands-on interaction in the augmented reality (AR) chemistry laboratories enhances the learning effects of low-achieving students: a pilot study
Yufang Cheng, Meng-Han Lee, Chung-Sung Yang, Pei-Yu WuThe purpose of this study was to develop the augmented reality (AR) educational program combined with the instructional guidance for supportive learning, which enhanced…
Educational technology research during the COVID-19 pandemic
Sijia Xue, Helen CromptonThis systematic review paper aims to examine extant empirical research involving educational technology during COVID-19 to provide an aggregated analysis of how the…
Visual literacy shown through a magnifying lens by high school students
Pritika Reddy, Bibhya Sharma, Kaylash Chaudhary, Osaiasi Lolohea, Robert TamathThe purpose of this study is to evaluate student visual literacy skills using the newly designed visual literacy framework and visual literacy (VL) scale.
Implementation of gamification and bloom’s digital taxonomy-based assessment: a scale development study with mixed-methods sequential exploratory design
Zamzami Zainuddin, Amru Alba, Taufik Gunawan, Dicky Armanda, Ana ZaharaThis study aims to construct a scale and identify the factors that might affect the implementation of gamification and Bloom's Digital Taxonomy-based assessment of…
Mapping the landscape of Makerspaces in higher education: an inventory of research findings
Georgios Pallaris, Panayiotis Zaphiris, Antigoni ParmaxiThe purpose of this study is to chart the development of Makerspaces in higher education (MIHE), by building a map of existing research work in the field. Based on a…
Use of gamification to enhance e-learning experience
Neerja Kashive, Sayali MohiteThis study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents…
Improving problem-solving skills through technology assisted collaborative learning in a first year engineering mathematics course
Anitha D., Kavitha D.The purpose of this research study is to explore simple collaborative technique for teaching mathematics and thus improving the problem solving skills of the students…
A study on the relation between industry 4.0 technologies and gamification in e-learning
Renata Pereira Oliveira, Igor Leão Santos, Cristina Gomes de Souza, Augusto da Cunha Reis, Wallice Medeiros de SouzaCOVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)…
The effect of virtual reality technology and education on sustainable behavior: a comparative quasi-experimental study
Mohammad Hossein RonaghiSustainability is one of the global challenges, individuals and businesses need to change their behavior and consumption patterns to move towards sustainable development…
ISSN:
1741-5659Online date, start – end:
2004Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- Assoc Prof Pedro Isaias