Interactive Technology and Smart Education


Information and Knowledge Management

Table Of Contents: Volume 15 Issue 1

A gamification design for the classroom

Michael Hitchens, Rowan Tulloch

The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the…

Offering a framework for value co-creation in virtual academic learning environments

Mina Ranjbarfard, Mahboobeh Heidari Sureshjani

This research aims to convert the traditional teacher–student models, in which teachers determine the learning resources, into a flexible structure and an active learning…

Learner ownership of technology-enhanced learning

Eleanor J. Dommett

This paper aims to examine the different ways in which learners may have ownership over technology-enhanced learning by reflecting on technical, legal and psychological ownership.

New technology in health education

Charles Buabeng-Andoh

The purpose of this paper is to investigate undergraduate nursing students’ use of mobile learning (m-learning) and the factors contributing to their use of m-learning.

Assessing e-learning system in higher education institutes

Muhammad Ali, Syed Ali Raza, Wasim Qazi, Chin-Hong Puah

This study aims to examine university students’ acceptance of e-learning systems in Pakistan. A Web-based learning system is a new form of utilizing technological…



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  • Dr Pedro Isaias