Interactive Technology and Smart Education: Volume 20 Issue 1


Table of contents

Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers

Amira Sghari, Fatma Bouaziz

This paper aims to focus on the intention to use of the Backstage game by teachers delivering entrepreneurship course at Tunisian public universities. A research model was…

The effectiveness of teaching virtual reality-based business ethics: is it really suitable for all learning styles?

Ratna Candra Sari, Sony Warsono, Dwi Ratmono, Zuhrohtun Zuhrohtun, Hardika Dwi Hermawan

Previous research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric…

Considering visual cueing and practice type for software training’s optimisation: a study of domain experts

Vasiliki Ragazou, Ilias Karasavvidis

Software training is a new trend in software applications. A key problem with software training is that video tutorials are developed without considering the target audience…

Exploring students digital activities and performances through their activities logged in learning management system using educational data mining approach

Adel Bessadok, Ehab Abouzinadah, Osama Rabie

This paper aims to investigate the relationship between the students’ digital activities and their academic performance through two stages. In the first stage, students’ digital…

Emerging perspectives and challenges for virtual collaborative learning in an institution of higher education: a case of Lesotho

Gloria Lihotetso Matee, Nthabiseng Motlohi, Palesa Nkiwane

This study aims to investigate emerging perspectives and challenges which teaching staff and students in the Faculties of Business and Accounting, Health and Education as well as…

Decoding and designing massive open online courses (MOOCs)

Archana Shrivastava, Ashish Shrivastava

This study aims to investigate the attributes of the online programme that are considered and compute their relative importance in the purchase decision. This study aims to…

Offline vs online problem-based learning: a case study of student engagement and learning outcomes

Hans Kristianto, Linda Gandajaya

Furthermore, the purpose of this study is to compare the student engagement and the learning outcomes in offline and online PBL in the aforementioned course. The COVID-19 pandemic…


Project-based learning in human–computer interaction: a service‐dominant logic approach

Amela Karahasanović, Alma Leora Culén

This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large…

Design for learning – involving teachers in digital didactic design (D3)

Pernilla Nilsson, Jesper Lund

This study aims to investigate how primary teachers, when taking part in digital didactic design (D3) workshops at the Digital Laboratory Centre at the university, develop their…

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  • Assoc Prof Pedro Isaias