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Anshita Chelawat; Richal Tuscano; Roshani Prasad; Seema Sant – International Journal of Learning Technology, 2025
This study aims to explore factors predicting the use of e-learning as a sustainable solution in Indian higher education institutions by employing a modified version of the technology acceptance model (TAM). An online questionnaire (n = 200), capturing post-graduate management students from the Mumbai Metropolitan Region, was analysed using…
Descriptors: Educational Technology, Electronic Learning, Graduate Students, Value Judgment
Aicha Er-Rafyg; Abdellah Idrissi; Kaoutar El Handri – International Journal of Learning Technology, 2025
In today's digital age, online courses have become a valuable tool for learners to acquire new skills and knowledge. The global outbreak of COVID-19 has further accelerated the adoption of online learning as education service providers are forced to move their courses online to ensure the continuity of education. However, with many online courses,…
Descriptors: Technology Uses in Education, Online Courses, Artificial Intelligence, Information Systems
Xiaojing Song – International Journal of Learning Technology, 2025
The first MOOC course on geo-informatics, 'maps and the geospatial revolution' was provided as video materials by Penn State in July 2013, since then, the number of geo-informatics MOOC courses has increased significantly (Robinson et al., 2015). This study uses the edX geo-informatics course model as the origin of the experimental results to…
Descriptors: MOOCs, Information Science Education, Maps, Geographic Information Systems
Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes