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Eliza Rossiter; T. J. Thomson; Rachel Fitzgerald – Interactive Technology and Smart Education, 2024
Purpose: The 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 learning challenges within the tertiary education context. These include those related to the number and type of learning activities that can be offered, class pacing,…
Descriptors: College Students, Electronic Learning, Handheld Devices, Technology Uses in Education
Khameel B. Mustapha; Eng Hwa Yap; Yousif Abdalla Abakr – Interactive Technology and Smart Education, 2024
Purpose: Following the recent rise in generative artificial intelligence (GenAI) tools, fundamental questions about their wider impacts have started to reverberate around various disciplines. This study aims to track the unfolding landscape of general issues surrounding GenAI tools and to elucidate the specific opportunities and limitations of…
Descriptors: Engineering Education, Artificial Intelligence, Computer Software, Synchronous Communication
Samsudeen Sabraz Nawaz; Mohamed Buhary Fathima Sanjeetha; Ghadah Al Murshidi; Mohamed Ismail Mohamed Riyath; Fadhilah Bt Mat Yamin; Rusith Mohamed – Interactive Technology and Smart Education, 2024
Purpose: This study aims to investigate Sri Lankan Government university students' acceptance of Chat Generative Pretrained Transformer (ChatGPT) for educational purposes. Using the unified theory of acceptance and use of technology 2 (UTAUT2) model as the primary theoretical lens, this study incorporated personal innovativeness as both a…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Computer Software
Tapas Sudan; Arjun Hans; Rashi Taggar – Interactive Technology and Smart Education, 2024
Purpose: The intricate dynamics of ChatGPT adoption among Indian students are discussed while exploring the factors outlined by Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). By assessing these factors, this study aims to unravel their impact on the behavioral intention to use ChatGPT. Design/methodology/approach: While evaluating…
Descriptors: Transformative Learning, Technology Uses in Education, Artificial Intelligence, Computer Software
Duan, Chenggui; Lee, Tracy K. – Interactive Technology and Smart Education, 2022
Purpose: Free and open-source software (FOSS) has been used worldwide because of the advantages of user control, cost-saving, flexibility, openness, freedom, more security and better stability. The purpose of this study is to explore the status quo of educational application of FOSS and the trends from international perspectives and its…
Descriptors: Technology Uses in Education, Computer Software, Higher Education, Foreign Countries
Ragazou, Vasiliki; Karasavvidis, Ilias – Interactive Technology and Smart Education, 2023
Purpose: 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. Although video tutorials are popular, little attention is given to their design features. This study aims to investigate how two multimedia research principles,…
Descriptors: Visual Aids, Cues, Task Analysis, Video Technology
Raza, Syed Ali; Khan, Komal Akram – Interactive Technology and Smart Education, 2022
Purpose: Collaboration, communication, critical thinking and creativity are the most essential Cs of education. However, at present, these Cs are interlinked with technology to make it more effective and reliable. Educational technology infuses higher education, many people use it on a daily basis. Students are eager to adopt such technologies…
Descriptors: Academic Achievement, Educational Technology, Higher Education, Internet
Jia, Jiyou; He, Yunfan – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this study is to design and implement an intelligent online proctoring system (IOPS) by using the advantage of artificial intelligence technology in order to monitor the online exam, which is urgently needed in online learning settings worldwide. As a pilot application, the authors used this system in an authentic…
Descriptors: Artificial Intelligence, Supervision, Computer Assisted Testing, Electronic Learning
Preeti Bhaskar; Puneet Kumar Gupta – Interactive Technology and Smart Education, 2024
Purpose: This study aims to delve into the perspectives of educators on integrating ChatGPT, an AI language model into management education. In the current research, educators were asked to talk as widely as possible about the perceived benefits, limitations of ChatGPT in management education and strategies to improve ChatGPT for management…
Descriptors: Teacher Attitudes, Artificial Intelligence, Computer Software, Synchronous Communication
Wong, Wing-Kwong – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to propose a maker's approach to teaching an operating systems (OSs) course in which students apply knowledge of OSs to making a toy robot by focusing on input/outputs, hardware devices and system programming. Design/methodology/approach: Classroom action research is involved in this study. Findings: After the course was…
Descriptors: Computer Science Education, Robotics, Toys, Teaching Methods
Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: 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 gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
Wan Jusoh, Wan Noor Hazlina; Ahmad, Suraya – Interactive Technology and Smart Education, 2016
Purpose: The purpose of this study is to explore the use of iMindMap software as an interactive tool in the teaching and learning method and also to be able to consider iMindMap as an alternative instrument in achieving the ultimate learning outcome. Design/Methodology/Approach: Out of 268 students of the management accounting at the University of…
Descriptors: Computer Software, Technology Uses in Education, Teaching Methods, Accounting
Méxas, José Geraldo Franco; Guedes, Karla Bastos; Tavares, Ronaldo da Silva – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this paper is to present the development of a software for stereo visualization of geometric solids, applied to the teaching/learning of Descriptive Geometry. Design/methodology/approach: The paper presents the traditional method commonly used in computer graphic stereoscopic vision (implemented in C language) and the…
Descriptors: Geometry, Mathematics Instruction, Geometric Concepts, Visualization
Mubin, Omar; Novoa, Mauricio; Al Mahmud, Abdullah – Interactive Technology and Smart Education, 2017
Purpose: This paper narrates a case study on design thinking-based education work in an industrial design honours program. Student projects were developed in a multi-disciplinary setting across a Computing and Engineering faculty that allowed promoting technologically and user-driven innovation strategies. Design/methodology/approach: A renewed…
Descriptors: Industrial Arts, Design, Case Studies, Teaching Methods