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Li, Kam-Cheong; Wong, Billy Tak-Ming – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to present a review of case studies on the use of learning analytics in Science, Technology, Engineering, (Arts), and Mathematics (or STE[A]M) education. It covers the features and trends of learning analytics practices as revealed in case studies. Design/methodology/approach: A total of 34 case studies published from 2013…
Descriptors: Learning Analytics, Art Education, STEM Education, Adoption (Ideas)
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Wong, Billy Tak-Ming; Li, Kam Cheong; Choi, Samuel Ping-Man – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to review and identify the major patterns and trends in learning analytics practices in higher education institutions. The review covers the characteristics of the institutions, as well as the characteristics and outcomes of the learning analytics practices. Design/methodology/approach: This research collected literature…
Descriptors: Educational Trends, Educational Practices, Educational Research, Data Collection
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Keržic, Damijana; Aristovnik, Aleksander; Tomaževic, Nina; Umek, Lan – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to study the relationship between students' activities in the e-classroom and grades for the final exam. The study was conducted at the Faculty of Administration, University of Ljubljana among first-year undergraduate students. In the e-classroom, students learn new content for individual self-study, and their knowledge is…
Descriptors: Electronic Learning, Educational Technology, Undergraduate Students, Data Collection
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Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…
Descriptors: Young Adults, Computer Games, Computer Software, Evaluation Methods