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Aïcha Bakki; Lahcen Oubahssi; Youness Laghouaouta; Sébastien George – Interactive Learning Environments, 2024
Business Process Model and Notation (BPMN) is a standard formalism for business process modeling that is very popular in professional practices due to its expressiveness, the well-defined meta-model, and its easiness of use by non-technical users. For instance, BPMN2.0 is used for business processes in commercial areas such as banks, shops,…
Descriptors: MOOCs, Learning Management Systems, Business Education, Models
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Rozita Tsoni; Georgia Garani; Vassilios S. Verykios – Interactive Learning Environments, 2024
New challenges in education demand effective solutions. Although Learning Analytics (LA), Educational Data Mining (EDM) and the use of Big Data are often presented as a panacea, there is a lot of ground to be covered in order for the EDM to answer the real questions of educators. An important step toward this goal is to implement holistic…
Descriptors: Data Use, Distance Education, Learning Analytics, Educational Research
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Yaser Hasan Al-Mamary; Aliyu Alhaji Abubakar; Mohammed Abdulrab – Interactive Learning Environments, 2024
The integrated ECM and the TAM were being used to identify the determining factors predicting students' intention to use the Learning Management System. The independent study was conducted solely focused at Gombe State University's Faculty of Art and Management Science in Nigeria. This was a quantitative research design wherein the online…
Descriptors: Learning Management Systems, Foreign Countries, Graduate Students, Educational Technology
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Olga Agatova; Alexander Popov; Suad Abdalkareem Alwaely – Interactive Learning Environments, 2024
The paper examines the special aspects of using Big Data technology in education. The population was made up of 356 third-year university students. To study Big Data technology, a questionnaire was used where respondents rated: cloud technology; apps; Massive Open Online Courses (MOOCs) and digital learning platforms. The study suggested that the…
Descriptors: Data Use, Learning Processes, Technology Uses in Education, Information Storage
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S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
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Galura, Jeanne C.; Reyes, Eler G. Delos; Pineda, Josephine Luz S. – Interactive Learning Environments, 2023
Changes in the educational landscape due to the COVID-19 pandemic open opportunities to create instructional materials that will make teaching and learning easier. The use of a learning tool such as Learning Management System (LMS) as the online classrooms of students is one of the essentials in an online learning environment. Utilizing an action…
Descriptors: Educational Technology, Learning Management Systems, Computer Mediated Communication, College Students
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Qiaoyi Huang – Interactive Learning Environments, 2023
The study aims to examine the factors influencing the long-term educators' motivation to use ELMS. The study was conducted at School of Big Data and Computer Science, Hechi University, China. The research methodology consisted of the author's developed online questionnaire, which was designed to determine the motives for using ELMS in the…
Descriptors: Teacher Attitudes, Intention, Learning Management Systems, Educational Technology
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Qiaoyi Huang; Yi Wei – Interactive Learning Environments, 2024
The active process of digitalisation of all spheres of human activity, defined as the Industrial Revolution 4.0, has a direct impact on the transformation of the education system and learning management in the direction of meeting the need for lifelong learning and adapting to the dynamically changing requirements of the global labour market. This…
Descriptors: Foreign Countries, Learning Management Systems, Educational Technology, Needs Assessment
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Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
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Maryam Nasser AL-Nuaimi; Omar Said Al Sawafi; Sohail Iqbal Malik; Mostafa Al-Emran; Yasser Fouad Selim – Interactive Learning Environments, 2023
The accelerating influx of learning technologies has catalyzed the surge for the formidable investments in e-learning systems across higher education institutions to revolutionize pedagogical practices. Thereby, learning management systems (LMS) have become indispensable tools in higher education. The enforcement of pandemic restrictions and…
Descriptors: Learning Management Systems, COVID-19, Pandemics, Educational Technology
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Ashrafi, Amir; Zareravasan, Ahad; Rabiee Savoji, Sogol; Amani, Masoumeh – Interactive Learning Environments, 2022
In the last decades, universities and higher education institutes have widely employed a learning management system (LMS) to monitor and manage electronic learning and teaching. Contrary to the significant role of LMS in educational settings, most research has focused on initial acceptance, and few attempts have been made to investigate factors…
Descriptors: College Students, Intention, Learning Management Systems, Educational Technology
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Maryam Nasser AL-Nuaimi; Omar Said Al Sawafi; Sohail Iqbal Malik; Rana Saeed Al-Maroof – Interactive Learning Environments, 2024
Despite the disruptive effects of COVID-19 on higher education institutions, the pandemic has enforced the intensive and sustained integration of new digital technologies and platforms into Education, a case that has instigated new contexts for online learning research. A considerable proportion of empirical literature advocates that perceived…
Descriptors: Educational Technology, Technology Uses in Education, Learning Management Systems, Undergraduate Students