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Haixiao Dai; Phong Lam Nguyen; Cat Kutay – Interactive Technology and Smart Education, 2024
Purpose: Digital learning systems are crucial for education and data collected can analyse students learning performances to improve support. The purpose of this study is to design and build an asynchronous hardware and software system that can store data on a local device until able to share. It was developed for staff and students at university…
Descriptors: Foreign Countries, Cooperative Learning, Rural Schools, Asynchronous Communication
Yuan, Jing; Liu, Yongquan; Han, Xichun; Li, Aiping; Zhao, Liling – Interactive Technology and Smart Education, 2023
Purpose: The paper aims to propose a virtual reality (VR) wisdom teaching model in open university English course from the perspective of "Metaverse". The study aims to testify the stimulation for English learning and the effectiveness of English-expressing with VR tools for adult learners from the practice in a pilot reform project.…
Descriptors: Computer Simulation, Educational Technology, Teaching Methods, Foreign Countries
Ching, Larry K. W.; Lee, Carol Y. K.; Wong, Chris K. P.; Lai, Michael T. H.; Lip, Amy – Interactive Technology and Smart Education, 2023
Purpose: This study aims to investigate the perceptions of elderly learners in experiencing Zoom learning under the effects of COVID in the case of Hong Kong. Design/methodology/approach: An online survey and focus group interviews have been conducted with quantitative and qualitative approaches, respectively. The survey design was based on the…
Descriptors: Foreign Countries, Older Adults, Videoconferencing, Educational Technology
Rida Afrilyasanti; Eko Suhartoyo; Utami Widiati – Interactive Technology and Smart Education, 2025
Purpose: Through the action research study, this paper aims to examine how e-portfolios improve students' critical, reflective and creative thinking as part of higher-order thinking skills (HOTS). Besides, this paper also explores how e-portfolios enhance students' speaking skills. The study is carried out to improve the current state by…
Descriptors: Portfolios (Background Materials), Educational Technology, Thinking Skills, Teaching Methods
Devisakti, A.; Muftahu, Muhammad – Interactive Technology and Smart Education, 2023
Purpose: The explosion of technology has revolutionized the teaching and learning process in higher education. Students are using the digital technology to aid their learning process. In this sense, digital divide exists among students in higher education as they come from different socioeconomic backgrounds. Thus, this study aims to examine the…
Descriptors: Electronic Learning, Educational Technology, Access to Computers, Disadvantaged
Ronaghi, Mohammad Hossein – Interactive Technology and Smart Education, 2023
Purpose: Sustainability is one of the global challenges, individuals and businesses need to change their behavior and consumption patterns to move towards sustainable development. This is not possible without planning for education and related knowledge transfer. On the other hand, disruptive technologies such as virtual reality (VR) have…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Sustainability
Umbreen Tariq – Interactive Technology and Smart Education, 2025
Purpose: This study aims to explore computer-assisted language learning (CALL) activities to improve the English essay writing of Pakistani university students. It highlights the role of CALL in the language proficiency model cognitive academic language proficiency (CALP), which can enable second language learners to engage in more critical…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, English (Second Language)
Sijia Xue; Helen Crompton – Interactive Technology and Smart Education, 2024
Purpose: This systematic review paper aims to examine extant empirical research involving educational technology during COVID-19 to provide an aggregated analysis of how the pandemic has influenced educational technology research. Design/methodology/approach: Using a Preferred Reporting Items for Systematic Reviews and Meta-Analysis systematic…
Descriptors: Educational Technology, Educational Research, COVID-19, Pandemics
Alrousan, Mohammad Kasem; Al-Madadha, Amro; Al Khasawneh, Mohammad Hamdi; Adel Tweissi, Adiy – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this study is to investigate the factors that affect students' behavioral intentions to use virtual classrooms at Princess Sumaya University for Technology (PSUT) in Jordan. Design/methodology/approach: A quantitative research approach was adopted, an online survey method was used and the data were collected among students…
Descriptors: Foreign Countries, Student Behavior, Intention, Virtual Classrooms
Sari, Ratna Candra; Warsono, Sony; Ratmono, Dwi; Zuhrohtun, Zuhrohtun; Hermawan, Hardika Dwi – Interactive Technology and Smart Education, 2023
Purpose: Previous research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric et al., 2016; Francis et al., 2020), firefighters (Çakiroglu and Gökoglu, 2019), negotiation training (Ding et al., 2020), health-care training (Chow et al.,…
Descriptors: Business Education, Computer Simulation, Ethics, Cognitive Style
Vlachogianni, Prokopia; Tselios, Nikolaos – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this paper is to investigate the impact of personality traits on the perceived usability evaluation of e-learning platforms. In specific, perceived usability levels of the educational platforms and tools used in primary and secondary education in Greece are demonstrated. The impact which personality traits and other…
Descriptors: Personality Traits, Usability, Computer Software, Educational Technology
Mareta, Sannia; Thenara, Joseph Manuel; Rivero, Rafael; Tan-Mullins, May – Interactive Technology and Smart Education, 2022
Purpose: Virtual reality (VR) technologies have expanded their application domains towards education with pedagogical benefits including fully immersive learning environment and in-depth user engagement through scenario-based virtual simulations. Motion sickness (MS), however, has become one of the long-standing key challenges of the VR…
Descriptors: Computer Simulation, Undergraduate Students, Educational Technology, Diseases
Mamun, Md Abdullah Al – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present a scaffolding framework incorporating sophisticated technology that can inform instructional design to support student inquiry learning in the self-regulated online environment. Design/methodology/approach: The classic predict, observe and explain (POE) framework has been extended through the incorporation of an…
Descriptors: Scaffolding (Teaching Technique), Self Management, Online Courses, Inquiry
Sghari, Amira; Bouaziz, Fatma – Interactive Technology and Smart Education, 2023
Purpose: 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 developed based on a literature review of the variables that would affect the intention to use this game. Design/methodology/approach: Data were collected by survey…
Descriptors: Educational Games, Game Based Learning, Intention, College Faculty
Ho, Ree Chan; Song, Bee Lian – Interactive Technology and Smart Education, 2022
Purpose: This study aims to examine live streaming experiences of business students' at the tertiary education level, and how the use of this interactive platform satisfies their affective, cognitive, social and hedonic needs in learning. Likewise, it explored the influence of live streaming class on the learning outcome needed in achieving…
Descriptors: Business Education, Postsecondary Education, Student Experience, Student Needs