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Showing 1 to 15 of 30 results Save | Export
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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
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Mahmud, Malissa Maria; Freeman, Bradley; Abu Bakar, Mohd Syuhaidi – Interactive Technology and Smart Education, 2022
Purpose: With the arrival of the 4th Industrial Revolution and the Education 4.0 era, the inevitability of educators using technology in the classroom has grown. A global health pandemic has hastened the adoption of online teaching. The interdependence of technologies and pedagogies necessitates vigour and variability, along with evolving teaching…
Descriptors: Technology Uses in Education, Electronic Learning, Technology Integration, Delivery Systems
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Stevens, Garry John; Bienz, Tobias; Wali, Nidhi; Condie, Jenna; Schismenos, Spyros – Interactive Technology and Smart Education, 2021
Purpose: Following the rapid shift to online learning due to COVID-19, this paper aims to compare the relative efficacy of face-to-face and online university teaching methods. Design/methodology/approach: A scoping review was conducted to examine the learning outcomes within and between online and face-to-face (F2F) university teaching programmes.…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, School Closing
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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
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Shimelis Kebede Kekeba; Abera Gure; Teklu Tafesse Olkaba – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study was to investigate the impact of using a jigsaw learning strategy integrated with computer simulation (JLSICS) on the academic achievement and attitudes of students, along with exploring the relationships between them in the process of learning about acids and bases. Design/methodology/approach: The research…
Descriptors: Teaching Methods, Learning Strategies, Computer Simulation, Technology Uses in Education
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Al-Wasy, Baleigh Qassem – Interactive Technology and Smart Education, 2020
Purpose: This paper aims to highlight a research on integrating technology into teaching and learning of second/foreign language writing. Design/methodology/approach: In total, 18 empirical studies, involving a total of 1,281 second and foreign language learners, have been reviewed. These studies are selected from the following two databases: Web…
Descriptors: Technology Integration, Instructional Effectiveness, Writing Instruction, Second Language Instruction
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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
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Zainuddin, Zamzami; Zhang, Yin; Li, Xiuhan; Chu, Samuel Kai Wah; Idris, Saifullah; Keumala, Cut Muftia – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to analyze the trends and contents of flipped classroom research based on 48 selected empirical articles published during 2017 and 2018. Design/methodology/approach: The inductive content analysis was used as a methodology to investigate the content of flipped classroom research, including subject-specific areas,…
Descriptors: Blended Learning, Educational Research, Intellectual Disciplines, Independent Study
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Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee – Interactive Technology and Smart Education, 2016
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Descriptors: Telecommunications, Simulated Environment, Computer Simulation, Handheld Devices
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Singh, Archana; Sharma, Sarika; Paliwal, Manisha – Interactive Technology and Smart Education, 2021
Purpose: COVID-19 outbreak has compelled the world-wide education system to use the digital collaboration platform (DCP) for online learning, for robust inclusive sustainable education. The purpose of this paper is to understand the adoption intention and effectiveness of DCP using technology acceptance model (TAM) for online learning among…
Descriptors: Adoption (Ideas), Intention, Technology Integration, Electronic Learning
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Meng, Qingquan; Jia, Jiyou; Zhang, Zhiyong – Interactive Technology and Smart Education, 2020
Purpose: The purpose of this study is to verify the effect of smart pedagogy to facilitate the high order thinking skills of students and to provide the design suggestion of curriculum and intelligent tutoring systems in smart education. Design/methodology/approach: A smart pedagogy framework was designed. The quasi-experiment was conducted in a…
Descriptors: Thinking Skills, Instructional Effectiveness, Technology Integration, Intelligent Tutoring Systems
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Noesgaard, Signe Schack – Interactive Technology and Smart Education, 2016
Purpose: The paper aims to discuss the effectiveness of e-Learning in advancing work practices. The paper investigates the assumption that e-Learning is as effective as face-to-face interventions when stimulating change. It also examines the assumption that well-designed and well-executed instructional interventions will advance work practices.…
Descriptors: Electronic Learning, Educational Technology, Teaching Methods, Conventional Instruction
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Alvi, Shahid – Interactive Technology and Smart Education, 2011
Purpose: This paper seeks to examine the impact of information communication technology on the learning process and on the profession of teaching. Design/methodology/approach: The paper reviews arguments for and against the use of technology in the classroom and draws on student comments on technology use in the classroom. Findings: The paper…
Descriptors: Foreign Countries, Information Technology, Educational Technology, Teaching Methods
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Shao, Kun; Maher, Peter – Interactive Technology and Smart Education, 2012
Purpose: Teaching advanced technical concepts in a computer science program to students of different technical backgrounds presents many challenges. The purpose of this paper is to present a detailed experimental pedagogy in teaching advanced computer science topics, such as computer networking, telecommunications and data structures using…
Descriptors: Computer Assisted Instruction, Active Learning, Telecommunications, Computer Networks
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