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Chandan Kumar Tiwari; Mohd. Abass Bhat; Shagufta Tariq Khan; Rajaswaminathan Subramaniam; Mohammad Atif Irshad Khan – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this paper is to identify the factors determining students' attitude toward using newly emerged artificial intelligence (AI) tool, Chat Generative Pre-Trained Transformer (ChatGPT), for educational and learning purpose based on technology acceptance model. Design/methodology/approach: The recommended model was empirically…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Student Attitudes
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Dirk H. R. Spennemann; Jessica Biles; Lachlan Brown; Matthew F. Ireland; Laura Longmore; Clare L. Singh; Anthony Wallis; Catherine Ward – Interactive Technology and Smart Education, 2024
Purpose: The use of generative artificial intelligence (genAi) language models such as ChatGPT to write assignment text is well established. This paper aims to assess to what extent genAi can be used to obtain guidance on how to avoid detection when commissioning and submitting contract-written assignments and how workable the offered solutions…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Cheating
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Ali, Ramiz – Interactive Technology and Smart Education, 2023
Purpose: The purpose of this study is to describe university students' motivations for using Facebook as an informal learning tool and explore the key barriers that may inhibit learning on the social media platform. Design/methodology/approach: A case study approach was adopted in this study. Participants were 82 university students who…
Descriptors: Electronic Learning, Technology Uses in Education, Social Media, Informal Education
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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
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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
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Pombo, Lúcia; Marques, Margarida Morais – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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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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Ahmad, Asad; Khan, Mohammed Naved; Rahman, Obaidur – Interactive Technology and Smart Education, 2017
Purpose: Internet is both a medium and a platform for information exchange. This characteristic of internet is gradually metamorphosing it into an e-learning enabler. A significant percentage of internet users access health-related information through the medium of internet, but little is known about the factors that determine such behaviour. This…
Descriptors: Information Seeking, Access to Information, Internet, College Students
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Sumida Garcia, Leandro; Costa Silva, Camila Mariane – Interactive Technology and Smart Education, 2017
Purpose: This research aims to compare the preference of social media sites and institutional communication channels of a higher education institution by confronting elements that form perceived usefulness and user satisfaction with the system. Social media technologies are a part of the routine of the modern society in many diverse ways,…
Descriptors: Social Media, Undergraduate Students, Foreign Countries, Comparative Analysis
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Kilic, Eylem; Güler, Çetin; Çelik, H. Eray; Tatli, Cemal – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to investigate the factors which might affect the intention to use interactive whiteboards (IWBs) by university students, using Technology Acceptance Model by the structural equation modeling approach. The following hypothesis guided the current study: H1. There is a positive relationship between IWB…
Descriptors: Technology Uses in Education, Interactive Video, Bulletin Boards, Visual Aids
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Kanala, Sari; Nousiainen, Tuula; Kankaanranta, Marja – Interactive Technology and Smart Education, 2013
Purpose: The purpose of this paper is to explore the use of the prototype of a mobile application for the enhancement of children's motivation for writing. The results are explored from students' and experts' perspectives. Design/methodology/approach: This study is based on a field trial and expert evaluations of a prototype of a mobile…
Descriptors: Writing Instruction, Writing Skills, Childrens Writing, Elementary School Students