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1. Add on digital cartoon video versus paper based counselling for medication adherence in hypertensive patients followed at a referral hospital in Yaoundé (Cameroon): a randomized control trial. (e-Adherence study).

2. Exploring contributors, collaborations, and research topics in educational technology: A joint analysis of mainstream conferences.

3. Integrating data analytics in teaching audit with machine learning and artificial intelligence.

4. What is needed to build a personalized recommender system for K-12 students' E-Learning? Recommendations for future systems and a conceptual framework.

5. A systematic literature review for the use of eye-tracking in special education.

6. BP-CM Model: A teaching model for improving the teaching quality of IoT hardware technology based on BOPPPS and memory system.

7. Computerized testing in reading comprehension skill: investigating score interchangeability, item review, age and gender stereotypes, ICT literacy and computer attitudes.

8. Designing learning technology collaboratively: Analysis of a chatbot co-design.

9. Educational data mining to predict students' academic performance: A survey study.

10. Research on the predictive model based on the depth of problem-solving discussion in MOOC forum.

11. Effects of interactive unplugged programming activities on computational thinking skills and student engagement in elementary education.

12. Guest editorial for special section on a new culture of learning: Developing computing in the curriculum and advancing digital pedagogy.

13. Representing learning designs in a design support tool.

14. Determinants of higher education teachers' intention to use technology-based exams.

15. A card game for designing activities for technology-enhanced learning in higher education.

16. Educational Technology Adoption in Instructional Delivery in the New Global reality.

17. A systematic review of automated writing evaluation systems.

18. Negotiating scientific knowledge in the development of an eHealth MOOC.

19. Development an instructional design model selection approach for maritime education and training using fuzzy axiomatic design.

20. Meta analysis on effects of using 3D printing in South Korea K-12 classrooms.

21. Conflict recognition in CSCL sessions through the identification of cycles in conversational graphs.

22. A board game to improve freshmen on computer networks: Beyond layers abstraction.

23. Analysing the sentiments about the education system trough Twitter.

24. ICT, learning environment and student characteristics as potential cross-country predictors of academic achievement.

25. Identification and evaluation of technology trends in K-12 education from 2011 to 2021.

26. Designing e-assessment activities appropriate to learner's competency levels: Hybrid pedagogical framework and authoring tool.

27. The role of information and communication technologies and access to electricity on education in Africa.

28. Engineering professors' habits: didactic use of Information and Communication Technologies (ICT).

29. Future teachers facing the use of technology for inclusion: A view from the digital competence.

30. Information Security Awareness practices: Omani Government Agencies as a case study.

31. Longitudinal study of teacher acceptance of mobile virtual labs.

32. Towards intelligent E-learning systems.

33. Enhancing teacher collaboration in higher education: the potential of activity-oriented design for professional development.

34. Promote collaborations in online problem-based learning in a user experience design course: Educational design research.

35. Evaluation of fraction learning in authentic context using Ubiquitous Fraction App.

36. A typology for digital leadership in higher education: the case of a large-scale mobile technology initiative (using tablets).

37. AI-assisted automated scoring of picture-cued writing tasks for language assessment.

38. Privacy calculus model for online social networks: a study of Facebook users in a Malaysian university.

39. Examination of adaptation components in serious games: a systematic review study.

40. Evaluating the user's experience, adaptivity and learning outcomes of a fuzzy-based intelligent tutoring system for computer programming for academic students in Greece.

41. A meta-analysis of the effectiveness of programming teaching in promoting K-12 students' computational thinking.

42. Sign language recognition using artificial intelligence.

43. ICT-related training and support Programmes for information professionals.

45. End-user satisfaction of technology-enabled assessment in higher education: A coping theory perspective.

46. Explainable AI and machine learning: performance evaluation and explainability of classifiers on educational data mining inspired career counseling.

48. Student Performance Prediction with Eye-Gaze Data in Embodied Educational Context.

49. The effect of the tracking technology on students' perceptions of their continuing intention to use a learning management system.

50. The prediction of programming performance using student profiles.