About IJIET

International Journal of Information and Education Technology
International Journal of Information and Education Technology (IJIET) is an international academic open access journal which gains a foothold in Singapore, Asia and opens to the world. It aims to promote the integration of information and education technology.  

The focus is to publish papers on the application of mobile information and communication technology with computers as the core in education.  Submitted papers will be reviewed by technical committees of the Journal and Association. The audience includes researchers, managers and operators for information and education technology as well as designers and developers.

All submitted articles should report original, previously unpublished research results, experimental or theoretical, and will be peer-reviewed. Articles submitted to the journal should meet these criteria and must not be under consideration for publication elsewhere. Manuscripts should follow the style of the journal and are subject to both review and editing.


Important NoticeIJIET will only accept new submissions through online submission system


General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Dr. Steve Thatcher
  • Executive Editor: Ms. Nancy Y. Liu
  • Abstracting/ Indexing: Scopus (Since 2019), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Electronic Journals Library, Google Scholar, Crossref, etc.
  • E-mail: ijiet@ejournal.net

Editor-in-Chief

Prof. Dr. Steve Thatcher
CQUniversity, Australia
It is my honor to be the editor-in-chief of IJIET. The journal publishes good-quality papers which focous on the advanced researches in the field of information and education technology. Hopefully, IJIET will become a recognized journal among the scholars in the related fields.

Latest Articles

01Self-efficacy for Self-regulated Learning and Chinese Students’ Intention to Use Online Learning in COVID-19: A Moderated Mediation Model
Yajuan Cui

Self-efficacy for self-regulated learning (SESRL) is a protective factor for academic performance However, there are few studies have explored its impact on online learning during the Covid-19 This study investigated[Click]

02Flipped Classroom with Challenge-Based Learning Model on an Online Streaming Ecosystem to Develop Coping Skills in Cyberbullying
Phisit Pornpongtechavanich, Kawitsara Eumbunnapong, and Pallop Piriyasurawong

The purposes of this research were: 1) to synthesize documents and international research on designing flipped classroom with challenge-based learning model on an online streaming ecosystem to develop[Click]

03Using Design Based Research to Redesign Remote Proctoring for Online Learning Environments
Jining Han, Rentong Pan, Yuxin Gao, and Beibei Ren

Online testing has been widely used in Chinese universities due to the development of distance education and the outbreak of COVID-19 The current research uses a design-based research (DBR) method[Click]

04Effects of Jigsaw Strategy into Flipped Learning on EFL Pre-serviced Kindergarten Teachers‟ English Attitude and Motivation with Online-Based Classroom
Hyelin Jeong

This research applied a jigsaw strategy in flipped learning to improve English attitude and motivation of EFL pre-kindergarten teachers For this purpose, online-based flipped learning was[Click]

05A Study on Use of Mathematical Programs for Design of Electronic Circuits in Cybernetic-Physical Learning Environment
Namrata Dewan Soni, Jyoti Bhola, and Mona Bhatnagar

The laboratory work holds a great importance for an undergraduate student of science And during COVID -19 pandemic, when the theory classes were moved online, migrating practical classes[Click]

06A Study of the Relationship among Self-efficacy, Cognitive Load, Failure Attribution and Intention of Continue Participation in the "Insect Garden VR Game"
Chin-Chieh Juh, Chow-Chin Lu, and Jon-Chao Hong

Education reform is ongoing in Taiwan, the 12-year compulsory education has been implemented since 2019 The science curriculum emphasizes the importance of students [Click]

Most cited papers

01The Importance of Cybersecurity Education in School
Rahman N. A. A, Sairi I. H., Zizi N. A. M., and Khalid F.

Abstract—Despite the fact that the Internet has positively impacted people’s lives, there are negative issues emerged related to the use of Internet. Cases like cyber-bully, online fraud, racial abuse, pornography and gambling had increased [Click]

02Research on VR-Supported Flipped Classroom Based on Blended Learning — A Case Study in "Learning English through News"
Li Xiao-Dong and Cao Hong-Hui

Abstract—Combined with educational information technology, advanced concepts of ubiquitous learning and mobile learning, the paper incorporates technologies of virtual reality, cloud computing, context awareness with blended learning mode in flipped [Click]

03The Gathering of the Community of Inquiry in Online Learning
Lay Huah Goh

Abstract—This study employed learning analytics to understand the gathering of a community of inquiry (CoI) through the discussion forums of a global MOOC offering. The transcripts of the discussion were compiled and the discourse analysed.[Click]

04The Perception of Teachers towards Smart Board Technology in a Malaysian Primary School
Kien Tsong Chau, Danial Aizat Bin Zainuddin, Siaw Kiong Ling, Li Min Ng, and Jiaqi Yang

Abstract—The paper investigates the perception of teachers towards smart board. Malaysian government started to deploy smart boards in various schools in the year of 2000. [Click]

05Elementary School Students Learn Arduino Programming to Assemble Sensory-Controlled Works
Chow-Chin Lu, Jon-Chao Hong, Fen-Fang Chen, and Shin-Yin Ma

Abstract—This study aims to design a cross-disciplinary science, technology, engineering, and mathematics (STEM) curriculum for the elementary school students in order to cultivate their STEM literacy [Click]

06The Design Patterns for Language Learning and the Assessment on Game-Based Learning
Gridaphat Sriharee

Abstract—Digital game-based learning is the approach to integrate digital games to support learning both inside and outside the classroom. It is promising the way of learning beyond traditional learning where digital learning context is available. [Click]

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