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Introductory programming course traditionally have higher rates of failures and dropouts Teachers and researchers have to develop strategies[Click]
Predictive Maintenance can be defined as a type of advanced maintenance that detects the onset of system degradation allowing causal stressors to[Click]
The paper aims to find out the outcomes of homework and bonus activities on Facebook through three categories, namely “participation”, “preference”, and “convenience” University students (N=34) participated in[Click]
This paper introduces our work on the development of a novel system for applying MIT’s Scratch to teaching classes of four to eight-years-old students Scratch is a visual, block-based programming language designed[Click]
This paper analyzes the relationship of educational skills that students should achieve for each computer programming class using a student self-assessment questionnaire The questionnaire survey[Click]
To be relevant to the 21st Century Learner’s needs, Taylor’s University (TU), a private university in Malaysia, revamped its curriculum to be learner-centred [Click]
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]
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]
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]
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]
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]
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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