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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]
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]
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]
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]
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]
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]
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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