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The concept of personal learning environments (PLEs) is relatively new and is continuously developing Over the past decade, there has been a significant upsurge in the[Click]
Knowledge sharing among teachers denotes an important means of promoting the professional growth of individual instructors It enhances the competitiveness of school[Click]
Higher education management problems in delivering 100% of graduates who can satisfy business demands In industry it is often difficult for qualified graduates to identify[Click]
Evaluating faculty members performance is a very complex area to study In addition, predicting the performance of these faculty members is a very difficult and[Click]
This paper explores the effect of applying gamification and flipped classroom approaches through our group-based assessment game, the CrossQuestion, in the course[Click]
Internship program intends to empower students with real-world knowledge, skills, and desirable attitudes by allowing them to gain hands-on experience This study focuses[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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