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Self-efficacy is a perceived competence in performing a particular task, and science self-efficacy can determine the engagement to students science learning Based[Click]
The current technological revolution must be harnessed to increase access to information and help communities in developing countries make informed decisions[Click]
Project based learning(PBL) is an innovative instructional strategy focusing on practice and participation, which emphasizes problem solving and integrates a variety of[Click]
Programming ability is one of the most important abilities for the undergraduates majoring in computer science Taking Yunnan University as an example, the necessity and[Click]
Senior projects allow students to move the learning process from basic knowledge to an interdisciplinary approach The purpose of the research is to survey the attitude[Click]
A lot of educational institutions are facing the problem in conducting the physical classes due to COVID-19 pandemic recently Therefore, most of the medium of teaching[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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