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We adopt Industry 4 0 (I4 0) and professional qualifications for adapting models of deliveries of teaching the module of Cyber Security at the University of Lincoln (UK) To[Click]
Like several other countries, Malaysia sees information and communications technology (ICT) as a potential tool for improving education quality However, there[Click]
Despite its significant damage to the hospitality and tourism industry, the pandemic of COVID-19 indeed has reinforced the needs for not only the hospitality and tourism[Click]
The education system has dramatically changed from physical to online due to COVID-19 Millions of learners around the world have been affected due to the pandemic[Click]
The COVID-19 pandemic has prevented close engagement with students to avoid the spread of the virus Hence, the transition from the traditional classroom methods to[Click]
Massive Open Online Courses (MOOCs) are open courses offered to an indefinite number of participants and accessible through virtual learning environments These[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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