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Number of items: 13.


Albelbisi, Nour Awni and Al-Adwan, Ahmad Samed and Habibi, Akhmad (2021) Self-regulated learning and satisfaction: A key determinants of MOOC success. Education and Information Technologies, 26 (3). pp. 3459-3481. ISSN 1360-2357, DOI


Elaish, Monther M. and Hussein, Mahmood H. and Hwang, Gwo-Jen (2023) Critical research trends of mobile technology-supported English language learning: A review of the top 100 highly cited articles. Education and Information Technologies, 28 (5). pp. 4849-4874. ISSN 1360-2357, DOI


Ghavifekr, S. and Mahmood, H. (2017) Factors affecting use of e-learning platform (SPeCTRUM) among University students in Malaysia. Education and Information Technologies, 22 (1). pp. 75-100. ISSN 1360-2357, DOI


Hussein, Mahmood H. and Ow, Siew Hock and Elaish, Monther M. and Jensen, Erik O. (2022) Digital game-based learning in K-12 mathematics education: a systematic literature review. Education and Information Technologies, 27 (2). pp. 2859-2891. ISSN 1360-2357, DOI


Mohtar, Syahida and Jomhari, Nazean and Omar, Nor Azyra and Mustafa, Mumtaz Begum and Yusoff, Zulkifli Mohd (2023) The usability evaluation on mobile learning apps with gamification for middle-aged women. Education and Information Technologies, 28 (1). pp. 1189-1210. ISSN 1360-2357, DOI


Saghapour, Mohsen and Iranmanesh, Mohammad and Zailani, Suhaiza and Goh, Gerald Guan Gan (2018) An empirical investigation of campus portal usage. Education and Information Technologies, 23 (2). pp. 777-795. ISSN 1360-2357, DOI

Sun, Lixuan and Asmawi, Adelina and Dong, Hui and Zhang, Xiaotian (2024) Empowering Chinese undergraduates' business English writing: Unveiling the efficacy of DingTalk-Aided Problem-based language learning during Covid-19 period. Education and Information Technologies, 29 (1). 239 – 271. ISSN 1360-2357, DOI

Sunday, Kissinger and Wong, Seng Yue and Samson, Balogun Oluwafemi and Sanusi, Ismaila Temitayo (2022) Investigating the effect of imikode virtual reality game in enhancing object oriented programming concepts among university students in Nigeria. Education and Information Technologies, 27 (5). pp. 6819-6845. ISSN 1360-2357, DOI


Yadegaridehkordi, Elaheh and Nilashi, Mehrbakhsh and Shuib, Liyana and Samad, Sarminah (2020) A behavioral intention model for SaaS-based collaboration services in higher education. Education and Information Technologies, 25 (2). pp. 791-816. ISSN 1360-2357, DOI

Yadegaridehkordi, Elaheh and Shuib, Liyana and Nilashi, Mehrbakhsh and Asadi, Shahla (2019) Decision to adopt online collaborative learning tools in higher education: A case of top Malaysian universities. Education and Information Technologies, 24 (1). pp. 79-102. ISSN 1360-2357, DOI

Yusoff, Zarwina and Kamsin, Amirrudin and Shamshirband, Shahaboddin and Chronopoulos, Anthony T. (2018) A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy. Education and Information Technologies, 23 (1). pp. 393-418. ISSN 1360-2357, DOI


Zhang, Yuting and Adams, Donnie and Lee, Kenny Cheah Soon (2022) The relationship between technology leadership and teacher ICT competency in higher education. Education and Information Technologies, 27 (7). pp. 10285-10307. ISSN 1360-2357, DOI

Zulnaidi, Hutkemri and Oktavika, Enny and Hidayat, Riyan (2020) Effect of use of GeoGebra on achievement of high school mathematics students. Education and Information Technologies, 25 (1). pp. 51-72. ISSN 1360-2357, DOI

This list was generated on Tue Jul 23 06:29:00 2024 +08.