Journal Articles
Table of Contents for JITE: Research, Volume 23, 2024
JITE, IT education, education research, table of contents
.i - v
210 downloads
Aim/Purpose: This paper addresses the effectiveness of flipped learning and teaching as a didactic innovation in math instruction. We are interested in comparing traditional and flipped learning and teaching in terms of acquired knowledge and retention and students’ perceptions of flipped learning and teaching.
Background: Traditional lessons, in which frontal instruction prevails, cannot suffici ...
didactic innovation, flipped learning and teaching, mathematics, knowledge retention, students’ perceptions, primary school students
001
592 downloads
Aim/Purpose: This study aims to investigate the perceptions of programming instructors among the Information Technology faculty members at AL al-Bayt University regarding the effectiveness of ChatGPT in supporting the programming instructional process. This study also aims to explore their experiences concerning the potential benefits and adverse impacts of such technology on students and instruct ...
computer programming, programming instructors, ChatGPT, programming instruction
002
1023 downloads
Aim/Purpose: The research aims to uncover the key research themes and trends of Social Media-Enhanced Blended Learning (SMBL) research. It will extract valuable insights from scholarly publications using bibliometric analysis.
Background: Although previous scholarly works and bibliometric review papers have examined integrating social media into blended learning and its impact on teaching and lea ...
bibliometrics, social media, blended learning, COVID-19, flipped classroom
003
280 downloads
Aim/Purpose: This study explores the Knowledge, Attitude, and Perception (KAP) towards ChatGPT among university students and faculty. It also examines the faculty’s readiness to cope with the challenges and leverage the opportunities presented by AI-powered conversational models.
Background: Launched on November 30, 2022, ChatGPT took the world by storm with its capability to generate high-quali ...
ChatGPT, Generative Pre-trained Transformer, knowledge, perception, attitude, academic integrity, student ethics, AI-driven conversational model, technology adoption
004
769 downloads
Aim/Purpose: The present study explores the key determinants that influence the intention of public higher education institutions in Malaysia to utilize mobile learning. Furthermore, this study investigates the correlation between these attributes and the components that affect the sustainability viability of mobile learning.
Background: The proliferation of mobile devices and the impact of COVID ...
sustainability, mobile learning, intention, instructor readiness, student readiness, learning autonomy
005
191 downloads
Aim/Purpose: This study aims to investigate the enabling technologies and applications of computer-assisted career guidance (CACG) tools in the career planning activities of students.
Background: The choice of a career is an extremely significant lifetime decision for any individual. Students often struggle with their career choices mainly due to the lack of awareness in career planning and devel ...
computer-assisted career guidance, career planning, career counseling, career guidance, education, systematic literature review
006
329 downloads
Researching Influences of Learner Experience on AR/VR Adoption - The Case of Vietnamese Universities
Aim/Purpose: The study aims to analyze the elements/factors that impact students’ augmented reality/virtual reality (AR/VR) adoption through their behavior in Vietnamese higher education. In particular, the research demonstrates the influences of and relationships between multiple goals, learner experience, and barriers to adopting AR/VR.
Background: The widespread adoption of digital transformat ...
education, AR/VR technology, multiple goals, AR/VR adoption, learner experience, barriers
007
239 downloads
Aim/Purpose: This study evaluated the e-learning experience of Saudi K-12 teachers during the COVID-19 pandemic. More specifically, it explored their perceptions of e-learning. It also investigated the teaching approaches and strategies, tools for facilitating e-learning, assessment tools, and social media used by teachers for communicating with students in e-learning during the pandemic. Furtherm ...
e-learning; Saudi K-12 teachers; COVID-19 pandemic
008
112 downloads
Aim/Purpose: This study aimed to identify primary school teachers’ perceptions of leveraging social media-based microlearning to improve students’ English-speaking abilities.
Background: The value of social media as an effective educational tool for English language learning has been recognized by educators in higher education in China. However, there is a lack of investigation into primary scho ...
Chinese primary school, teachers’ perceptions, social media-based microlearning, English-speaking abilities
009
289 downloads
Aim/Purpose: This research explores the design and development of a gamified Massive Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The focus is addressing challenges to foster autonomous learning within the MOOC context.
Background: MOOCs have emerged as a prominent platform for global education; however, they face ongoing challenges, particularly in their capa ...
MOOC, gamification, autonomous learning, self-directed learning
010
564 downloads
Aim/Purpose: The purpose of this research is to evaluate the available literature on Collaborative Virtual Environments (CVEs). It aims to investigate the impacts, guiding principles, and problems of CVEs, giving light to their revolutionary potential in a variety of sectors, such as education, healthcare, and gaming.
Background: CVEs have received a lot of interest in recent years because of the ...
collaborative virtual environments, collaboration, virtual reality, remote work, education
011
144 downloads
Aim/Purpose: This study aims to explore factors influencing engineering students’ acceptance of the Google Classroom platform in communication skills courses to ensure more active engagement and better performance.
Background: In response to the underutilization and hesitancy in adopting educational technologies, this study investigates the factors influencing engineering students’ acceptance of ...
TAM, Google Classroom, communication skills, academic success
012
180 downloads
Aim/Purpose: The purpose of this paper is to address the challenges posed by disinformation in an educational context. The paper aims to review existing information assessment techniques, highlight their limitations, and propose a conceptual design for a multimodal, explainable information assessment system for higher education. The ultimate goal is to provide a roadmap for researchers that meets ...
information assessment, artificial intelligence, higher education
013
216 downloads
Aim/Purpose: This paper aims to address the gap in comprehensive, real-world applications of Generative Artificial Intelligence (GenAI) in education, particularly in higher education settings. Despite the evident potential of GenAI in transforming educational practices, there is a lack of consolidated knowledge about its practical effectiveness and real-world impact.
Background: This study addres ...
generative AI, education, systematic literature review, teaching materials, skill development, academic performance
014
661 downloads
Aim/Purpose: This research aims to examine the mobile learning (m-learning) intentions of students pursuing design courses at graduate and undergraduate levels in higher education institutions in a developing country like India. This study integrated the Technology Readiness Index (TRI 2.0) and the Unified Theory of Acceptance and Use of Technology (UTAUT) to examine students’ intentions.
Backgro ...
m-learning, design students, UTAUT, technology readiness index, structural equation modeling, TRUTAUT model
015
108 downloads
Aim/Purpose: This research aims to empirically investigate and answer the following research questions: Do students’ self-control and smartphone e-learning readiness influence smartphone-cyberloafing, and does gender play a role in this relationship?
Background: Research indicates that many students’ learning time is wasted due to cyberloafing, which involves non-course-related activities on thei ...
smartphone e-learning, cyberloafing, smartphone-cyberloafing, students’ self-control, e-learning readiness, gender differences
016
134 downloads
Aim/Purpose: The purpose of this systematic literature review is to evaluate the application of UTAUT and UTAUT2 frameworks in K-12 education.
Background: This study included an analysis of peer-reviewed empirical studies that use the UTAUT and UTAUT2 frameworks to understand the factors that influence technology adoption among K-12 educators. New constructs were identified, and core determinate ...
education, UTAUT, UTAUT2, technology adoption, K-12, educators
017
172 downloads
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test.
Background: Incorporating information technology in education has led to the introduction of e-learning, potentially enhancing the learning ...
gamification, MBTI, gamified personalization, academic motivation scale, e-learning
018
240 downloads
Aim/Purpose: This study aims to examine the influence of digital competences, technology acceptance, and individual factors (gender and educational level) on academic achievement in Physical Education and Sports Science (PESS).
Background: Prior research has established a positive correlation between digital competences and performance, but the mediating role of technology acceptance remains uncl ...
academic performance, digital competence, physical education, sports science, technology acceptance
019
262 downloads
Aim/Purpose: This study aims to develop a theoretical framework for enhancing students’ higher-order thinking skills (HOTS) by integrating massive open online courses (MOOCs) with gamification elements.
Background: There is a growing demand to develop students’ innovative thinking abilities through MOOCs, focusing on higher-order thinking skills (HOTS), which are essential for 21st-century chall ...
higher-order thinking, MOOCs, gamification, student engagement, online collaborative learning
020
165 downloads
Aim/Purpose: The main goal of this study is to investigate the factors affecting students’ satisfaction and continuous usage of ChatGPT in an educational context, using the Expectation-Confirmation Model (ECM) as the theoretical framework. Specifically, this investigation focuses on identifying how user expectations, perceived usefulness, and satisfaction influence the continuous usage of ChatGPT ...
ChatGPT, Expectation-Confirmation Model (ECM), student satisfaction, continuous usage, CFA, SEM
021
310 downloads
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students’ visualization and comprehension of geometric concepts.
Background: The study involved developing an AR app named Geometria to enhance geometry education.
Methodology: In a specialized boarding school in Kokshetau, Kazakhstan, 82 tenth-graders were randomly split int ...
stereometry, education system, geometry, visualisation, augmented reality, digital technologies
022
126 downloads
Aim/Purpose: This study aims to introduce an innovative approach to improving learning outcomes for hearing-impaired learners (HL) within inclusive education settings. By integrating design thinking principles into Massive Open Online Courses (MOOCs) specifically designed for HL, this research seeks to address their unique educational needs. The study examines the components of a design thinking m ...
MOOC, design thinking, digital media, hearing-impaired learners
023
70 downloads
Aim/Purpose: The present study explores the use of AI-powered ChatGPT as a feedback tool for automated writing evaluation in a higher education context.
Background: Artificial intelligence (AI) is increasingly applied in the field of education, offering new opportunities with its evolving capabilities. One area where AI tools have promising potential is the field of second/foreign language (L2) w ...
artificial intelligence, ChatGPT, feedback, second language writing, higher education
024
576 downloads
Aim/Purpose: The aim of this study is to explore the factors that influence higher education students’ adoption of ChatGPT by incorporating constructs from the Technology Acceptance Model (TAM) and Self-Determination Theory (SDT) with trust, social influence, and personal innovativeness.
Background: Even though the use of ChatGPT has become more popular among university students, there is no clea ...
ChatGPT, higher education, TAM, motivational drivers
025
176 downloads
Aim/Purpose: This study aims to analyze the cognitive load experienced by secondary school students in Biology within m-learning environments and its impact on learning performance.
Background: Cognitive load has become a critical issue that schools need to address to ensure students can excel in their learning without being overwhelmed. While principles for reducing cognitive load have been exte ...
m-learning, mobile learning, cognitive load, mobile applications
026
191 downloads
Aim/Purpose: This paper explores the trends in robot storytelling, its conceptual models, and educational implications.
Background: Digital storytelling is the use of digital media elements such as text, images, audio, and video to create and tell a story. A form of digital storytelling using a social robot to do the story presentation is called robot-assisted digital storytelling or simply robot ...
robot-assisted storytelling, robot-based storytelling, robot storytelling, robot storytelling conceptual model, scoping review
027
67 downloads
Aim/Purpose: The purpose of this systematic literature review is to explore the use of gamification in reading instruction between 2020 and 2024, focusing on the main theories and models, implementation strategies in various educational settings, measurable effects on student engagement and comprehension, and future directions for research.
Background: Reading instruction faces persistent challen ...
gamification, gamified learning, reading instruction, reading comprehension, reading engagement
028
139 downloads
Aim/Purpose: This study examined the experiences of international students writing a typed e-assessment at the on-campus computer lab on the ExamOnline system.
Background: After a computer-based typed summative examination was introduced for one of the MSc degree’s modules in a UK university, it was critical to ascertain its inclusivity. The context is that departments in universities select crit ...
international students, computer-based assessment, e-assessment, inclusive as-sessment, ExamOnline
029
32 downloads
Aim/Purpose: The current study explored how Technological Pedagogical Knowledge (TPK) influences teachers’ delivery of subject content.
Background: The potential value of Fourth Industrial Revolution (4IR) devices is lost if teachers do not integrate them into their instructional practices. Technological Pedagogical Knowledge is one of the components of Technological Pedagogical and Content Knowl ...
rural areas, secondary schools, teachers, technological pedagogical knowledge
030
46 downloads