Volume 22, 2023
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 22, 2023
information technology education, JITE, innovations in practice, table of contents
.i - iii
Aim/Purpose: This research explores the influence of organizational-level and individual-level creativity and innovation and the technology acceptance model toward the higher education creative environment that consists of research creativity and teaching creativity. Background: Creativity and innovation are essential pillars for higher education institutions (HEIs). The two terms are interconnec ...
organizational factors, individual factors, technology factors, creativity, innovation, technology acceptance, Saudi Arabian higher educational institutions
1 - 48
Aim/Purpose: The emergence of massive open online courses (MOOCs) has fostered the creation of co-located learning communities; however, there is limited research on the types of interactions unfolding in these spaces. Background: This study explores Peer 2 Peer University’s Learning Circles, a project that allows individuals to take MOOCs together at the library. I investigated the patterns that ...
massive open online course (MOOC), e-learning, face-to-face, technological appropriation, agency, digital literacy, Peer 2 Peer University
49 - 65
Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understandi ...
augmented reality, virtual reality, user experience study, extended realities, interactive media, human-computer interaction, simulation learning, serious games, digital media, higher education, virtual learning, education technologies, inclusive design, ethical design, digital technologies, design and technologies, digital literacy, technologies education, transdisciplinary, multidisciplinary, science technology engineering and mathematics (STEM), humanities and social sciences (HASS)
67 - 90
Aim/Purpose: This study aims to explore the value of utilizing non-immersive virtual reality (VR) to create virtual learning environments (VLEs) to support and prepare optometry students in their transition into preclinical and clinical teaching spaces. Background: Digital education is widely integrated into university curricula with the use of online simulators, immersive VR, and other digital ...
optometric education, non-immersive VR, digital learning, student stress, student confidence
91 - 107
Unveiling Learner Emotions: Sentiment Analysis of Moodle-Based Online Assessments Using Machine Learning
Aim/Purpose: The study focused on learner sentiments and experiences after using the Moodle assessment module and trained a machine learning classifier for future sentiment predictions. Background: Learner assessment is one of the standard methods instructors use to measure students’ performance and ascertain successful teaching objectives. In pedagogical design, assessment planning is vital in l ...
sentiment analysis, machine learning, random forest algorithm, online learning, Moodle
109 - 132
COVID-19 Pandemic and the Use of Emergency Remote Teaching (ERT) Platforms: Lessons From a Nigerian University
Aim/Purpose: This study examines the use of the Emergency Remote Teaching (ERT) platform by undergraduates of the University of Ibadan, Nigeria, during the COVID-19 pandemic using the constructs of the UTAUT2 model. Five constructs of the UTAUT2 model were adopted to investigate the use of the ERT platform by undergraduates of the university. Background: The Coronavirus (COVID-19) outbreak disrup ...
COVID-19 pandemic, emergency remote teaching platforms, UTAUT2 model, undergraduates, University of Ibadan, Nigeria
133 - 158
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware’s engagement, functionality, aesthetics, and information quality using the Mobile App Rating Sc ...
game-based learning, gamification, mobile courseware, statistics and probability
159 - 177
Measurement of Doctoral Students’ Intention to Use Online Learning: A SEM Approach Using the TRAM Model
Aim/Purpose: The study aims to supplement existing knowledge of information systems by presenting empirical data on the factors influencing the intentions of doctoral students to learn through online platforms. Background: E-learning platforms have become popular among students and professionals over the past decade. However, the intentions of the doctoral students are not yet known. They are an ...
e-learning, doctoral students, technology acceptance model, technology readiness index, structural equation modeling, online intentions, TRAM model
179 - 200
Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education
Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinkin ...
design thinking, digital self-directed learning, digital media, digital literacy
201 - 214
Volume 21, 2022
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 21, 2022
information technology education, JITE, innovations in practice, table of contents
.i - iii
Aim/Purpose: The complexity of today’s organizational databases highlights the importance of hard technical skills as well as soft skills including teamwork, communication, and problem-solving. Therefore, when teaching students about databases it follows that using a team approach would be useful. Background: Team-based learning (TBL) has been developed and tested as an instructional strategy th ...
team-based learning, collaborative learning, database technology, database management, information technology education
1 - 23
Aim/Purpose: This research aims to describe layering of career-like experiences over existing curriculum to improve perceived educational value. Background: Feedback from students and regional businesses showed a clear need to increase student’s exposure to career-like software development projects. The initial goal was to develop an instructor-optional project that could be used in a single mi ...
Agile, Scrum, software development, programming, Student Ownership of Learning, active learning, iterative development, information technology, software engineering
25 - 60
Aim/Purpose: This paper presents a machine learning approach for analyzing Course Learning Outcomes (CLOs). The aim of this study is to find a model that can check whether a CLO is well written or not. Background: The use of machine learning algorithms has been, since many years, a prominent solution to predict learner performance in Outcome Based Education. However, the CLOs definition is still ...
course learning outcomes, paraphrasing, machine learning, classification, out-come based education
61 - 75
Perceptions of Senior Academic Staff in Colleges of Education Regarding Integration of Technology in Online Learning
Aim/Purpose: The goal of the study was to examine the perceptions of senior academic staff who also serve as policymakers in Israeli colleges of education, regarding the integration of technology in teacher education, and the shift to online learning during the Covid-19 pandemic. There is little research on this issue and consequently, the aim of the present study is to fill this lacuna. Backgrou ...
Covid-19 pandemic, senior academic staff; the new institutional theory, online learning, colleges of education
77 - 94
Aim/Purpose: This paper proposes a new approach to developing a deep learning-based prototyping wearable model which can assist blind and visually disabled people to recognize their environments and navigate through them. As a result, visually impaired people will be able to manage day-to-day activities and navigate through the world around them more easily. Background: In recent decades, the dev ...
visually impaired, handheld assistive technology, assistive technology, wearable devices, blind, navigation, object detection
95 - 114
Knowledge Management Applied to Learning English as a Second Language Through Asynchronous Online Instructional Videos
Aim/Purpose: The purpose of this research is to determine whether ESL teaching videos as a form of asynchronous online knowledge sharing can act as an aid to ESL learners internalizing knowledge in language acquisition. In this context, internalizing knowledge carries the meaning of being able to remember language, and purposefully and accurately use it context, including appropriacy of language, ...
knowledge management, English as a second language, asynchronous online instructional videos, internalizing language
115 - 133
Aim/Purpose: To encourage students’ engagement in peer assessments and provide students with better-quality feedback, this paper describes a technique for author-reviewer matching in peer assessment systems – a Balanced Allocation algorithm. Background: Peer assessment concerns evaluating the work of colleagues and providing feedback on their work. This process is widely applied as a learning met ...
peer assessment, peer review, matching peers, adaptive peer assessment
135 - 153
Aim/Purpose: This paper focuses on designing and implementing the rubric for objective JAVA programming assessments. An unsupervised learning approach was used to group learners based on their performance in the results obtained from the rubric, reflecting their learning ability. Background: Students' learning outcomes have been evaluated subjectively using a rubric for years. Subjective assessme ...
rubric, JAVA programming, objective assessments, subjective assessments, rubric based evaluation
155 - 173
Volume 20, 2021
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 20, 2021
information technology education, JITE, innovations in practice, table of contents
.i - iii
Innovative Pedagogical Strategies of Streaming, Just-in-Time Teaching, and Scaffolding: A Case Study of Using Videos to Add Business Analytics Instruction Across a Curriculum
Aim/Purpose: Business analytics is a cross-functional field that is important to implement for a college and has emerged as a critically important core component of the business curriculum. It is a difficult task due to scheduling concerns and limits to faculty and student resources. This paper describes the process of creating a central video repository to serve as a platform for just in time tea ...
information systems, data analytics, expanding analytical instruction needs, videos, curriculum implementation, scaffolding, reusable learning objects, just-in-time-teaching, business curriculum, zone of proximal development
1 - 19
Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students’ learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today’s students are known to be digital natives and they have a different, more pos ...
Multitasking, undergraduate students, learning success, learning performance, learning satisfaction, quasi-experiment
21 - 35
Aim/Purpose: During the education of future engineers and experts in the field of computer science and information communication technology, the achievement of learning outcomes related to different levels of cognitive ability and knowledge dimensions can be a challenge. Background: Teachers need to design an appropriate set of activities for students and combine theory-based knowledge acquisiti ...
assessment, collaborative learning, course design, digital tools, process modeling
37 - 57
Aim/Purpose: The purpose of this paper is to develop and evaluate a debiasing-based approach to assessing the learning materials in problem-based learning (PBL) environments. Background: Research in cognitive debiasing suggests nine debiasing strategies improve decision-making. Given the large number of decisions made in semester-long, problem-based learning projects, multiple tools and techniq ...
cognitive biases, problem-based learning, e-commerce, debiasing, PDSA, continuous improvement
59 - 79
Towards Understanding Information Systems Students’ Experience of Learning Introductory Programming: A Phenomenographic Approach
Aim/Purpose: This study seeks to understand the various ways information systems (IS) students experience introductory programming to inform IS educators on effective pedagogical approaches to teaching programming. Background: Many students who choose to major in information systems (IS), enter university with little or no experience of learning programming. Few studies have dealt with students’ ...
information systems, introductory programming, outcome space, phenomenography
81 - 92
Aim/Purpose: This study aimed to reveal the effect of the previous Internet-based education (IBE) experiences of the students’ readiness, attitude, and self-control / self-management variables towards the e-learning process, and also to determine their opinions. Background: The institutions have made efforts to ensure the continuity of education through their learning management systems and the n ...
e-learning experience, readiness, attitude, self-control / self-management, mixed-method
93 - 120
Using Educational Data Mining to Predict Students’ Academic Performance for Applying Early Interventions
Aim/Purpose: One of the main objectives of higher education institutions is to provide a high-quality education to their students and reduce dropout rates. This can be achieved by predicting students’ academic achievement early using Educational Data Mining (EDM). This study aims to predict students’ final grades and identify honorary students at an early stage. Background: EDM research has emerg ...
Educational Data Mining (EDM), prediction of academic achievement, higher education
121 - 137
Volume 19, 2020
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 19, 2020
information technology education, JITE, innovations in practice, table of contents
.i - iii
Aim/Purpose: The aim of this study is to understand student’s opinions and perceptions about e-assessment when the assessment process was changed from the traditional computer assisted method to a multiple-choice Moodle based method. Background: In order to implement continuous assessment to a large number of students, several shifts are necessary, which implies as many different tests as the num ...
multiple-choice question, learning management system, Moodle quiz, e-assessment, summative assessment
1 - 29
Incorporating Kinesthetic Learning into University Classrooms: An Example from Management Information Systems
Aim/Purpose: Students tend to learn best when an array of learning styles is used by instructors. The purpose of this paper is to add, to introduce, and to apply the concepts of kinesthetic learning and learning structures to university and STEM education. Background: The study applies the concept of kinesthetic learning and a learning structure called Think-Pair-Share to an experiential exercise ...
kinesthetic learning, learning structure, drawing, Moore’s Law, STEM
31 - 45
Aim/Purpose: In this paper, we present our experience in design and delivery of a graduate Information Systems Management (ISM) course in an online MBA program. Also presented are a detailed examination of the design and delivery of the online course, survey results of students’ perceptions and backgrounds, course evaluation results, best practices and lessons learned, and potential changes and fu ...
course design and delivery, information systems management course, MBA program, online education
47 - 74
Aim/Purpose: Multi-threaded software design is considered to be difficult, especially to novice programmers. In this study, we explored how students cope with a task that its solution requires a multi-threaded architecture to achieve optimal runtime. Background: An efficient exploit of multicore processors architecture requires computer programs that use parallel programming techniques. However ...
multi-threading, parallel programing, novice programmers, thread-synchronization
75 - 89
Redesigning an Introductory Programming Course to Facilitate Effective Student Learning: A Case Study
Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or redesign their courses to strengthen the relationsh ...
SOL, student engagement, student achievement, introductory program-ming, redesigning, computer science
91 - 135
A Study on the Effectiveness of an Undergraduate Online Teaching Laboratory With Semantic Mechanism From a Student Perspective
Aim/Purpose: The current study was conducted to investigate the students’ perceived satisfaction with the use of a semantic-based online laboratory, which provides students with a search mechanism for laboratory resources, such as instruments and devices. Background: The increasing popularity of using online teaching labs, as an important element of experiential learning in STEM education, is bec ...
online labs, student’s satisfaction, cognitive load, usability
137 - 155
Aim/Purpose: The purpose of this study is to develop an efficient methodology that can assist the evaluators in assessing a variable number of individuals that are working in groups and guarantee that the assessment is dependent on the group members’ performance and contribution to the work developed. Background: Collaborative work has been gaining more popularity in academic settings. However, g ...
WebAVALIA, software tools, evaluation tools, self and peer assessment, higher education
157 - 184
Aim/Purpose: This paper presents a study about changes in computer science and software engineering students’ perceptions of their soft skills during their progress through the Computer Science Soft Skills course. Background: Soft skills are often associated with a person’s social, emotional and cognitive capabilities. Soft skills are increasingly sought out and are well recognized by employers ...
computer science education, software engineering education, soft skills, indi-vidual soft skills, team-related soft skills
185 - 201
Rubric for Measuring and Visualizing the Effects of Learning Computer Programming for Elementary School Students
Aim/Purpose: Although many computer science measures have been proposed, visualizing individual students’ capabilities is difficult, as those measures often rely on specific tools and methods or are not graded. To solve these problems, we propose a rubric for measuring and visualizing the effects of learning computer programming for elementary school students enrolled in computer science education ...
computer science education, programming education, rubric
203 - 227
Volume 18, 2019
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 18, 2019
information technology education, JITE, innovations in practice
. i - iii
Digital Literacy in Higher Education: A Case Study of Student Engagement with E-Tutorials Using Blended Learning
Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students’ experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards online and blended learning. Background: Online and b ...
blended learning, digital literacy, e-learning, e-tutorials, higher education, online learning, online tutorials
1 - 28
Aim/Purpose: In this study, the researchers investigated whether the out-of-class learning approach could help the students to attain any valuable learning outcomes for cybersecurity learning and could enhance the perceived value of cybersecurity education among the students. Background: Cybersecurity learning poses challenges for its students to learn a complicated subject matter and the student ...
cybersecurity education, out-of-class learning, learning outcomes
29 - 47
Concept–based Analysis of Java Programming Errors among Low, Average and High Achieving Novice Programmers
Aim/Purpose: The study examined types of errors made by novice programmers in different Java concepts with students of different ability levels in programming as well as the perceived causes of such errors. Background: To improve code writing and debugging skills, efforts have been made to taxonomize programming errors and their causes. However, most of the studies employed omnibus approaches, ...
concept, Java, achievement level, error analysis, programming
49 - 59
Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student ...
collaboration, digital games, 21st-century skills, teacher training, professional development, intrinsic motivation, resistance to change
61 - 85
Aim/Purpose: The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background: As an effective method for visualizing complex information, creating infographics requires learners to generate and cultivate a deep knowledge of content and enables them to concisely visualize and share this knowledge. This study investigates cre ...
creating infographics, knowledge visualization, infographic design model, Bridge21 learning model
87 - 111
Aim/Purpose: This paper aims to explore whether having state Computer Science standards in place will increase young children’s exposure to coding and powerful ideas from computer science in the early years. Background: Computer science education in the K-2 educational segment is receiving a growing amount of attention as national and state educational frameworks are emerging. By focusing on the ...
early childhood, computer science, coding, STEM, policies, frameworks
113 - 138
The Development of Computational Thinking in Student Teachers through an Intervention with Educational Robotics
Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack of research on how to prepare future teachers of Ki ...
computational thinking, educational robotics, digital competence, student teachers
139 - 152
Constructed Response or Multiple-Choice Questions for Assessing Declarative Programming Knowledge? That is the Question!
Aim/Purpose: This paper presents a data mining approach for analyzing responses to advanced declarative programming questions. The goal of this research is to find a model that can explain the results obtained by students when they perform exams with Constructed Response questions and with equivalent Multiple-Choice Questions. Background: The assessment of acquired knowledge is a fundamental role ...
constructed response, multiple-choice questions, educational data mining, support vector machine, neural networks
153 - 170
Volume 17, 2018
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 17, 2018
. i - iii
Aim/Purpose: The purpose of this exploratory case study was to understand how teachers, working with English Language Learners (ELLs), expanded their knowledge and instructional practices as they implemented a one-to-one iPad® program. Background: English Language Learners experience linguistic, cultural, and cognitive shifts that can be challenging, and at times lead to isolation for ELLs. Whil ...
English Language Learners; 1:1 iPads, pedagogy
1 - 21
Aim/Purpose: The aim of this article is to develop a tool to detect plagiarism in real time amongst students being evaluated for learning in a computer-based assessment setting. Background: Cheating or copying all or part of source code of a program is a serious concern to academic institutions. Many academic institutions apply a combination of policy driven and plagiarism detection approaches. T ...
plagiarism detection, plagiarism detection tools, computer-based assessment, quality education, dishonesty
23 - 35
Delving into the Specificity of Instructional Guidance in Social Media-supported Learning Environments
Aim/Purpose: This study investigates the variations in student participation patterns across different types of instructional activities, learning modes, and with different instructional guidance approaches. In the current study, different variables, modes of learning (guided versus unguided), and types of guidance (social versus cognitive) were manipulated in a series of microblogging-supported c ...
instructional guidance, social media, microblogging, Twitter
37 - 54
Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bio ...
biological engineering, elementary school, videogames
55 - 81
Aim/Purpose: This paper provides a general-purpose categorization scheme for assessing the utility of new and emerging three-dimensional interactive digital environments (3D-IDEs), along with specific pedagogic approaches that are known to work. It argues for the use of 3D-IDEs on the basis of their ludic appeal and ability to provide intrinsic motivation to the learner, and their openness that al ...
3D-IDE, virtual environment, immersion, ludic, intrinsic motivation
83 - 112
Aim/Purpose: The dynamic nature of the information systems (IS) field presents educators with the perpetual challenge of keeping course offerings current and relevant. This paper describes the process at a College of Business (COB) to redesign the introductory IS course to better prepare students for advanced business classes and equip them with interdisciplinary knowledge and skills demanded in t ...
curriculum design, course development, IS core course, technology
113 - 126
Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach im ...
software engineering education, interdisciplinary learning, collaborative approach
127 - 152
Aim/Purpose: The goal of this paper is to examine whether having female robotics teachers positively impacts girls’ performance on programming and robotics tasks Background: Women continue to be underrepresented in the technical STEM fields such as engineering and computer science. New programs and initiatives are needed to engage girls in STEM beginning in early childhood. The goal of this work ...
gender, STEM, robotics, programming, early childhood
153 - 162
Aim/Purpose: This paper describes the context, development, implementation, and the potential transferability of an integrated online research environment that allows its users to conduct all aspects of research online. Background: While the content of most traditional courses can be delivered online and learning outcomes can be achieved by adopting equivalents to face-to-face pedagogic approache ...
online research, virtual lab, innovation
163 - 179
Aim/Purpose: This paper presents the findings of an Activity-Oriented Teaching Strategy (AOTS) conducted for a postgraduate level Software Engineering (SE) course with the aim of imparting meaningful software development experience for the students. The research question is framed as whether the activity-oriented teaching strategy helps students to acquire practical knowledge of Software Engineeri ...
software engineering education, activity oriented teaching, learning environ-ment, flipped classroom
181 - 200
Aim/Purpose: The aims of this study were to investigate the feasibility of automatic assessment of programming tasks and to compare manual assessment with automatic assessment in terms of the effect of the different assessment methods on the marks of the students. Background: Manual assessment of programs written by students can be tedious. The assistance of automatic assessment methods might pos ...
assessment of programs, automatic assessment, UTAUT, assessment goals
201 - 223
Advantages and Disadvantages of an Innovative Tablet Technology Learning Activity: A Ten Year Case Study in Small Tertiary Mathematics Classrooms
Aim/Purpose: To identify positive and negative aspects for learning of interactive tablet technology learning activities that promote student engagement and learning. Background: Engaging students in mathematics classes is an on-going challenge for teachers. In 2008 we were offered the opportunity to run interactive activities with a class set of tablet PCs that had just been released on to the ...
interactive, engagement, achievement, digital ink, feedback
225 - 239
Volume 16, 2017
Table of Contents of Volume 16 of the Journal of Information Technology Education: Innovations in Practice, 2017.
i - iii
An Investigation of the Use of the ‘Flipped Classroom’ Pedagogy in Secondary English Language Classrooms
Aim/Purpose : To examine the use of a flipped classroom in the English Language subject in secondary classrooms in Hong Kong. Background: The research questions addressed were: (1) What are teachers’ perceptions towards the flipped classroom pedagogy? (2) How can teachers transfer their flipped classroom experiences to teaching other classes/subjects? (3) What are students’ perceptions towards ...
flipped classroom, English language, pedagogy, secondary, Hong Kong
1 - 20
Aim/Purpose: This paper provides a review of previously published work related to active learning in information systems (IS) courses. Background: There are a rising number of strategies in higher education that offer promise in regards to getting students’ attention and helping them learn, such as flipped classrooms and offering courses online. These learning strategies are part of the pedagog ...
active learning, critical thinking, information systems, IS curriculum
21 - 46
Aim/Purpose: As smartphones proliferate, many different platforms begin to emerge. The challenge to developers as well as IS educators and students is how to learn the skills to design and develop apps to run on cross-platforms. Background: For developers, the purpose of this paper is to describe an alternative to the complex native app development. For IS educators and students, the paper pr ...
browser-based apps, mobile app usage, app development, cross-platform web app, store-retrieve-display app, WORA, hybrid development framework
47 - 68
Aim/Purpose: To prepare students with both theoretical knowledge and practical skills in the field of wireless communications. Background: Teaching wireless communications and networking is not an easy task because it involves broad subjects and abstract content. Methodology: A pedagogical method that combined lectures, labs, assignments, exams, and readings was applied in a course of wire ...
wireless communications, wireless simulation, wireless network, wireless security, course design
69 - 90
Aim/Purpose: The present study investigated and compared students’ attention in terms of time-on-task and number of distractors between using a touchscreen and a pen tablet in mathematical problem-solving activities with virtual manipulatives. Background: Although there is an increasing use of these input devices in educational practice, little research has focused on assessing student attentio ...
attention, touchscreen, pen tablet, mathematical problem solving, virtual manipulatives, human-technology interaction
91 - 106
Aim/Purpose: Electronic examinations have some inherent problems. Students have expressed negative opinions about electronic examinations (e-examinations) due to a fear of, or unfamiliarity with, the technology of assessment, and a lack of knowledge about the methods of e-examinations. Background: Electronic examinations are now a viable alternative method of assessing student learning. They p ...
e-examination, e-Learning, public-private relationships, open-source software, accreditation authorities, post-paper assessment
107 - 125
Investigating the Use and Design of Immersive Simulation to Improve Self-Efficacy for Aspiring Principals
Aim/Purpose: Improving public schools is a focus of federal legislation in the United States with much of the burden placed on principals. However, preparing principals for this task has proven elusive despite many changes in programming by institutions of higher learning. Emerging technologies that rely on augmented and virtual realities are posited to be powerful pedagogical tools for closing th ...
immersive simulation, principals, self-efficacy, school improvement, action review cycle, situated learning, critical pedagogy
127 - 169
Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study ex ...
robotics, coding, early childhood, user interfaces, collaboration, computational thinking
171 - 193
Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which students learn by doing and by reflecting on the ex ...
experiential learning, mobile devices, smartphones, technology, application supported learning, reflection, metacognition
195 - 214
A Comparison of Student Academic Performance with Traditional, Online, And Flipped Instructional Approaches in a C# Programming Course
Aim/Purpose: Compared student academic performance on specific course requirements in a C# programming course across three instructional approaches: traditional, online, and flipped. Background: Addressed the following research question: When compared to the online and traditional instructional approaches, does the flipped instructional approach have a greater impact on student academic performan ...
flipped instructional approach, online instructional approach, traditional instructional approach, C# programming, student performance, information technology education
215 - 231
Aim/Purpose: From an idea of lifelong-learning-for-all to a phenomenon affecting higher education, Massive Open Online Courses (MOOCs) can be the next step to a truly universal education. Indeed, MOOC enrolment rates can be astoundingly high; still, their completion rates are frequently disappointingly low. Nevertheless, as courses, the participants’ enrolment and learning within the MOOCs must be ...
distance education, lifelong learning, Massive Open Online Courses (MOOCs), success factors, framework, content analysis, climate change
233 - 251
Aim/Purpose: The traditional method of teaching e-safety by lecturing is not very effective. Despite learners often being equipped with the right knowledge, they reject the need to act accordingly. There is a need to improve the way digital e-safety is taught. Background: The study compares four different teaching styles, examining how each affected the way students perceive a range of e-safety k ...
e-safety, teaching methods, experience-based learning, lecture, expert’s talk, group learning, semantic differential
253 - 275
Aim/Purpose: This study aimed to examine whether there is a difference between manual feedback and online feedback with regard to feedback quality, respondents’ percentage, reliability and the amount of verbal comments written by students. Background: The quality of teaching is an important component of academic work. There are various methods for testing the quality of teaching; one of these met ...
teaching quality, manual teaching evaluation, online teaching evaluation
277 - 290
Volume 15, 2016
table of contents, JITE, IT education
i - iii
The paper describes the development of four learning modules that focus on technical details of how a person’s privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning modules raised students’ awareness of potential bre ...
Privacy, Education, Curriculum, Information Security, Information Assurance
1 - 17
The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts ...
Interactive online software, early elementary, mathematics instruction, numeracy skills, number concept, dispositions towards mathematics, two-group post-test design
19 - 34
This paper examines how to leverage the design studio learning environment throughout long-term Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the digital space. We present a framework derived from l ...
Education, design studio learning, Human-Computer Interaction, user-centered design, formation and transformation of knowledge
35 - 52
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students’ attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two universities was selected to participate. Participants ...
computer science education, advocacy, Hour of Code, Code.org, online tutorials, in-troductory computer programming, survey
53 - 73
Mobile devices are the constant companions of technology users of all ages. Studies show, however, that making calls is a minimal part of our engagement with today’s smart phones and that even texting has fallen off, leaving web browsing, gaming, and social media as top uses. A cross-disciplinary group of faculty at our university came together in the mLearning Scholars group to study the potentia ...
Mobile Learning, GenM, TAM, Activity Theory, Responsive Web Design
75 - 98
Using Autobiographical Digital Storytelling for the Integration of a Foreign Student in the School Environment. A Case Study
Immigrant students face a multitude of problems, among which are poor social adaptation and school integration. On the other hand, although digital narrations are widely used in education, they are rarely used for aiding students or for the resolution of complex problems. This study exploits the potential of digital narrations towards this end, by examining how the development and presentation of ...
digital storytelling, autobiographical narration, school integration, immigrant student, intercultural education
99 - 115
Since the advent of the iPhone and rise of mobile technologies, educational apps represent one of the fastest growing markets, and both the mobile technology and educational app markets are predicted to continue experiencing growth into the foreseeable future. The irony, however, is that even with a booming market for educational apps, very little research regarding the quality of them has been co ...
Instructional Technology, Teacher Resources, Educational Apps, and Tablets
117 - 143
Girls, Boys, and Bots: Gender Differences in Young Children’s Performance on Robotics and Programming Tasks
Prior work demonstrates the importance of introducing young children to programming and engineering content before gender stereotypes are fully developed and ingrained in later years. However, very little research on gender and early childhood technology interventions exist. This pilot study looks at N=45 children in kindergarten through second grade who completed an eight-week robotics and progr ...
early childhood, robotics, programming, gender
145 - 165
The nexus between paid work and study is important. Developing opportunities to facilitate this link is a key part of good course design especially in postgraduate programs. Strong communities of practice can also assist with improving links between research and practice. The online study environment affords some challenges to achieving these goals. The current study proposes that offering formali ...
distance education, community of practice, interactions, online learning, network
167 - 179
This paper reports on the outcomes from a pilot study targeted at mothers of school children in Melbourne, Australia. The aim of the study was to engender a positive view of technology in the participants and to introduce the concept of Information Technology (IT) as a potential career. Mothers were given the opportunity to develop basic IT skills and learn about different IT career pathways for t ...
gender and IT, information technology professionals, mothers, parental influences
181 - 194
Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-yea ...
collaborative learning; interactive learning environments; flipped classroom; instructional design
195 - 222
Pair programming is a collaborative programming practice that places participants in dyads, working in tandem at one computer to complete programming assignments. Pair programming studies with Computer Science (CS) and Software Engineering (SE) majors have identified benefits such as technical productivity, program/design quality, academic performance, and increased satisfaction for their particip ...
pair programming, collaborative learning, MIS curriculum, collaborative programming
223 - 239
Volume 14, 2015
i - iii
An online Moodle Workshop was evaluated for peer assessment effectiveness. A quasi-experiment was designed using a Seminar in Professionalism course taught in face-to-face mode to undergraduate students across two campuses. The first goal was to determine if Moodle Workshop awarded a fair peer grader grade. The second objective was to estimate if students were consistent and reliable in performing ...
Moodle Workshop, learning management system, peer assessment, reliability
1 - 16
Electronic portfolios (e-portfolios) have a positive impact on the learning process in a broad range of educational sectors and on learners of all ages. Yet because most e-portfolio-related studies are about their implementation in higher education, this type of research is less usual in the early childhood context, and there is no available research for Greek schools. This study aims to investiga ...
e-portfolio, Greek primary school, learning, PowerPoint, qualitative method
17 - 38
The ways people connect, interact, share, and communicate have changed due to recent developments in information technology. These developments, categorized as social media, have captured the attention of business executives, technologists, and education professionals alike, and have altered many business models. Additionally, the concept of social media impacts numerous sub-disciplines within bus ...
social media, teaching, higher education, business education, course development
39 - 62
This research study explores peer teaching and learning without a domain expert teacher, within the context of an activity where teams of second level students (~16 years old) are required to create a learning experience for their peers. The study looks at how participants would like to be taught and how they would teach their peers if given the opportunity and examines the support they require, t ...
Collaborative Learning, Technology, Teamwork, Peer learning, Peer teaching, Project-based, Bridge21
63 - 83
As both the frequency and the severity of network breaches have increased in recent years, it is essential that cybersecurity is incorporated into the core of business operations. Evidence from the U.S. Bureau of Labor Statistics (Bureau of Labor Statistics, 2012) indicates that there is, and will continue to be, a severe shortage of cybersecurity professionals nationwide throughout the next decad ...
Cybersecurity, Curriculum Development, Penetration Testing, Ethical Hacking, Computer Networking
85 - 99
Technology skills are assumed to be a necessity for college and career success, but technology is constantly evolving. Thus, development of students’ technology skills is an on-going and persistent issue. Standards from the Partnership for 21st Century Skills and the International Society for Technology in Education encourage educators to teach skills that help students adapt to changing working e ...
Educational technology, gifted, qualitative study, elementary education
101 - 124
New web technologies have enabled online education to take on a massive scale, prompting many universities to create massively open online courses (MOOCs) that take advantage of these technologies in a seemingly effortless manner. Designing a MOOC, however, is anything but trivial. It involves developing content, learning activities, and assessments to accommodate both the massiveness and openne ...
Online education, theory development, instructional design, MOOC, case study
125 - 143
As mobile devices become prevalent, there is always a need for apps. How hard is it to develop an app especially a cross-platform app? The paper shares an experience in a project involved the development of a student services web app that can be run on cross-platform mobile devices. The paper first describes the background of the project, the clients, and the proposed solution. Then, it focuses ...
145 - 169
Recognizing and Managing Complexity: Teaching Advanced Programming Concepts and Techniques Using the Zebra Puzzle
Teaching advanced programming can be a challenge, especially when the students are pursuing different majors with diverse analytical and problem-solving capabilities. The purpose of this paper is to explore the efficacy of using a particular problem as a vehicle for imparting a broad set of programming concepts and problem-solving techniques. We present a classic brain teaser that is used to commu ...
Information technology education, object-oriented programming, software engineering, design techniques, algorithm complexity
171 - 189
A Quantitative Investigation into the Impacts of 1:1 iPads on Early Learner’s ELA and Math Achievement
Many parents, educators, and policy makers see great potential for leveraging tools like laptop computers, tablets, and smartphones in the classrooms of the world. Although increasing students’ technology access may be associated with increased student achievement, there is little research directly investigating objective measures of student achievement. This study addresses the short-term and lon ...
tablet computers, iPads, early education, Kindergarten, student achievement, randomized control trial, early literacy, 1:1 computing
191 - 215
The use of blended learning is well suited for classes that involve a high level of experiential inquiry such as internship courses. These courses allow students to combine applied, face-to-face fieldwork activities with a reflective academic component delivered online. Therefore, the purpose of this article is to describe the pedagogical design and implementation of a pilot blended learning for ...
blended learning, internship, Communication, assessment, community
217 - 235
In this paper we discuss the use of automated assessment in a variety of computer science courses that have been taught at Israel Academic College by the authors. The course assignments were assessed entirely automatically using Checkpoint, a web-based automated assessment framework. The assignments all used free-text questions (where the students type in their own answers). Students were allowed ...
automated assessment, self-paced learning, ‘little and often’ assessment, feedback, multiple attempts, plagiarism, survey analysis
237 - 254
While many institutions provide centralized technology support for faculty, there is a lack of centralized professional development opportunities that focus on simultaneously developing instructors’ technological, pedagogical, and content knowledge (TPACK) in higher education. Additionally, there are few professional development opportunities for faculty that continue throughout the practice of te ...
professional development, higher education, technology integration, TPACK
255 - 265
Volume 13, 2014
i - iii
1 - 11
13 - 24
25 - 43
45 - 55
57 - 67
69 - 88
89 - 109
111 - 127
129 - 152
153 - 169
Volume 12, 2013
i - iii
1 - 11
13 - 28
29 - 43
45 - 58
59 - 71
73 - 89
91 - 99
101 - 112
113 - 127
129 - 146
147 - 157
159 - 168
169 - 184
185 - 202
203 - 219
221 - 237
239 - 251
253 - 286
287 - 298
299 - 319
Volume 11, 2012
i - iv
1 - 24
25 - 37
39 - 52
53 - 70
71 - 84
85 - 96
97 - 119
121 - 137
139 - 157
159 - 177
179 - 197
199 - 211
213 - 226
227 - 250
251 - 270
271 - 282
283 - 300
301 - 317
319 - 325
327 - 352
353 - 376
377 - 385
Volume 10, 2011
iii - iv
v - vi
1 - 16
17 - 31
33 - 42
43 - 56
57 - 71
73 - 103
105 - 118
119 - 132
133 - 156
157 - 179
181 - 194
195 - 201
207 - 234
235 - 247
249 - 254
255 - 269
Volume 9, 2010
iii - iv
1 - 24
25 - 34
35 - 48
49 - 59
61 - 77
79 - 89
91 - 102
103 - 112
113 - 132
133 - 141
143 - 166
167 - 186
187 - 199
201 - 225
227 - 235
237 - 252
253 - 275
Volume 8, 2009
iii - iv
1 - 16
17 - 26
27 - 41
43 - 54
55 - 78
79 - 90
91 - 104
Volume 7, 2008
iii - iv
1 - 13
15 - 32
33 - 43
44 - 70
71 - 86