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
Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators
Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring comp ...
digital education, discrete math, informatics, integration, professional competence
215 - 234