Journal Articles
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 24, 2025
information technology education, JITE, innovations in practice, table of contents
.i - iv
135 downloads
Aim/Purpose: This paper addresses the lack of a standardized approach to information dashboard design and the absence of integrated Information Governance (IG) principles in this context.
Background: This study addresses the critical role of IG principles in ensuring dashboards are reliable, secure, and effective. By integrating IG principles into the work-in-progress Information Dashboard Design ...
information governance (IG), information dashboard design method (IDDO), design principles, foundational governance
001
248 downloads
Aim/Purpose: This article investigates the process of identifying and correcting hallucinations in ChatGPT-4’s recall of student-written responses as well as its evaluation of these responses, and provision of feedback. Effective prompting is examined to enhance the pre-evaluation, evaluation, and post-evaluation stages.
Background: Advanced Large Language Models (LLMs), such as ChatGPT-4, have g ...
ChatGPT-4, education, recalling, LLM, evaluation
002
295 downloads
Aim/Purpose: The need for this paper arises from the lack of comprehensive studies comparing the impact of cloud-based versus local database systems on student learning outcomes. Specifically, there is a need to understand how these different approaches affect usability and cognitive load in educational settings, which are critical factors for effective learning in database courses.
Background: T ...
cloud computing, database systems, cognitive load, usability, higher education
003
206 downloads
Aim/Purpose: This study aims to implement and evaluate a personalized digital learning environment (PDLE) that delivers differentiated instruction for enhancing computational thinking competencies through robotics education.
Background: The background emphasizes the growing demand for computational thinking skills in the modern workforce and the need for flexible learning approaches that accommod ...
personalized digital learning environment, differentiated instruction, computational thinking, robotics education, mathematics education
004
325 downloads
Aim/Purpose: This study investigates the key factors influencing the adoption and use of artificial intelligence (AI) applications among researchers, focusing on effort expectancy, satisfaction, perceived ease of use, and perceived usefulness, which shaped attitudes and drove AI adoption as a research assistant.
Background: AI tools have rapidly become game-changers in academic research, transfo ...
artificial intelligence, research assistance, AI adoption, effort expectancy, perceived ease of use, satisfaction, academic research, technology acceptance
005
315 downloads
Aim/Purpose: The purpose of the study was to determine the methods of training future teachers to use information and virtual tools to work with younger students with intellectual disabilities.
Background: The relevance of training future teachers to work with students with intellectual disabilities is quite high today. This is explained by the fact that the educational environment is developing ...
special educational needs, information and communication methods, computer, correctional and developmental work, virtual tools
006
182 downloads
Aim/Purpose: This study explores the effectiveness of a virtual reality (VR) application designed to teach Theory of Mind (ToM) skills to children aged 5-6, addressing the gap in research on the use of VR for typically developing children.
Background: ToM is a critical skill for social interaction and understanding others’ perspectives. Despite the potential of VR to simulate real-life scenarios ...
virtual reality, children, theory of mind
007
145 downloads
Aim/Purpose: The purpose of this initiative is to create a Smart Education Index (SEI) for higher education institutions in the Kingdom of Bahrain. The index will facilitate a comprehensive assessment of various components of smart education, such as learning, teaching, assessment approaches (pedagogy), digital and physical infrastructure (campus), learners, instructors, and governance.
Backgroun ...
smart education, composite indicators, higher education, evaluation, SDG4, sustainability
008
88 downloads
Aim/Purpose: The purpose of this paper is to explore the integration of Design Thinking (DT) into a philosophy course and its impact on student learning and engagement. The problem addressed is the traditional approach to philosophical education, which often lacks practical relevance and fails to engage students in meaningful ways.
Background: This paper addresses the problem by introducing DT as ...
design thinking, philosophy education, narrative case study, educational innovation, student engagement, higher education
009
160 downloads
Aim/Purpose: This study aims to design and validate an evaluation instrument for a didactic strategy based on gamification, specifically adapted to e-learning contexts in higher education. It addresses the ongoing challenge of enhancing student motivation, engagement, and retention in virtual learning environments.
Background: With the sustained growth of online education, higher education instit ...
gamification, e-learning, higher education, instructional strategy, student motivation
010
119 downloads
Aim/Purpose: This paper investigates the integration of ChatGPT in Philippine higher education institutions (HEIs). It explores whether ChatGPT bridges or deepens educational divides, particularly in the context of the urban-rural gap, ethical concerns, and cultural resistance to technological change.
Background: Focusing on Philippine HEIs, the research addresses the problem by exploring the ado ...
ChatGPT, Q-methodology, artificial intelligence, higher education, urban-rural divide, cultural sensitivity, academic integrity
011
236 downloads
Aim/Purpose: This study explored the limited research on the challenges and opportunities faced by students when creating function art using GeoGebra, addressing a gap in the literature that focuses on student outputs and engagement. It addressed the need to understand how students engage with function art and the difficulties they encounter in this process.
Background: Function art is a mathemat ...
function art, challenges and opportunities, STEAM education, digital literacy, educational technology
012
67 downloads
Aim/Purpose: This study aims to explore the innovative integration of machine learning techniques into project-based learning rooted in Malay ethnoscience in Jambi, Indonesia. The research introduces a novel framework that utilizes educational data mining to personalize culturally responsive STEM education in under-resourced public schools.
Background: Ethnoscience, particularly ethnophysics, pro ...
educational data mining, project-based learning, ethnoscience, Malay culture, Jambi, machine learning, cultural heritage, educational technology
013
135 downloads
Aim/Purpose: This paper aims to address the increasing demand for creative methods in childhood education by integrating technologies like artificial intelligence (AI) and game-based learning. To make arithmetic learning more interesting, the project focuses on creating an AI game and investigates its acceptability and efficacy.
Background: This study shows how traditional math education may be t ...
artificial intelligence, game-based learning, primary education, interactive learning, arithmetic learning
014
83 downloads
Aim/Purpose: This study sought to understand variations in student experiences of technologically mediated learning in the Fresno Unified School District, facilitated by its personalized learning and innovations program (PLI) and large-scale data models.
Background: While evidence supports the intentional use of information and communication technology (ICT) in learning, the focus often neglects ...
personalized learning, large-scale analytics, self-determination, teaching practices, improvement science
015
50 downloads
Aim/Purpose: This meta-analysis aims to examine the effect size of various interventions in technology-facilitated peer assessment on learning performance. Furthermore, it pursues to identify and recommend effective peer assessment interventions that highlight opportunities for the enhancing peer assessment platforms and support the strategic implementation of interventions to optimize learning ou ...
peer assessment, intervention, technology-facilitated, learning performance, meta-analysis
016
53 downloads
Aim/Purpose: Research has shown that students using virtual reality (VR) have improved engagement, but most work has focused primarily on STEM curricula. This research assesses the implementation of VR within business courses to identify whether student engagement and team dynamics are associated and whether VR differs from in-person interaction.
Background: VR utilization has increased in recent ...
virtual reality, team dynamics, engagement, simulation, gamification
017
39 downloads
Aim/Purpose: This study aims to investigate the decision-making mechanisms underlying Chinese undergraduate students’ purchase intentions toward artificial intelligence generation tools (AIGT) educational products by integrating three theoretical frameworks: the Theory of Planned Behavior (TPB), the Technology Acceptance Model (TAM), and the Value-based Adoption Model (VAM).
Background: With the ...
AIGT education product, purchase intention, technology acceptance model, theory of planned behavior, value-based adoption model
018
11 downloads
Aim/Purpose: The aim of this study was to identify the advantages and disadvantages of using interactive technologies in teaching mathematics to 6th-grade students.
Background: This paper addresses the problem of low student engagement and difficulty understanding complex mathematical concepts by evaluating how interactive educational programmes can enhance the teaching and learning of rational n ...
digital resources, learning platform, critical thinking, personalised learning, educational technologies
019
20 downloads
Aim/Purpose: This study aims to develop and assess the effectiveness of the Project-Based Learning with Technology Integration and Science Reconstruction (PROLE TISRE) learning model, an innovative project-based approach that integrates technology and ecology courses with local wisdom, to foster creativity among college students in ecology courses.
Background: Creativity is a vital competence in ...
creativity, local wisdom, project, science reconstruction, technology
020
21 downloads
Aim/Purpose: This paper addresses the problem of low student engagement, motivation, and deep learning in traditional university teaching methods. It explores how integrating flipped classroom strategies and gamification through digital badges can effectively overcome some of these limitations.
Background: With the consolidation of active methodologies in higher education, supported by blended le ...
higher education, learning methods, activity learning, educational technology, computer-assisted instruction
021
20 downloads
Aim/Purpose: This study addresses the gap in understanding how students’ perceptions of the SAP ERP system - specifically system playfulness and system anxiety - evolve as they gain experience. The study seeks to determine how these perceptions influence user engagement and system adoption in academic environments, where ERP systems are increasingly integrated into curricula.
Background: Despite ...
SAP ERP, system playfulness, system anxiety, user experience, educational technology
022
2 downloads
Aim/Purpose: Skill assessment of students is a critical process that evaluates their proficiency, ranging from novice to mastery, in various domains. This paper aims to develop a framework for predicting students’ multi-skillsets effectively.
Background: The global IT industry recognizes that for computer science students to excel, they must acquire and demonstrate proficiency in Soft Skills, Lif ...
skill assessment, software engineering, BERT, machine learning, multi-skillset
023
5 downloads
Aim/Purpose: This paper presents a proof-of-concept device designed to create an affordable, real-time vision assistance tool for visually impaired individuals. The device detects obstacles, estimates their distance, provides an audio alert, and informs caretakers of the user’s live location. It addresses the lack of portable, low-cost, and connected navigation aids for blind users.
Background: T ...
vision assistance, object detection, Raspberry Pi, GPS tracking, SSDlite MobileNet V2 model, Flutter app
024
4 downloads


RSS