Journal Articles
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 25, 2026
information technology education, JITE, innovations in practice, table of contents
.i - iii
72 downloads
Aim/Purpose: This study aimed to explore how Microsoft Teams’ Speaker Progress, an AI-powered feedback tool, can enhance oral presentation skills, reduce anxiety, and increase self-confidence among undergraduate students in Oman. The research sought to determine learners’ perceptions of the tool’s real-time and post-session feedback, as well as its impact on self-regulated learning and communicati ...
artificial intelligence (AI), oral presentation skills, anxiety and confidence, higher education in the Gulf, AI-powered feedback, critical thinking, self-regulated learning, autonomous learning, learning analytics
01
69 downloads
Aim/Purpose: To investigate the effectiveness of game-based learning (GBL) using Kahoot! on vocabulary achievement and engagement among Moroccan young EFL learners.
Background: This study addresses the limited research on the impact of digital GBL tools in Moroccan EFL classrooms, particularly among young learners. It also offers novel evidence from a Moroccan context and demonstrates a connectio ...
digital game-based learning, engagement, Kahoot!, perceptions, vocabulary learning
02
41 downloads
Aim/Purpose: This project focuses on blending AR technology with painting, with specific emphasis on one of the most basic concepts in art education: light and shadow.
Background: The instructional materials based on AR help convert two-dimensional, abstract information in traditional education into three-dimensional, interactive materials.
Methodology: This research has been conducted on AR ...
augmented reality, unity, light and shadow art, augmented reality instruction
03
40 downloads
Aim/Purpose: The purpose of this study is to determine Somali university students’ self-assurance in their ability to use the internet securely, as well as their perceptions of safe internet use across the following four areas: computer security, malicious software, web security, social engineering, and social media.
Background: While universities globally have rapidly adopted internet technologi ...
internet self-efficacy, cybersecurity awareness, digital literacy, Somalia, higher education, safe internet use
04
39 downloads
Aim/Purpose: This study examined the effects of gamified learning using Fraction Heroes, an educational game developed with the ADDIE model, on students’ understanding of fractions. Additionally, the research explored gender differences and the interaction between the game and students’ initial ability levels.
Background: Understanding fractions is essential for mastering advanced mathematics and ...
educational game, online game, understanding fractions, students’ mastery of fractions
05
39 downloads
Aim/Purpose: The classroom learning model plays an important role in vocational education by making learning more effective and engaging and by increasing vocational students’ self-directed learning. However, no comprehensive assessment of the impact of the Flipped Classroom Model (FCM) on vocational education has been conducted at present.
Background: This study examines trends in publications o ...
flipped classroom model, vocational education, quality education, learning, bibliometric analysis
06
52 downloads
Aim/Purpose: To evaluate whether a coordinated, multi-tool AI instructional design, chatbots, LingQ gamification, Google Speech-to-Text, and AI-driven virtual reality improve listening comprehension for Jordanian ninth-grade learners.
Background: Listening is underdeveloped across many EFL primary and lower-secondary classrooms in the MENA region, where classrooms rarely sustain theory-informed, ...
AI tools, EFL listening, multi-tool integration, metacognitive strategies, sociocultural theory
07
21 downloads
Aim/Purpose: This study aims to design and evaluate the usability and user experience of a portable Virtual Reality-based Serious Game (VRSG) informed by Cognitive Behavioral Therapy (CBT) principles to support exposure-oriented practice for adolescents with Social Anxiety Disorder (SAD).
Background: Adolescents with SAD often face barriers to accessing conventional mental health services, includ ...
social anxiety disorder, virtual reality, serious games, cognitive behavioral therapy, usability evaluation, adolescents
08
244 downloads
Aim/Purpose: This study aims to investigate the effectiveness of Voscreen, a digital nudging tool, in enhancing reading comprehension and writing performance among first-year Jordanian EFL university students. Specifically, it examines whether Voscreen-based instruction leads to significant improvements in reading at literal, inferential, and critical levels, and in writing in terms of task achiev ...
Voscreen, digital nudging, EFL, reading comprehension, writing performance, microlearning
09
9 downloads


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