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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 - vi
198 downloads
Mona Abdelfattah, Ahmed Al Mata'ni, Jennifer Ymbong Paquibut, Hazar Hedi Ayadi
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
295 downloads
Omar Baissane
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
190 downloads
hang Shi, Aidah Abdul Karim, HAZRATI HUSNIN, xiang Hua
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
107 downloads
Nuriye Sancar, Abdiwahab Abdillahi, Charles Zulu Yonmah, Ghufran Sabah Fareed, Nadire Cavus
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
102 downloads
Bintang Zaura, Elizar Elizar, Rahmah Johar, Mukhlis Hidayat, Azbar Tanjung, Ayu Mastura
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
126 downloads
Wiwik Rahayu, Herlin Setyawan, Ganefri Ganefri, Hansi Effendi
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
175 downloads
Ruba F Bataineh, Salameh F. Obeiah, Rula F. Bataineh
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
162 downloads
Timothy J Pattiasina, Harits Ar Rosyid, Anik Nur Handayani, Hartarto Junaedi, Edwin Meinardi Trianto, Raymond Sutjiadi, I Gede Wiarta Sena, David S.O. Soedargo
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
343 downloads
Rabya Sha’ban Aljawarneh, Dina AbdulHameed Al-Jamal, Majedah F. Abu Al Rub
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
67 downloads
MariaSofia Georgopoulou, Christos Troussas, Akrivi Krouska, Cleo Sgouropoulou
Aim/Purpose: This study aims to present and evaluate a hybrid framework that was designed to bridge formal and informal learning contexts in secondary education. It addresses the ongoing challenge of effectively integrating social technologies into pedagogical practice to promote digital competence, social interaction, and critical thinking. Background: Despite the potential of social technologie ...
formal and informal learning, social learning hub, hybrid learning framework, formal and informal learning, digital tools, learning theories
10
72 downloads
Wen Hung Chao
Aim/Purpose: This study aims to investigate the impact of an augmented reality (AR)-based mathematics application on the spatial abilities, academic performance, and learning motivation of 5th-grade primary school pupils. Background: Elementary students often struggle to understand 3D geometric shapes and spatial concepts due to limited instructional tools. This paper addresses this problem by im ...
spatial ability, mathematics, augmented reality, physical blocks, digital learning materials
11
111 downloads
Anfal Adel Rayan, Ahmed Yehia Ebeid, Mahmoud Fawzy Mohamed
Aim/Purpose: This paper investigates how academics in Egyptian higher education adopt and engage with generative AI tools, addressing the limited understanding of faculty perceptions and the role of technophobia in influencing adoption. Background: Existing research on generative AI adoption primarily focuses on a single tool (e.g., ChatGPT) and overlooks broader organizational and psychological ...
generative AI, technology acceptance model, TAM, higher education, technophobia, organizational culture
12
119 downloads
Dian Pertiwi Rasmi, Menza Hendri, Sofnidar Sofnidar
Aim/Purpose: Contemporary higher education faces critical challenges in simultaneously developing science process skills and digital competency within rapidly evolving technological contexts. This study aims to investigate the effectiveness of Arduino-IoT integrated 3C-STEMLAB (Creative, Collaborative, Communicative STEM Laboratory) environments in enhancing dual competency development among under ...
science process skills, digital competency, Arduino IoT integration, 3C-STEMLAB, STEM education, mixed-methods research, technology-enhanced learning, Indonesia
13
86 downloads
Jing Zha, Azita Binti Ali, Yan Tan, Yuting Wang
Aim/Purpose: This mixed-methods study investigates the effect of a technology-enhanced, learning-oriented assessment (LOA) intervention on the language proficiency of Technical and Vocational Education and Training (TVET) students in China. It seeks to uncover LOA strategies that could effectively enhance students’ language learning outcomes in flipped classroom instruction, with special focus on ...
learning-oriented assessment, technology-enhanced, language proficiency, technical and vocational education and training (TVET)
14
63 downloads
Dung Thi Thuy Vo, Luong Nguyen Thi, Thuan Kieu Phan, Ninh Duong-Bao, Khanh Nguyen-Huu
Aim/Purpose: This study designs and implements a virtual reality (VR)-enhanced learning system accessible via web and mobile platforms. The system aims to support and improve the teaching and learning of the Local Education (LE) subject, specifically targeting Grade 10 students in Lamdong province, Vietnam. Background: LE is a new subject that has recently been added to the K-12 curriculum in Vi ...
local education, technology-enhanced learning, virtual reality, web/mobile applications, high school education
15
63 downloads
Suma Bindu Pothuri
Aim/Purpose: To evaluate and explore the advantages of using voice recognition tools (VRT) to enhance pronunciation, motivation, and learner confidence in English as a Foreign Language (EFL) classroom among the first-year undergraduates at Osmania University. It specifically focuses on assessing the pedagogical and psychological impact of integrating voice recognition technology (VRT). Background ...
ICT, speech recognition tools, pronunciation, motivation, confidence, digital pedagogy
16
51 downloads
Ai Peng Chong, Kung-Teck Wong, Vestly Liang Soon Kong, Suresh Kumar Kuppusamy
Aim/Purpose: Despite growing interest in metaverse-based education, empirical research on its accessibility and effectiveness for deaf and hard-of-hearing (DHH) learners remains virtually absent. This study addresses this critical gap by providing an empirical examination of how DHH students experience engagement, multi-modal interaction, and social presence in a metaverse-based geometry learning ...
metaverse, deaf and hard-of-hearing, embodied social presence, multimodal learning, geometry education, inclusive design
17
83 downloads
Ainur Palymbetova, Sarash Konyrbayeva, Ruslan Akhmetov
Aim/Purpose: This study examines how a culturally embedded, gamified digital audio quiz platform can improve student engagement and learning in higher education music teaching. Background: Although gamified learning is increasingly adopted in universities, its pedagogical value when based on national musical heritage and auditory learning traditions remains underexplored, particularly in non-West ...
gamification in higher education, quiz-based learning, traditional music pedagogy, Kazakh folk music & kui, culturally responsive teaching, digital heritage education, mixed-methods study, music engagement and motivation
18
44 downloads
Saadia Malik, Muhammad Hamid, Muhammad Saleem
Aim/Purpose: Early identification of at-risk students is a burning issue in higher education. Although conventional Machine Learning (ML) models have high predictive accuracy, they tend to be opaque black boxes and offer no diagnostic information. This paper aims to fill this diagnostic gap by developing an eXplainable AI (XAI)-based framework to convert technical risk scores into actionable promp ...
early risk detection, explainable artificial intelligence (XAI), fairness in AI, machine learning in education, metacognition, student retention
19
70 downloads
Cosmos K Nutakor, Eric Opoku Osei, Patrick Swanzy
Aim/Purpose: Civic education is a cornerstone of democratic governance; yet in Ghana, its delivery remains largely technology-free despite a decade-long mandate from the national ICT policy. This study investigates how far the National Commission for Civic Education (NCCE) has integrated Information and Communication Technology (ICT) into its field-level delivery, and why ICT integration remains l ...
assessing, CETA, TPACK, ICT integration, needs assessment, civic education, Ghana
20
42 downloads
Robert Stroud, Linh Phung, Diane J. Rozells, Miguel Carlo C. Marasigan, Džalila Muharemagić, Zarrina Salieva
Aim/Purpose: This study investigates whether AI chatbot–mediated pre-task practice can support university students’ preparation for synchronous virtual exchanges and reduce foreign language anxiety (FLA), a persistent barrier to participation in online intercultural communication. Background: While virtual exchanges provide authentic opportunities for global interaction, many learners experience ...
virtual exchange, foreign language anxiety, chatbot-mediated learning, AI-supported language learning, willingness to communicate, intercultural communication
21
128 downloads
AL AMIN MYDIN, Hafiza Saadia Sharif, Hussain A. Younis, Israa M. Hayder
Aim/Purpose: This study investigates the relationship between authentic leadership practices (ALP) and innovative work behavior among faculty members in private universities in Lahore, Pakistan. The research addresses the problem of limited innovation within academic institutions, which is often attributed to insufficient leadership engagement and empowerment mechanisms. Background: Innovation is ...
authentic leadership, innovative work behavior, psychological empowerment, private universities, higher education, Pakistan
22
44 downloads
Nuraida Nuraida, A Suparmi, Widha Sunarno, Sri Mulyani
Aim/Purpose: This study aims to map global research trends in Project-Based Learning (PjBL) and scientific literacy within digitally mediated science education, providing bibliometric insights into the development of themes, methodological patterns, and emerging digital tools. Background: The acceleration of digital transformation has fundamentally reshaped science education, demanding a redefini ...
scientific literacy, project-based learning, digital literacy, bibliometric analysis, digital tools, sustainability education, science education, inquiry-based learning, socioscientific issues
23
61 downloads
Sri Purwaningsih, Hebat Shidow Falah
Aim/Purpose: This study aims to propose, implement, and evaluate an integrated pedagogical framework, Design for Discovery, embedded within an interactive e-module. The study addresses the pedagogical paradox in quantum physics education, where rigorous conceptual demands often limit opportunities for creative exploration. Background: Quantum physics education presents a dual challenge: achieving ...
cognitive headroom, quantum physics, cognitive load theory, psychological safety, e-module, STEM education
24
35 downloads
Julio Martín-Ruiz, Concepción Ros-Ros, Jorge Alarcón-Jiménez, Nieves de Bernardo, Laura Ruiz-Sanchis
Aim/Purpose: To assess the usability of a web application for PE injuries for teachers. Background: Physical Education (PE) is a fundamental subject in compulsory education that bears witness to the evolutionary process of students. The changes that occur at different stages are accompanied by multiple physiological alterations, dur-ing which injury episodes may temporarily occur. Methodology: P ...
web app, usability, secondary physical education, injury prevention
25
25 downloads
Muhammad Husin
Aim/Purpose: This study addresses a limitation of existing AI-supported learning research: its reliance on linear models that fail to capture the complex interplay among technological, cognitive, and behavioral factors in shaping learning innovation performance. Background: To overcome this limitation, the study proposes a multi-path direct model that simultaneously examines the roles of AI usage ...
AI-supported learning, algorithmic trust, cognitive load management, learning innovation performance
26
131529 downloads
Asrizal Asrizal, Festiyed Festiyed, Helma Helma, Muhammad Aizri Fadillah
Aim/Purpose: This study aims to systematically map the intellectual structure, research evolution, and emerging hotspots of Interactive Digital Technologies (IDTs) in Education for Sustainable Development (ESD). It specifically addresses the fragmentation and uneven technological integration within this field. Background: As education systems face accelerating digital transformation and urgent su ...
interactive digital technologies, education for sustainable development, artificial intelligence, sustainability education, bibliometric analysis
27
176 downloads
Jofre Lleó i Laso, Rosa M Gil, Daniel Gutiérrez-Ujaque, Mercè Teixidó
Aim/Purpose: Drone technology is emerging as a pedagogical tool in Science, Technology, Engineering, Arts, and Mathematics (STEAM) education, with the potential to foster 21st-century skills. This paper addresses the lack of consolidated evidence by examining global trends and learning outcomes associated with Drone-Based Learning (DBL) within primary education. Background: Although drones are in ...
drone, learning, primary school, critical thinking, steam
28
16 downloads
Ni Wayan Suardiati Putri, I Gusti Putu Suharta, I Gde Wawan Sudatha, I Komang Sudarma
Aim/Purpose: This study aims to develop and empirically evaluate a VR–AI integrated Business Mathematics e-module designed to enhance undergraduate students’ critical and creative thinking in higher education. Background: Business mathematics instruction in higher education frequently lacks structured, immersive resources that integrate Virtual Reality (VR) and Artificial Intelligence (AI) to pro ...
virtual reality, artificial intelligence, business mathematics, e-module, critical thinking, creative thinking, higher education, immersive learning, problem-based learning, design-based research, PLOMP model
29
33 downloads
Risfendra Risfendra, Herlin Setyawan, Sukardi Sukardi, Than Hoang, Wan Rahiman
Aim/Purpose: This study aims to examine the effectiveness of the Project-Based Learning (PjBL) model integrated with an object selection conveyor training kit in improving the knowledge and practical skills of vocational education students in the subject of Programmable Logic Controller (PLC)-based industrial control systems. Background: Industrial control system learning based on PLCs in vocatio ...
project-based learning, training kit, vocational education, industrial control systems, knowledge, practical skills
30
39 downloads
Wee Chun Tan
Aim/Purpose: This paper explores how university students perceived their engagement in Pear Deck-supported synchronous online academic writing classes. Background: Although interactive presentation tools are increasingly used in higher education, limited qualitative research has examined how students perceive their participation and learning experiences in technology-mediated academic writing, pa ...
technology-enhanced language learning, student engagement, academic writing, interactive slides, synchronous online learning, higher education
31
13 downloads
Aisha Nawaz, Muhammad Hamid, Aisha Shabbir, Aisha A Blfgeh, Muhammad Saleem
Aim/Purpose: AI-based recommendation systems frequently fail to serve women in low-resource educational environments effectively, as they neglect critical realities, such as time constraints, limited connectivity, and socio-cultural barriers. This paper proposes a hybrid ensemble AI framework that directly addresses these contextual realities by integrating algorithmic fairness, gender-aware perso ...
artificial intelligence, AI, AI in education, gender-aware learning, personalized learning systems, learning equity, women’s educational empowerment
32
131 downloads
Galang Prihadi Mahardhika, Sri Mulyati, Erika Ramadhani, Masaru Kamada
Aim/Purpose: This study aims to evaluate player experience among children aged 6–8 years in a tangible programming game across the miniPXI dimensions of functional, psychosocial, and enjoyment, and to explore differences in these dimensions by children’s tablet use frequency, categorized as often, rarely, or very rarely. Background: Understanding the player experience is important because the qua ...
tangible programming game, player experience, tangible user interface (TUI), early programming education, miniPXI
33
25 downloads
Yang Liang, Kexin Hao, Sirui He, Peng Lei, Yiyuan Li, Bing Yang
Aim/Purpose: This study examines how generative artificial intelligence (GenAI) and web-based augmented reality (WebAR) can be integrated into a project-based introductory environmental design course and how students perceive the usefulness, feasibility, and demands of the resulting workflow. Background: GenAI and AR are increasingly used in design education, but they are often taught as separate ...
AI-assisted design, environmental design education, generative artificial intelligence, project-based learning, research-informed teaching, WebAR
34
20 downloads
Kritsana Lakkhongkha, Wanchana Joobanjong, Nathaphan Meemuk, Theerawut Tantiathimongkhon
Aim/Purpose: This study investigates how psychological dimensions of social media use affect university students’ academic performance. The focus extends beyond screen time to examine addiction and interpersonal conflict as predictors of academic decline. Background: Social media now serves as an informal knowledge-sharing platform in higher education. Most existing research uses descriptive stat ...
social media addiction, academic performance, machine learning, student risk segmentation, digital well-being
35
23 downloads
Susana Paltas-Moreno, Lissette López-Faican
Aim/Purpose: To identify the macro-processes, processes, and institutional roles required for a comprehensive functional architecture that supports the design of an Educational Management Information System (EMIS) prototype, and to analyze educational stakeholders’ initial perceptions of its usability. Background: EMIS systems aim to integrate school processes and support institutional decision-m ...
Education Management Information System, functional architecture, prototyping, usability, user-centered design, educational innovation
36
15 downloads
Laura Lim Sie-Yi, Noraziah ChePa
Aim/Purpose: The aim of this study is to conduct a comprehensive evaluation of the proposed predictive model by validating its technical performance, usability, and acceptance. Background: School disengagement is a persistent challenge that can lead to adverse academic and social outcomes if not identified early. Although predictive and data-driven approaches have been proposed to support early i ...
model validation, predictive model, school disengagement, technical testing, usability, acceptance testing
37
8 downloads
Omar Baissane
Aim/Purpose: The purpose of this study was to investigate Moroccan EFL university learners’ perceptions of and use of ChatGPT regarding usability, learning support, and development, and to examine the relationship between these perceptions and academic achievement in English. Background: Generative AI tools such as ChatGPT are increasingly used in higher education. Still, limited research has exa ...
academic achievement, ChatGPT, higher education, generative AI, learning support, perceived usability
38
11 downloads
Senhao Xiong, Yushuang Wu, HaoHong Nie, KuiHua Li
Aim/Purpose: This paper examines whether a short project-based Artificial Intelligence (AI) literacy course is associated with larger gains in applying AI concepts, regulating AI-supported problem solving, and reasoning ethically among first-year undergraduates, and whether any advantages remain detectable at a four-week short-delay follow-up. Background: Artificial Intelligence literacy provisio ...
artificial intelligence literacy, project-based learning, non-computer science students, first-year undergraduates, quasi-experimental design, mixed-methods study, retention effects
39
8 downloads
Rahmah Johar, Cut Khairunnisak, Tuti Zubaidah, Ulya Rohaizati, Pajarina Pajarina, Khairatul Ulya Phonna
Aim/Purpose: This study aims to investigate how the TPACK of junior high school mathematics teachers develops through the implementation of RME-based e-modules. Background: Despite the growing integration of digital tools in education, many mathematics teachers struggle to effectively integrate technology, pedagogy, and content. Methodology: This study employed a qualitative approach involving ...
TPACK, RME, E-ModuleTPACK, realistic mathematics education, e-modules, teacher professional development
40
15 downloads
T Rafli Abdillah, Efendi Napitupulu, Abdul Hamid K
Aim/Purpose: This study aimed to evaluate the practicality of SPIRIT-based teaching materials and examine changes in students’ cognitive understanding following their implementation in vocational 3D animation learning. The study addresses the need for integrated instructional frameworks that support cognitive understanding and structured learning in creative-technical learning environments. Backg ...
SPIRIT learning model, 3D animation education, instructional sequencing, vocational higher education, instructional practicality, learning outcomes, project-based learning
41
7 downloads

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