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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 - iv
124 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
175 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
109 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
63 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
66 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
72 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
111 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
90 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
291 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
31 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
39 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
50 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
43 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
36 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
25 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
28 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
23 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
30 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
16 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
23 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
19 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
44 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
14 downloads

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