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International Journal of Emerging Technologies in Learning (iJET)

Nov 16, 2020 Volume 15, Number 21

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Table of Contents

Number of articles: 18

  1. Construction of a Software Development Model for Managing Final Year Projects in Information Technology Programmes

    Abbdelrahman Elfaki, University of Tabuk; Zaid Bassfar

    The final year project (FYP) is considered a capstone course in information technology (IT) programmes and involves the development of a software product. Currently, students are using the... More

    pp. 4-23

  2. Assessment-for-Learning Teaching Mode Based on Interactive Teaching Approach in College English

    Rui Sun & Huihui Zhang, Heze Medical College; Jing Li, Heze University; Jing Zhao, Guizhou Education University; Peipei Dong, Hebei GEO University

    English teaching plays an extremely important role in college education. It can not just improve students’ English level, but also help students adapt to the increasingly open and complex society. ... More

    pp. 24-39

  3. Systematic Review of Enjoyment Element in Health-Related Game-Based Learning

    Habibah Ab Jalil, Innovative Learning Sciences Research Centre of Excellence (INNOVATE), Faculty of Educational Studies, Universiti Putra Malaysia, Serdang, Malaysia; Nurul Nasharuddin, Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, Malaysia; Erzam Marlisah, Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, Serdang, Malaysia; Ahmad Nazan, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Malaysia; Ismi Ismail, Aini Ma’rof & Nur Rusdi, Innovative Learning Sciences Research Centre of Excellence (INNOVATE), Faculty of Educational Studies, Universiti Putra Malaysia, Malaysia; Zeinab Zaremohzzabieh, Faculty of Educational Studies, Universiti Putra Malaysia, Serdang, Malaysia

    Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically... More

    pp. 40-57

  4. State of Art of Data Mining and Learning Analytics Tools in Higher Education

    Mohammed Salihoun, EMSI the High School of engineering group

    In this decade, the use of learning management systems (LMS) does not cease to increase, becoming one of the most popular approaches adopted and widely used in the learning process. Learners'... More

    pp. 58-76

  5. An Inquiry into Students' Metacognition and Learning Achievement in a Blended Learning Design

    Nurma Indriyanti, Sri Yamtinah & Dyah Muawiyah, Universitas Sebelas Maret

    The use of technology blurred the borders between classroom learning and online platform as a blended design. This design is appropriately applied in higher education in the fourth industrial... More

    pp. 77-88

  6. The Research Patterns of Creativity and Innovation: The Period of 2010-2019

    Ivanna Shubina, American University of the Middle East; Atik Kulakli, American University of the Middle East, College of Business Administration, MIS Department

    The emerging interest in creativity and innovation subjects have increased attention to the exploration of their relationship with organization culture, entrepreneurship, leadership, education, etc... More

    pp. 89-102

  7. An Empirical Study on Reading Aloud and Learning English by the Use of the Reading Assistant SRS

    Jingjing Li, School of English Studies, Xi’an International Studies University. Xi’an 710064, China

    This paper investigates the English pronunciation skills and its integration with other language skills when adopting the computer-assisted curriculum design. And it further explores the... More

    pp. 103-117

  8. Students and the Risk of Virtual Relationships in Social Media: Improving Learning Environments

    Walaa Elsayed, Ajman University

    This study aimed to analyze the risks of social virtual relationships in social media on students. The study's sample consisted of 200 students from the Ajman University (UAE). The study used a... More

    pp. 118-132

  9. Enhance Students’ Motivation to Learn Programming Through Projects

    Zhanat Nurbekova, Talant Tolganbaiuly, Parassat Tazabekova, Gulmira Abildinova & Bahyt Nurbekov, L.N.Gumilyov Eurasian National University

    This article presents the results of a pedagogical experiment when teaching microcontroller programming. The pedagogical experiment was conducted at the Faculty of Information Technology of the L.N... More

    pp. 133-144

  10. Blended Learning Environments in Inclusive Education at the University

    Yaqun Zhang, Shenyang Normal University; Fayruza Rebrina & Fairuza Sabirova, Kazan Federal University; Julia Afanaseva, Moscow City University

    The modern education system in most countries is built on providing equitable education opportunities to all people, regardless of the limitations they have. There are no significant problems in... More

    pp. 145-161

  11. The 8 Pillars of Metacognition

    Athanasios Drigas & Eleni Mitsea, N.C.S.R. ‘Demokritos’

    Metacognition constitutes the dominant competence of the 21st century. De-spite the indisputable scientific interest, there are various unanswered questions concerning the identity of metacognition... More

    pp. 162-178

  12. Students’ Perceptions of a Learning Support Initiative for b-MOOCs

    Shurong Zhao & Junxia Song, Shandong Women's University

    Blended learning based on MOOCs (b-MOOC) has become a new and wide-spread approach to combining internet technologies with face-to-face instruction in higher education. In the implementation of b... More

    pp. 179-194

  13. The Intention to Study Using Zoom During the SARS-CoV-2 Pandemic

    Nguyen Long & Bui Khoi

    This study uses the Theory of Reasoned Action (TRA) model combined with risk perception variables to examine the intention to study using Zoom during the SARS-CoV-2 pandemic. All assumptions are... More

    pp. 195-216

  14. Design and Implementation of an Online Python Teaching Case Library for the Training of Application-Oriented Talents

    Shunye Wang, Dayong Liu & Ning Wang, Langfang Normal University, Langfang, China; Yanxiang Yuan, Qiannan Normal University for Nationalities, Duyun, China

    Based on the features of Python and the situation of case-based teaching, this paper develops and implements a complete online Python teaching case library. The teaching contents of a Python... More

    pp. 217-230

  15. Design of a Media Resource Management System for Colleges Based on Cloud Service

    Heng Sun, School of Foreign Languages and Literature, Shandong University, Jinan 250100, China; Wan Ni, School of Journalism and Communication, Shandong University, Jinan 250100, China; Peng Zhao, School of Foreign Languages and Literature, Shandong University, Jinan 250100, China

    In recent years, many new technologies, such as the Internet, cloud computing, and the 5th-generation (5G) mobile network, have been widely applied in colleges. The structure and functions of... More

    pp. 231-245

  16. Students Satisfaction with Online Learning Experiences during the COVID-19 Pandemic

    Norah Almusharraf, Prince Sultan University & University at Buffalo; Shabir Khahro, Prince Sultan University

    This research aims to evaluate the level of postsecondary student satisfaction with online learning platforms and learning experiences during the novel coronavirus COVID-19 pandemic in the Kingdom ... More

    pp. 246-267

  17. Students' Project Competency within the Framework of STEM Education

    Elena Levanova, Moscow Pedagogical State University; Olga Galustyan, Southern Federal University; Svetlana Seryakova & Tatyana Pushkareva, Moscow Pedagogical State University; Anna Serykh, Immanuel Kant Baltic Federal University; Alexey Yezhov, Southern Federal University

    The article is devoted to formation of students' project competence within the framework of STEM education. Project competence is an important component of professional competence of a future... More

    pp. 268-276

  18. Game Based Learning: Design a Multimedia with DDD-E Model for Mathematics Education

    Nina Wahidah, Universitas Nahdlatul Ulama Lampung; Wiwin Sari, Universitas Nahdkatul Ulama Lampung; Ike Festiana, Universitas Nahldatul Ulama Lampung; Nasir Nasir, Universitas Islam Negeri Raden Intan Lampung

    The purpose of this article is to provide insight into how to design game-based learning. In the 21st century learning focuses on the process of skills in applying materials using technology, and... More

    pp. 277-284