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期刊名:Education and information technologies

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ISSN:1360-2357

e-ISSN:1573-7608

IF/分区:7.2/Q1

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Clinical Trial Case Reports Meta-Analysis RCT Review Systematic Review
Classical Article Case Reports Clinical Study Clinical Trial Clinical Trial Protocol Comment Comparative Study Editorial Guideline Letter Meta-Analysis Multicenter Study Observational Study Randomized Controlled Trial Review Systematic Review
Mingjuan Yin Mingjuan Yin
The proliferation and increasing application of modern technology have led to the improvement of tactics used to teach to play guzheng, the Chinese national instrument. This study aimed to investigate the effectiveness of using MOOCs (Massi...
Zeynep Turan,Sinem Cilligol Karabey Zeynep Turan
This study aims to conduct a systematic review that includes studies on the use of immersive technologies in distance education. For this purpose, 132 studies detected by searching Web of Science, Eric, Taylor & Francis and Education Full T...
Caini Song,Libo Yao,Huisu Chen et al. Caini Song et al.
Objective: To analyze the research hotspots and trends of nursing scenario simulation teaching at home and abroad, and to provide reference for future nursing talent education. ...
Mansour Saleh Alabdulaziz Mansour Saleh Alabdulaziz
The aim of this study is to determine whether Escape Rooms can be used as an active methodological approach for the purpose of teaching mathematics. The research adapted a quantitative approach via an experimental design. Two different stud...
Min Chen,Yanqiu Liu,Harrison Hao Yang et al. Min Chen et al.
Online teacher professional development (OTPD) opportunities are made available to teachers and draw increasing research attention. As the key characteristics of teachers' participation in OTPD, the frequency and quality of participation ar...
Ahmad Samed Al-Adwan,Na Li,Amer Al-Adwan et al. Ahmad Samed Al-Adwan et al.
Metaverse, which combines a number of information technologies, is the Internet of the future. A media for immersive learning, metaverse could set future educational trends and lead to significant reform in education. Although the metaverse...
Tianyang Huang Tianyang Huang
Online course learning is an important part of higher education curriculum. However, the factors influencing college students' online course learning behavior are poorly understood. The purpose of this study is to analyze the factors affect...
Seunghye Ha,Hyo-Jeong So Seunghye Ha
In asynchronous online video-based learning, learners experience various affective states, which may make them disengaged and negatively influence learning outcomes. This study aimed to examine the effect of the utility value (UV) intervent...
Murat Sercemeli,Ozlem Baydas Onlu Murat Sercemeli
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics a...
Sunanthiny Krishnan,Ali Qais Blebil,Juman Abdulelah Dujaili et al. Sunanthiny Krishnan et al.
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creati...