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Volume 13, Issue 22021
Publisher:
  • Inderscience Publishers
  • World Trade Center Bldg, 29, route de Pre-Bois, Case Postale 896
  • Geneva 15
  • Switzerland
ISSN:1753-5255
EISSN:1753-5263
Reflects downloads up to 01 Nov 2024Bibliometrics
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research-article
Interaction between teacher and student beliefs when using different technology tools in a tertiary context

Teachers and students have different beliefs about the use of technology, but beliefs guide the way teachers teach and influence student learning. This study explores: (i) how different teachers' beliefs about the use of prescribed technology tools ...

research-article
Secondary education students' digital scenario and learning strategies use

The aim of this study is to identify and describe the influence of digital scenarios and sociodemographic variables on the learning strategies used by 78 secondary school students. A quantitative study was conducted, to find out how digital technologies ...

research-article
Use of smartphones amongst undergraduates in Nigeria: aid or distraction to their studies?

Smartphone usage has revolutionised interpersonal communication in the world with the launch of the first smartphone device called 'The Simon', established by IBM in 1994. With the introduction of smartphone mobile applications (apps) such as dictionaries,...

research-article
Effectiveness of e-learning in refugee camps: a case study of certified public accountancy course offered at Kakuma Refugee Camp

E-learning can improve the quality of learning outcomes among migrants and especially in refugee camps. Some studies have been done in Europe and Asia on migrant communities and how e-learning can empower them acquire knowledge to 'earn a living' and for '...

research-article
An integrative framework to investigate the impact of blended learning adoption in higher education: a theoretical perspective

The importance of Blended Learning (BL) in institutions is momentarily increasing at all educational levels and particularly for higher education. However, relatively little research addresses students, lecturers, and administrators' readiness towards BL ...

research-article
Gen Zers' video game preferences and learning outcomes: toward designing better games

This study presents the results of a survey consisting of broad, mostly open-ended questions concerning the video game preferences of Generation Z gamers and casual players (N = 427). One of our aims was to gain relevant insights into the gaming ...

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