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 ...
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 ...
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,...
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 '...
An integrative framework to investigate the impact of blended learning adoption in higher education: a theoretical perspective
- Bokolo Anthony Jr.,
- Adzhar Kamaludin,
- Awanis Romli,
- Anis Farihan Mat Raffei,
- Danakorn Nincarean A/L Eh Phon,
- Aziman Abdullah,
- Gan Leong Ming,
- Nurbiha A. Shukor,
- Mohd Shukri Nordin,
- Suria Baba
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 ...
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 ...