The International Journal of Educational Technology in Higher Education is associated with:
Universitat Oberta de Catalunya
Page 8 of 12
The popularity of online collaboration on lecture content has been growing steadily over the last few decades because of its potential to enhance the overall learning experience. We propose a didactical approa...
This article analyses the differences in basic digital competences of male and female university students on Social Education, Social Work and Pedagogy courses. The study of gender differences in university st...
This article presents the current perceptions on the value of analytics and their possible contribution to the higher education sector in New Zealand. Seven out of eight research-intensive public universities ...
This study evaluated the acceptance and use of a virtual learning environment in higher education by using the unified theory of acceptance and use of technology (UTAUT) model. Study data were collected by mea...
Virtual Field Guides are a way for educators to tackle the growing issue of funding pressures in areas of higher education, such as geography. Virtual Field Guides are however underutilised and can offer stude...
Computer-based technology has infiltrated many aspects of life and industry, yet there is little understanding of how it can be used to promote student engagement, a concept receiving strong attention in highe...
This paper presents a framework for constructivist pre-service teacher training in Technology Enhanced Learning, adopting a view of teachers as designers of innovative content, working individually and/or coll...
In this paper, we have taken initial steps towards highlighting the employability discourse in higher education by using content analysis to explore website data at 40 higher education institutions (HEIs) in t...
This study examined student acceptance to adopt and use ICT tools in a problem-based learning module using the Technology Acceptance Model (TAM). The objectives of the study are to (a) determine if the TAM is ...
Dev Camps are events that enable participants to tackle challenges using software tools and different kinds of hardware devices in collaborative project-style activities. The participants conceptualize and dev...
In this study we focus on the effects of an intervention aiming to improve the English pronunciation skills of secondary school students in the Netherlands. In order to implement a new pedagogy successfully it...
Factual objective type questions are effectively used in active learning, information and communication technology based education and intelligent tutoring system for the assessment of learner’s content knowle...
This study investigated whether the use of a gamified mobile learning app influenced students’ academic performance and boosted their engagement in the subject. Created to better engage students in lecture con...
The aim of this paper is to explore the relationship between two research topics: digital scholarship and faculty development. The former topic drives attention on academics’ new practices in digital, open and...
Against the backdrop of a complex Higher Education (HE) landscape, particularly in a developing country context where the relevance of current HE structures is questioned through student protests, and decoloni...
The focus of higher education institutions is the preparation of future professionals. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subje...
This study is grounded in a social-cultural framework that embeds learning in social activities, mediated by cultural tools and occurring through guided participation in the social practice of a particular com...
This case study investigated a Facebook group created and managed by a faculty administrator for students and alumni in a graduate-level education program. While most research to date has considered course-bas...
Research about the interrelation between anxiety and corrective feedback has mostly been conducted in face-to-face environments. The present study examines the relationship between students showing anxiety whe...
This paper attempts to describe the conditions related to the representation of 63 navigational paths carried out on Moodle’s platform. The hypothesis that we advance is that learning styles determine the mode...
A scenario is a description of a series of interactions between a player and a virtual character for one-to-one communication skills training, where at each step the player is faced with a choice between state...
Although visualization remains a primary mode of interaction in simulations, touch is the most common way people use to interact with the physical objects. A greater sense of immersion in a learning environmen...
Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools...
The integration of digital technologies at institutions of higher education are profoundly influencing formal learning on a global scale. Social-constructivist models of fully online learning are well-positioned ...
This study investigates the core categories and characteristics of the social media technologies (SMTs) that undergraduate students choose to use in their own learning, outside of the formal curriculum. Within...
Emerging technologies are leading to a rethink informal education and giving rise to new educational models, especially at university level. This paper looks into the strategies used by female university stude...
Assessing learner readiness for online learning is the starting point for online course design. This study thus aimed to evaluate Japanese learners’ perceived e-readiness for learning English online prior to d...
The supervision journey is often a bumpy one. Students and supervisors should welcome making it smoother. This study investigated how the use of information and communication technology (ICT) and a more collab...
The purpose of this paper is to extend the understanding of the drivers of social media in higher education institutions (HEIs) in an emerging economy. This research adopts the Technology Acceptance Model but ...
Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamificat...
Apart from being able to support the bulk of student activity in suitable disciplines such as computer programming, Web-based educational systems have the potential to yield valuable insights into student beha...
This paper investigates the effectiveness of a blended learning environment through analyzing the relationship between student characteristics/background, design features and learning outcomes. It is aimed at ...
A formative assessment was introduced to a blended learning course in order to predict participant’s learning performance using measurements of their note taking activity and metrics of their attitudes. The le...
Social media has taken many sectors including the higher education by storm. However, with wide spread fears that social media may be a distractor to pedagogy, this paper investigated how social media facilita...
Computerized Adaptive Testing (CAT) is a field of research originating in psychometrics that has been adopted in the last years for formative and summative assessment activities in educational settings in gene...
This study evaluated how calculus students’ attitudes towards usage of technology changes according to their learning environment and thinking types at the undergraduate level. Thus, the study attempted to det...
In the 21st century, learning technologies have increasingly become pervasive within various forms of learning environments. Institutions of higher education are increasingly turning to these technologies to reso...
This study was set to identify self-regulation skills required for online learning and to characterize cognitive transfer of on-campus and online students. The study included two groups of undergraduate studen...
The study explored student readiness for online learning in the Northeast of Thailand, using the Unified Theory of Acceptance and Use of Technology (UTAUT). The survey also explored students’ self-regulation, ...
The article presents an innovative educative experience in higher education in Spain that combines methodology, content and new technologies in a multilingual environment. It presents an experience of implemen...
This article describes an ongoing study that, ultimately, aims to help students become co-creators of their courses. It discusses methodologies to support student empowerment and engagement.
Generic skills need to be developed by university students to prepare them for lifelong learning. Higher education institutions play a key role in developing appropriate strategies for a competences-based appr...
Learning challenges within the knowledge society cannot be limited to the technological dimension. Learning and education are embedded in economic, political and cultural contexts. Pedagogies reflect this soci...
Higher education has been pressured to shift towards more flexible, effective, active, and student-centered teaching strategies that mitigate the limitations of traditional transmittal models of education. Lat...
Blended courses supported by digital technology (bLearning) and competency-based medical education can be found in different university curricular reform initiatives around the world. Today, it is essential to...
E-learning is a way of teaching that presently makes greater sense in the process of democratization of education. This articles describes a meta-analysis performed on Spanish journals found in Social Sciences...
The social and interactive dimension has taken on particular relevance with the appearance of new technologies in education, making the capacity for virtual empathy a key competence for promoting learning proc...
The International Journal of Educational Technology in Higher Education is associated with:
Universitat Oberta de Catalunya
2022 Citation Impact
8.6 - 2-year Impact Factor
9.4 - 5-year Impact Factor
3.850 - SNIP (Source Normalized Impact per Paper)
2.051 - SJR (SCImago Journal Rank)
2022 Speed
9 days submission to first editorial decision for all manuscripts (Median)
105 days submission to accept (Median)
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