Table of contents
Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers
Amira Sghari, Fatma BouazizThis paper aims to focus on the intention to use of the Backstage game by teachers delivering entrepreneurship course at Tunisian public universities. A research model was…
The effectiveness of teaching virtual reality-based business ethics: is it really suitable for all learning styles?
Ratna Candra Sari, Sony Warsono, Dwi Ratmono, Zuhrohtun Zuhrohtun, Hardika Dwi HermawanPrevious research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric…
Considering visual cueing and practice type for software training’s optimisation: a study of domain experts
Vasiliki Ragazou, Ilias KarasavvidisSoftware training is a new trend in software applications. A key problem with software training is that video tutorials are developed without considering the target audience…
Exploring students digital activities and performances through their activities logged in learning management system using educational data mining approach
Adel Bessadok, Ehab Abouzinadah, Osama RabieThis paper aims to investigate the relationship between the students’ digital activities and their academic performance through two stages. In the first stage, students’ digital…
Emerging perspectives and challenges for virtual collaborative learning in an institution of higher education: a case of Lesotho
Gloria Lihotetso Matee, Nthabiseng Motlohi, Palesa NkiwaneThis study aims to investigate emerging perspectives and challenges which teaching staff and students in the Faculties of Business and Accounting, Health and Education as well as…
Decoding and designing massive open online courses (MOOCs)
Archana Shrivastava, Ashish ShrivastavaThis study aims to investigate the attributes of the online programme that are considered and compute their relative importance in the purchase decision. This study aims to…
Offline vs online problem-based learning: a case study of student engagement and learning outcomes
Hans Kristianto, Linda GandajayaFurthermore, the purpose of this study is to compare the student engagement and the learning outcomes in offline and online PBL in the aforementioned course. The COVID-19 pandemic…
Project-based learning in human–computer interaction: a service‐dominant logic approach
Amela Karahasanović, Alma Leora CulénThis study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large…
Design for learning – involving teachers in digital didactic design (D3)
Pernilla Nilsson, Jesper LundThis study aims to investigate how primary teachers, when taking part in digital didactic design (D3) workshops at the Digital Laboratory Centre at the university, develop their…
ISSN:
1741-5659e-ISSN:
1758-8510ISSN-L:
1741-5659Online date, start – end:
2004Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- Assoc Prof Pedro Isaias