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Journal of Educational Technology Systems

2018 Volume 47, Number 1

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Table of Contents

Number of articles: 7

  1. Smartphone Apps for Teaching Engineering Courses: Experience and Scope

    Dipika Jain, Pinaki Chakraborty & Shampa Chakraverty

    Smartphone apps have lately emerged as a potent instructional aid for teaching engineering courses. Teaching engineering courses often involve explaining complex problems that require creative... More

    pp. 4-16

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  2. On the Use of Mobile Apps in Education: The Impact of Digital Magazines on Student Learning

    Cuauhtemoc Luna-Nevarez & Enda McGovern

    As the use of technology evolves in education, an extensive range of new smart devices and digital applications is becoming available to academics. Digital magazines are an example of such... More

    pp. 17-31

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  3. Impact of Using iPad Tablets in a Construction Communication Graphics Class: Evaluation Based on System Usability Scale

    Edelmiro F. Escamilla, Mohammadreza Ostadalimakhmalbaf, Fatemeh Pariafsai, Nikhil Ranka, Mohammadmehdi Danesh & Mohammadhossein Naderi Alizadeh

    As the construction industry advances technologically, it becomes imperative to introduce the respective information technology tools to present-day curriculum. This research study was conducted to... More

    pp. 32-49

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  4. The Power of Interactive Whiteboards for Secondary Mathematics Teaching: Two Case Studies

    Mauro De Vita, Lieven Verschaffel & Jan Elen

    Interactive whiteboard offers a high-potential innovative tool in mathematical educational environments, in which teachers' modeling processes and students' exploring activities can easily be... More

    pp. 50-78

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  5. Reducing Transactional Distance in Online and Blended Courses through the Use of a Closed Social Media Platform

    Jennifer Quong, Sharla L. Snider & Jody Early

    The purpose of this study was to evaluate the effectiveness of a closed social media platform as an online tool to facilitate interactions among students and faculty participating in online and... More

    pp. 79-100

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  6. A Gamification-Motivation Design Framework for Educational Software Developers

    Jim Buckley, Tabea DeWille, Chris Exton, Geraldine Exton & Liam Murray

    Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances,"... More

    pp. 101-127

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  7. Adoption of Digital Technologies in Tertiary Education: Evidence from India

    Shampa Paul & Kaushalesh Lal

    The article delineates the existing paradigm of educational technologies in Indian tertiary education institutions. The findings are expected to be useful for tertiary education institutions and... More

    pp. 128-147

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