Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Source
| Interactive Technology and… | 4 |
Author
| Arjun Hans | 1 |
| Chang, Ya-Fung | 1 |
| Chen, Yung-Hui | 1 |
| Fadhilah Bt Mat Yamin | 1 |
| Farida, Ratna | 1 |
| Ghadah Al Murshidi | 1 |
| Hsu, Hun-Hui | 1 |
| Iskandar, Hadi | 1 |
| Keumala, Cut Muftia | 1 |
| Kurniawan, Rudi | 1 |
| Mohamed Buhary Fathima… | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 3 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Samsudeen Sabraz Nawaz; Mohamed Buhary Fathima Sanjeetha; Ghadah Al Murshidi; Mohamed Ismail Mohamed Riyath; Fadhilah Bt Mat Yamin; Rusith Mohamed – Interactive Technology and Smart Education, 2024
Purpose: This study aims to investigate Sri Lankan Government university students' acceptance of Chat Generative Pretrained Transformer (ChatGPT) for educational purposes. Using the unified theory of acceptance and use of technology 2 (UTAUT2) model as the primary theoretical lens, this study incorporated personal innovativeness as both a…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Computer Software
Tapas Sudan; Arjun Hans; Rashi Taggar – Interactive Technology and Smart Education, 2024
Purpose: The intricate dynamics of ChatGPT adoption among Indian students are discussed while exploring the factors outlined by Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). By assessing these factors, this study aims to unravel their impact on the behavioral intention to use ChatGPT. Design/methodology/approach: While evaluating…
Descriptors: Transformative Learning, Technology Uses in Education, Artificial Intelligence, Computer Software
Zainuddin, Zamzami; Farida, Ratna; Keumala, Cut Muftia; Kurniawan, Rudi; Iskandar, Hadi – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the…
Descriptors: Synchronous Communication, Electronic Learning, Flipped Classroom, Formative Evaluation
Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology

Peer reviewed
Direct link
