Forthcoming articles


International Journal of Smart Technology and Learning


These articles have been peer-reviewed and accepted for publication in IJSMARTTL, but are pending final changes, are not yet published and may not appear here in their final order of publication until they are assigned to issues. Therefore, the content conforms to our standards but the presentation (e.g. typesetting and proof-reading) is not necessarily up to the Inderscience standard. Additionally, titles, authors, abstracts and keywords may change before publication. Articles will not be published until the final proofs are validated by their authors.


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International Journal of Smart Technology and Learning (3 papers in press)


Regular Issues


  • Designing a suitable learning technology for an authentic science classroom: reflection from WISE and Smart Classrooms   Order a copy of this article
    by Huiying Cai, James D. Slotta, Xiaoqing Gu 
    Abstract: Different emerging learning technologies provide new insights into the utility of educational applications. However, their proper integration for collaborative problem solving in authentic science classrooms remains a complex challenge for researchers and stakeholders. This paper presents an in-depth analysis of two systematic works on design learning technologies for science classrooms. The first study concerns the Web-based Inquiry Science Environment (WISE) research team from the University of California Berkeley, and the second involves the Smart Classroom research team from the University of Toronto. Such in-depth analyses will further enhance our understanding of the role of technology in the classroom context and offer a systematic reflection on designing suitable learning technologies for authentic science classrooms.
    Keywords: Design learning technology; WISE; Smart Classroom; Script approach; Science education.

  • A Synchronous-Asynchronous Tele-education Platform   Order a copy of this article
    by George Fragulis, Lazaros Lazaridis, Maria Papatsimouli 
    Abstract: S.A.T.E.P. : Synchronous-Asynchronous Tele-education Platform is a software application for educational purposes, with a lot of parametrizingrn(configuration) features written entirely from scratch. It aims at the training and examination of computer skills, a platform that can be adjusted to the needs of each lesson. In the application the trainer and the administrator can define the number of the lectures and upload files for each one of them. Furthermore, he can insert, modify and delete questions which are used for evaluation tests but also for the trainees examinations. The trainee can read/download the files of each lesson and also test his knowledge on what he has studied through a series of questions/tests.rnA chat module where registered users as well as system administrator can discuss and solve questions is also developed.
    Keywords: Web Based Application; MySql; PHP; Open Source Software; Telern- education; Distance Learning;Metadata.

  • Developing Learning Objects for Engineering and Science Fields: Using Technology to Test System Usability and Interface Design   Order a copy of this article
    by Maurice Dawson, Latina Davis, Marwan Omar 
    Abstract: Technology is changing the landscape of learning and teaching in American higher education. The use of virtual worlds enables engineering and technology programs to implement software programs such as Second Life, Open Simulator, or Lumiya to enhance what they may currently already have. Additionally, virtual worlds can add a more dynamic environment in the online classroom for multiple platforms such as the Personal Computer (PC), wearables, and mobile devices. The purpose of this paper is to provide a review of these programs to include how to implement these items into an engineering course. Further detailed in this article is how to incorporate Institute of Electrical and Electronics Engineers (IEEE) documentation and other design guidelines for the projects. Included in this document is a detailed layout of a simulated environment as well as various approaches to structuring and organization for classroom activities.
    Keywords: learning objects; technology; systems usability; interface design; limited fidelity prototyping; virtual worlds.