Forthcoming articles

International Journal of Innovation and Learning

International Journal of Innovation and Learning (IJIL)

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International Journal of Innovation and Learning (56 papers in press)

Regular Issues

    by Malgorzata Cieciora, Piotr Pietrzak, Piotr Gago 
    Abstract: The purpose of this paper was to present an attempt to build an innovative and comprehensive system of gathering and analyzing reliable, accurate and up-to-date feedback on employability of academic graduates in Poland. After a literature review on the nature of the mismatch between the labor market requirements and the knowledge and skills of higher education graduates, as well as challenges connected with obtaining feedback from graduates, a case study devoted to collecting and analyzing labor market stakeholders feedback undertaken by a small faculty of a non-public academy in Warsaw, Poland is presented. A sample of 31 opinions of the Facultys graduates was gathered and analyzed, in the form of an arithmetic mean, minimum and maximum values and cross-plot charts. The main conclusion of both the literature review and the case study is that the labor market highly values technical, especially IT skills and business-related soft skills, such as team-working. The two main challenges for the academic decision-makers are to develop curricula that would foster the development of the desired knowledge and skills and to build effective communication channels with all their stakeholders. A further, more comprehensive research into the matter will be worth conducting.
    Keywords: graduates’ employability; labor market; university stakeholders; competency gap; innovation.

  • The Design of an Active Learning Strategy to Promote Collaborative and Research-based Learning in Project Management Education   Order a copy of this article
    by Chekfoung Tan, Isabel Huet 
    Abstract: Project management (PM) is one of the most popular professions worldwide. Therefore, project management education (PME) has peaked due to its demand in industry. However, research shows that PME focuses too much on PM methodologies. Little has been done in training students in the critical thinking, research, and collaboration skills required by industry. Hence, this paper presents the design of an active learning intervention for PME, which aims at engaging students to learn collaboratively in a research-based learning environment. Following an action research methodology, the authors present the different stages of the study, which took place in a UK university with a group of PM postgraduate students with different levels of work experiences and backgrounds. The pedagogic intervention was evaluated in three stages: 1) non-participant observation, 2) informal feedback, and 3) evaluation survey. Descriptive analysis was adopted for analysing the data collected in stage one. Data collected in stage two and three was analysed by thematic analysis. This research contributes to informing the future design of PME that emphasises on developing students critical thinking, research and collaboration skills. These skills are crucial for any project management professional and highly sought by industry.
    Keywords: Active and collaborative learning; research-informed teaching and learning; project management education.

  • Effects of Computer-Supported Collaborative Learning with Scripting on Students' Collective Efficacy in Science   Order a copy of this article
    by Hazel Joyce Ramirez, Sheryl Lyn Monterola 
    Abstract: Contextualized innovative approach is fast becoming a key instrument to enhance learning. One of emerging innovations in education is computer-supported collaborative learning (CSCL) which is a computer-mediated approach that promotes knowledge construction and social interaction among learners. However, limited research has examined how the conjoined effects of CSCL and scripting activity, facilitated the development of collective efficacy, an essential skill that affects group motivation and performance. Ergo, this research investigated the effects CSCL with scripting activity on students collective efficacy. This study involved three-group pre-test-post-test quasi-experimental design. Data analysis through Analysis of Variance revealed that CSCL with scripting significantly improved students collective efficacy, F(2, 114)= 2.877, p =.030. Additionally, the questions generated by the students were also analysed. Particularly, CSCL with scripting stimulated intellectual discussion and more importantly promoted inclusivity in learning by providing avenues to understand diverse ideas. Furthermore, this study offered beneficial implications in education.
    Keywords: computer-supported collaborative learning; collective efficacy; scripting activity; student-generated questions; 21st century competencies.
    DOI: 10.1504/IJIL.2021.10036844
  • Culture and learning styles sensitive learning outcomes aid multicultural classrooms   Order a copy of this article
    by Anjum Razzaque, Hussain M. AlArayedh, Chris Moylan 
    Abstract: Past scholars have highlighted on learners dissatisfaction with multicultural-classrooms teachings. This represents a vital concern for investigation since ample students from different cultures enroll in western Higher Education (HE) Institutions (HEIs) despite the reported declining teaching-learning quality. This study investigates whether Learners Culture (LC) and Learning Style (LS) affect learner expectations through Learning Outcomes (LOs). Instructors can improve curriculums using complimentary LS and LOs. This study confirms that national culture and LS do govern LOs; thru an interdisciplinary model assessing the effect of Hofstedes national culture and Charlesworths learning-styles on learning outcomes. An adopted survey was distributed to undergraduates in a NY based HEI. Data analysis, mainly Confirmatory Factor Analysis and Structural Equation Modelling, confirmed that Individualism/Collectivism, Power-distance national culture, and activist and pragmatic learning-styles, empowers learning outcomes (i.e. learner expectations). Implications to theory and practice are also expressed.
    Keywords: Higher education; National culture; learning; learning outcomes; learning styles; multicultural classrooms.
    DOI: 10.1504/IJIL.2021.10035876
  • A model and rubric to guide the creative design process with ICTs   Order a copy of this article
    by Patompong Youjamnong, Alisa Songsriwittaya 
    Abstract: In this study, the authors designed a five-stage model to support creativity in contexts of the design of artifacts using ICTs in educational settings. The model also includes a rubric that parallels the five stages. The goal in this study was to trial and test the model. Participants were pre-service teachers enrolled in a course on graphic design in a Bachelor of Computer Education program and divided into a control (n=30) and an experimental section (n=30). Three evaluators applied the rubric to judge the pre-service teachers engagement in the stages of creativity. Application of the Torrance Test of Creativity and of the rubric showed significantly higher levels of engagement in creativity for the experimental section.
    Keywords: innovation; design creativity; pre-service teachers; Torrance; rubric; ICTs; Model; teacher education.
    DOI: 10.1504/IJIL.2021.10034058
  • Integrating Gamification in a Blended Learning Entrepreneurship Course: Discussing Student Learning and Achievement Motivation   Order a copy of this article
    by Nisaul Barokati 
    Abstract: Purpose: (1) test the comparison of learning outcomes between students utilizing gamification and students utilizing project-based learning, (2) assess the comparison of learning outcomes between students possessing high achievement motivation and low achievement motivation, and (3) examine the interaction between gamification, project-based learning and achievement motivation on student learning outcomes. Findings: (1) There is a significant difference in entrepreneurship course material understanding between groups of students utilizing gamification learning strategies compared to groups of students utilizing project-based learning strategies. (2) There is a significant difference in entrepreneurship course material understanding between groups of students possessing high achievement motivation and students possessing low achievement motivation. (3) There is an effect of interaction between gamification learning strategies and project-based learning strategies with high and low achievement motivation on entrepreneurship course material understanding.
    Keywords: Integrating Gamification; Blended Learning; Entrepreneurship.

  • Antecedents of Innovative Behaviour: Knowledge Sharing, Open Innovation Climate and Internal Communication   Order a copy of this article
    by Maria Eduarda Soares, Pilar Mosquera, Maria Cid 
    Abstract: Innovative behaviour is currently considered to be a key factor for the competitive advantage of organisations. In this study, we analyse the role of three antecedent variables of Innovative Behaviour - Knowledge Sharing, Open Innovation Climate, and Internal Communication. Three dimensions of Internal Communication are considered - Organisational Communication, Communication with Superiors, and Communication with Peers. We used a sample of 138 employees from a consulting firm to test a conceptual model with Partial Least Squares (PLS). The results indicate that only Knowledge Sharing is an antecedent of Innovative Behaviour in the organisation studied. Communication with Superiors and Communication with Peers are both antecedents of Knowledge Sharing, but not of Innovative behaviour. Furthermore, the results also indicate that Knowledge Sharing mediates between Communication with Superiors and Innovative Behaviour. Organisational Communication and Communication with Superiors are antecedents of Open Innovation Climate, but the latter does not have a significant relationship with Innovative Behaviour.
    Keywords: Innovative Behaviour; Knowledge Sharing; Open Innovation Climate; Internal Communication.

  • Analysis of the relationship between student profiles and the results obtained in a University course gamification study   Order a copy of this article
    by Milena Oliveira, Fabiano Leal, Alexandre Pinho, José Arnaldo Montevechi 
    Abstract: The objective of this study was to understand the ways that different personality traits of students affect their gamification experiences within the university educational context. The effectiveness of implemented gamification within the aforementioned context was also measured. A required class in the Industrial Engineering course was gamified in order to conduct this research. The effectiveness average of the gamification in engaging students was 83% and increased motivation among students in the classroom was also observed in the results. Cluster analysis verified that students with the best performance in the gamified course were those who exhibited medium high levels of personality traits linked with conscientiousness, extroversion, and openness to experiences. The results highlight the value of gamification and the need to move from the one-size-fits-all approach to more personalized applications. This study provides guidelines to designers who might seek to employ a personalized gamification approach to improve individual performance.
    Keywords: Gamification; Personality traits; Higher education; Human learning; Active learning; Design; Educational technology; Human behavior; Computers; Innovation; Engagement; Motivation.

  • Non-cognitive constructs measurement model development based on the Theory of Planned Behavior (TPB) in the context of the Academic Performance of engineering students.   Order a copy of this article
    Abstract: This study is an application of Theory of Planned Behavior (Ajzen, 1985, 1987) which is an extension of the theory of reasoned action (Ajzen & Fishbein, 1980; Fishbein & Ajzen, 1975). As in the original theory of reasoned action, a vital factor in the theory of planned behavior is the individuals intention to perform a given behavior. In this paper, it is in contexts of the educational process. This confirmatory analysis is a factor analysis that is designed to predict and explain how student intention determines a students performance in academic achievements. The researchers are proposing a model based on Structural Equation Modeling (SEM) with six non-cognitive traits simultaneously. The model is to establish causal inferences between these traits with academic performance over a period of four years in the context of engineering studies. The scope and focus of this paper are to develop and validate the measurement model as a prerequisite towards model development based on the Theory of planned behavior.
    Keywords: Theory of Planned Behavior; Structural Equation Modeling; Non-cognitive traits; Measurement model; Construct validity; factor analysis; learning assessment; leaning behavior.

  • Business Simulation Games as an Active Learning Teaching Methodology: Students Perceptions   Order a copy of this article
    by Marco Aurélio Butzke, Anete Alberton, Tatiani Schmitt, Sidnei Vieira Marinho 
    Abstract: The objective of this paper is to present the results of an analysis of students perceptions on the use of business games as a teaching strategy and learning environment. The students perceptions of a business game based on simulation were analyzed for associations with their academic background, personal characteristics, and previous experiences. The results were analyzed using descriptive statistics, factor analysis, and analysis of variance (ANOVA). The main findings indicated that academic background and personal characteristics were associated with significant differences in perceptions of learning environment factors, while students professional experience and previous experience with business games were also associated with significant differences in their factors ratings that facilitate learning. The research results show that the processes of teaching and learning within management courses using business simulation games draws on innovative features to explore the complexity of decision-making processes and offers an effective and enjoyable learning environment. To minimize the simplification of causal relationships in the decision-making process when using business simulation games, further research is recommended with the inclusion of reverse logistics and sustainability processes, also routines from other areas to broaden students' perceptions regarding the complexity of the decision-making process.
    Keywords: Business Games; Active Learning; Teaching with Business Games and Simulations; Learning Assessment.

  • Analysing students engagement in higher education through transmedia and Learning Management Systems: a text mining approach   Order a copy of this article
    by Fernando José De Aires Angelino, Sandra Maria Correia Loureiro, Ricardo Godinho Bilro 
    Abstract: This research aims to explore how students engagement can be promoted through transmedia using a set of activities within the Moodle Learning Management System for a syllabus topic about innovation, during a full semester. The analysis of case studies, the writing of essays, or the participation in an online forum were among the performed activities by a group of eighty-one university students in their senior year. To perform the data analysis, we followed a mixed-method approach between descriptive statistics, data mining analysis based on the open-source software Orange and a final questionnaire. The results achieved reveal that students engagement tends to increase by participating in the online forum and by performing some of the proposed tasks which required extensive information search from various media sources.
    Keywords: Transmedia; Learning management systems; Moodle; Students’ engagement; Text mining; Orange software; Higher education;.

  • The right to an effective education: live legal clinic as an innovative teaching method   Order a copy of this article
    by Sabiha Shala, Dukagjin Leka 
    Abstract: The right to education is guaranteed by international conventions and state constitutions. Indeed, the right to an effective education is challenging many countries offering law education. This is a particular problem for law students in Kosovo and Montenegro. This article presents the current situation in these two countries with regard to providing clinical legal education as the most innovative and effective teaching method in this area, and recommends solutions based on the most appropriate international models. An analysis of the relevant official documents, scientific articles, and law study programs of many universities in Europe shows that live legal clinics are an integral part of law programs. Currently, there are no live legal clinics in Kosovo and Montenegro as part of law study programs, and this must be remedied if they are to provide an effective legal education. A combination of the Croatian and Polish models could be the solution. Thus, the key contribution of this paper is the proposal of a novel model for effective legal education for two countries under research.
    Keywords: right to education; live legal clinic; effective education; innovation; Kosovo; Montenegro.

  • A framework to promote Creative Ideation using ICTs   Order a copy of this article
    by Apiwat Meoupphakarn, Jariya Neanchaleay, Saranya Chuathong 
    Abstract: In this three-phase study, the researchers designed and implemented a framework to support learners Creative Ideation (CI). Phase 1 involved administration of self-report surveys with (N=364) undergraduate students in Thailand to identify the motivation-related factors most likely to predict CI. Results revealed that the factors were Intrinsic Motivation (IM) and Self-efficacy (SE). Phase 2 involved the design of the framework with strategies to foster IM and SE, a project-based learning approach, a design thinking process and use of the Social Networking Site, Facebook. In phase 3, the framework was implemented in an Educational Technology program in which students (N=40) collaborated, communicated and interacted in Facebook groups to design websites. Analysis of results of pre- and post-surveys revealed significantly higher self-reports for IM, SE and CI.
    Keywords: Creative ideation; Creativity; Intrinsic motivation; Self-efficacy; Facebook; Project-based learning; Design; Higher education; Framework; ICTs.
    DOI: 10.1504/IJIL.2022.10036053
    by Leticia Rodrigues Da Fonseca, Marcelo Ribeiro Silva, Sheldon William Silva, Guilherme Marques Pereira 
    Abstract: This study aims to understand the role of individual mental models in the learning of software developers. Qualitative research of a multiple case study was conducted in four Software Development Organizations (SDOs) applying semi-structured interviews. The subjects interviewed were involved in the software development process. The analyses were performed by the qualitative data analysis software Weft_QDA, which allowed the identification and analysis of speeches related to the theoretical concept of this study. It was identified that the previous knowledge of software experts, the complexity of projects, the rotation of tasks, and the information and communication technologies employed in the work environment enhance individual mental models from their internal images worldviews, leading to an efficient process of software development in SDOs. The results show that individual mental models manage the acquisition, retention, use, and elimination of information and experiences during the learning process of developers.
    Keywords: individual learning; individual mental model; software development organizations.

  • The Effects of a Problem-Based Learning Intervention on Primary Students Performance on Greatest Common Factor and Least Common Multiple and on their Attitudes towards Mathematics   Order a copy of this article
    by Hui-Chuan Li, Tsung-Lung Tsai 
    Abstract: Greatest common factor (GCF) and least common multiple (LCM) have been two of the most difficult topics for primary students to grasp, especially when they are required to apply the concepts to solving real-life problems. Reported here is a quasi-experimental study of a comparison between a PBL approach and a traditional lecture method. The study recruited 55 Taiwanese sixth-grade students (ages 1112), and examined the effects of PBL on their performance on GCF and LCM and on their attitudes towards mathematics. A comparison of the groups on pre- and post-tests showed that the treatment group had a higher mean score on the post-test than the control group. Results of the students responses to pre- and post-questionnaires indicated that there were statistically significant differences between the groups on the post-questionnaire, implying that PBL has a positive impact on students attitudes towards mathematics.
    Keywords: Greatest common factor (GCF); least common multiple (LCM); problem-based learning (PBL); primary students; attitudes towards mathematicsrn.

  • Factors Enabling Innovation Activities: Combining Perspectives of Personnel and Management of a Public University Hospital   Order a copy of this article
    by Pauliina Hyrkäs, Nina Lunkka, Jarmo Reponen, Marjo Suhonen 
    Abstract: Innovation activities are actions intended to generate innovations, and innovations are novel, implemented items or actions, that improve processes. The research on enabling innovation activities in public hospitals is limited. This study identified key factors that enable innovation activities by combining statements made by representatives from management (n=13) and personnel (n=9) at one Finnish public university hospital. The study used semi-structured interviews and content analysis. According to the results, unified and authorised practices are needed to counterbalance and organise the extreme complexity typical of public hospitals. Both, hospital personnel and management called for assistance with complementary expertise in innovation management.
    Keywords: innovation; innovation activities; innovation leadership; innovation management; healthcare; public hospital; university hospital; organisational learning; complexity; content analysis.

  • Importance-Performance Analysis Towards Sustainable Indigenous Tourism (A Lesson Learned from Indonesia)   Order a copy of this article
    by Theresia Saviera, Retno Kusumastuti, Nizar Hidayanto 
    Abstract: This study aims to explain the usage of importance-performance analysis through the study case of specific village tourism in Indonesia, Desa Wisata Nglanggeran, Kabupaten Gunungkidul, Daerah Istimewa. Using a uni-dimension of indigenous tourism initiatives towards sustainability with the theories and concepts of the indigenous community and competitive advantage to empower social entrepreneurship while creating consensus for each actor in the village tourism towards sustainability. Hence, sustainability measured by acknowledging the triple bottom line (environment, socio-cultural, and economy) and according to the context of tourism activities managed responsibly and continuously. Using a mixed-method, authors gather the qualitative data through in-depth interviews to collect the sustainability measurement as well. Finally, the problems related to the limitation of this research and the measurement method of indigenous tourism towards sustainability using importance-performance analysis with the recommendations for further research would be discussed.
    Keywords: importance-performance analysis; indigenous tourism; sustainable tourism; innovation.

  • Effect of the interactive whiteboard on mathematics word problems: Evidence from Kuwait   Order a copy of this article
    by Afrah Rashed Alazemi, Wun Thiam Yew 
    Abstract: This study evaluates pupils attitudes toward mathematics word problems, academic achievement, retention of attitude, and retention in pupils academic achievement when exposed to a digital technology intervention, Interactive Whiteboards. Pre and post-tests were conducted across grade-two pupils in Kuwait. Using paired sample t-test and ANCOVA on data of 46 pupils, findings reveal a significant difference in the intervention compared to the comparison group (conventional whiteboard). Results show that the Interactive Whiteboards intervention explains between 10.90 percent and 39.00 percent of post-attitude and post-academic achievement in mathematics word problems. Theoretically, it contributes to the theory of meaningful learning and retention through attitude and retention in achievement to improve and enhance students ability to learn, recall and solve mathematics word problems
    Keywords: Interactive whiteboard; mathematics word problem; ANCOVA; Kuwait.

  • Assessing models of research utilization for emergency management practice   Order a copy of this article
    by Christine Owen, Noreen Krusel, Loriana Bethune 
    Abstract: In Australian and New Zealand emergency management organizations, using research to inform practice has been increasing. However, models to inform utilization remain untested. This paper assesses two models of research utilization to inform the practice of emergency managers. These are the science-push/demand-pull model and a socially interactive organizational model. The paper discusses findings from a 2018 survey that was used to investigate the perceived effectiveness of research utilization. The findings show that both models are positively associated with implementation of research utilization and perceived organizational learning. However, the socially interactive organizational model was a better fit to predict these indicators. Of the social interaction variables, conversations and communities-of-practice were positively associated with utilization. The findings show that more work is needed to understand the organizational conditions that facilitate successful implementation of research outcomes.
    Keywords: research utilization/utilization; learning; emergency services organizations; evidence-informed practice; socially interactive organizational model; communities-of-practice.

  • Understanding the Role of Social Media in Informal Learning by Researchers in Malaysian Higher Education   Order a copy of this article
    by MOHMED Y. MOHMED AL-SABAAWI, Halina Mohamed Dahlan, Ali Abdulfattah Alshaher, Hafiz Muhammad Faisal Shehzad 
    Abstract: Social media is progressing rapidly, and it holds great potentials for everyday lives, including for educational purposes. These potentials can be harnessed in improving the acceptance of social media in informal learning. Informal learning has broken the barriers inherent in the old order of formal learning. However, there is a lack of research in social media acceptance relating to informal learning for academic researchers. This research aims to develop an acceptance model of social media for informal learning from an academic researchers perspective. To achieve this aim, this research integrates two theories as to the foundation for the development of the model: Technology Acceptance Model 3 and Theory of Constructivism. The proposed model was evaluated using the quantitative approach with social media users. The proposed model includes key technological, individual, and interactive factors. The findings of this study provide an understanding of the interaction of social media and informal learning.
    Keywords: Higher Education; TAM3; Social media; Constructivism; Informal learning.

  • Prescriptive Pedagogy for Design Studios: A Conceptual Framework and Congruent Actions   Order a copy of this article
    by Dave Knowlton 
    Abstract: Design studios are becoming more common as a classroom environment within higher education. Because design studios serve to help students learn nebulous and iterative design practices, teaching design studio courses is extremely demanding; yet, existing academic literature offers no prescriptive pedagogical guidance for supervising and managing design studios. The major contribution of this article is the explication of a prescriptive design studio pedagogy that can be used across all design disciplines. This explication comes through the construction of a conceptual model and the population of that model with practical guidance. The guidance will be illustrated with examples from the field of Instructional Design and Technology. This article concludes with implications for additional related scholarship.
    Keywords: Instructional Design; Instructional Technology; Pedagogy; Design Studios; Design Projects; Design Education; Course Design; Prescriptive Pedagogy.

  • Motivational learning in the progression of colourful animated graphics   Order a copy of this article
    by Sina Shokoohyar, Nazanin Sadat Seyedrazi, Vahid Ghomi 
    Abstract: User interface is the point of interaction between the user and the websites. In learning websites, most of the students are required to know how to interact with the websites interface. The UI designer could increase students motivation by designing user-friendly and attractive learning websites. Gamification is a well-known method in designing attractive UI, which can also influence peoples behavior. One of the best models in Gamification for assessment of the learning strength is ARCS model. However, despite many studies about the UI design, there has been little research on the perspectives of both UI design and attractive learning by using the Gamification method. This paper is among the first researches in which UI and ARCS motivational model have been studied simultaneously in the context of learning mathematics. It was also aimed to compare the effect of graphical learning websites on the students increase in learning abilities.
    Keywords: E-learning; User Interface; ARCS model; Gamification.

  • Discovering Effective Requirements Elicitation Techniques using a Multivocal Ethnographic Framework   Order a copy of this article
    by Diane Lending, Jeffrey May, Jeremy Ezell, Thomas Dillon 
    Abstract: Effective requirements elicitation (RE) interviews are vital to the success of information systems development. Unfortunately, the factors that lead to effective RE interviews are often vaguely and contentiously delineated. In this paper, we describe our development and use of a multivocal, ethnographic framework employed to discover a rich set of critical success factors for effective RE interviews. Our interpretive framework emphasizes performance ethnography along with other ethnographic techniques that are rigorously described and used to yield practical results. We then discuss and elaborate on our relevant findings that include eight critical success factors and a multitude of methodological and practical lessons learned. We close with a discussion of our work and its place within the larger context of RE research in the information systems field.
    Keywords: Requirements Elicitation; Multivocal Interpretivism; Performance Ethnography; Qualitative Research.

  • Using Moodle and MS Teams in higher education a comparative study   Order a copy of this article
    by Viktorija Florjancic, Lukasz Wiechetek 
    Abstract: The purpose of the paper is to show how the Moodle and Microsoft Teams platforms could be used to support university e-learning. Based on the experiences of two universities from Poland and Slovenia, the authors characterise four cases of using Moodle and MS Teams in higher education. The authors present the examples of online courses and analyse how to combine the explored systems' features to generate synergetic effects and improve course outcomes. The performed analysis indicates that Moodle is a great, complex tool but a complicated platform. In contrast, MS Teams is a new, contemporary designed and relatively simple tool. It offers simplicity, real-time communication, and Office 365 integration. Those features can be useful in business and education, particularly when the case method is preferred. Moodle and MS Teams can be integrated to get double benefits: a highly structured and administrated course (Moodle) plus extended collaboration and communication possibilities (MS Teams).
    Keywords: E-learning; Moodle; MS Teams; Poland; Slovenia; Higher education; Comparative analysis.

  • Mobile Media Multitaskers in a University Class. Self-Regulation Enhances Learning Performance.   Order a copy of this article
    by Magdalena Mazurek 
    Abstract: Media multitasking has been proven to distract university students, impairing their academic performance. However, the mobile media generation, raised with instant access to mobile Internet, used to dividing their attention between online and offline activities, could be expected to multitask productively. This is why a sample of 46 students, homogenous in terms of age, cultural background and field of study, was subject to an experiment. Given the opportunity, a majority of participants engaged in distractive online activities during a traditional university class. Electronics usage appeared to affect their overall data retention as well as memory for two out of three specific types of information. Nevertheless, self-regulated technology use (for class-related purposes only) correlated with high learning results. Low mean electronics usage throughout the experiment, both self-reported and actual, combined with participants' written comments on consequences of media multitasking, indicates that students are aware of the detrimental impact of media distraction on academic performance. The findings demonstrate that the best academic results could be achieved by incorporating class-related online activities into the learning process.
    Keywords: Media multitasking; Self-regulation; Mobile media generation; Internet skills.

  • Perception of ICT use by residents of smart cities   Order a copy of this article
    by Benjamin Lesjak, Iztok Pšenica 
    Abstract: A smart city integrates two very complex systems ICT and the city. A six-dimensional model defines it as: smart people, smart economy, smart governance, smart mobility, smart environment, and smart living. Smart cities have developed a number of solutions for a better quality of life, using a wide range of ICTs, often interconnected into an integrated platform, which was researched in the article. Surveying the urban population of Slovenia shows preference for use of smart city ICT solutions, especially with perceived improvement of quality of life, connected to growing simultaneously with the city size. Interest in the use of smart city ICT services increases with ICT skills but is not affected by age and education level.
    Keywords: smart city; ICT; ICT skills; smart devices; city services; adopting technologies.

  • The Effects of Gender and Age on Factors That Influence Purchase Intentions and Behaviours of E-commerce Consumers in Indonesia   Order a copy of this article
    by Farah Alfanur, Yasuo Kadono 
    Abstract: This study aims to provide new learning from consumer behaviour viewpoints by understanding the effects of gender and age on consumer purchase intentions and purchase behaviours, specifically in the context of e-commerce in Indonesia, by developing a hypothetical structural model that comprises nine motivational factors: convenience, perceived website quality, social influence, facilitating conditions, hedonic motivation, economic reasons, security, variety and delivery. The results of statistical analysis of data collected from 400 e-commerce consumers using structural equation modelling indicate that males are affected by perceived website quality and convenience, while females are affected by security, economic reasons, convenience and social influence. Furthermore, consumers under 30 years old are affected by convenience and perceived website quality, while consumers who were 30 years old and above are affected by facilitating conditions, economic reasons, security and social influence. Thus, the associations of social influence, economic reasons and security with purchase intention are moderated by gender and age. These findings are beneficial for e-commerce research and businesses from the viewpoint of Indonesian consumers motivations categorised according to gender and age.
    Keywords: e-commerce; learning; purchase intentions; purchase behaviours; gender; age; Indonesia.

  • Measuring inductive reasoning in school contexts: A review of instruments and predictors   Order a copy of this article
    by De Van Vo, Beno Csapó 
    Abstract: Inductive reasoning is a cognitive process of drawing general conclusions from individual facts; it is one of the core components of fluid intelligence. This paper aims to explore characteristics of assessment instruments and trends in measuring inductive reasoning through a systematic review based on the PRISMA guidelines. The article reviews 38 empirical studies in educational contexts from 1997 to 2020. We found that the types of inductive reasoning tasks appeared unchanged over twenty-three years, but they grew more diverse and gradually evolved from paper-based to technology-based administration, in which non-verbal analogy problems have formed the most common subtest in evaluating inductive reasoning. The review findings also showed that inductive reasoning is closely related to numerous variables, such as age, discipline performance, scientific reasoning and problem-solving skills, while gender differences may depend on particular cultures. Correspondingly, the proposed focus was discussed to further assess this ability.
    Keywords: Inductive reasoning; non-verbal analogies; assessment of inductive reasoning; PRISMA; intelligence; assessment for learning; technology-based assessment.

  • Determining Smart Tourism Application Features Based on Pain Points of Tourism Stakeholders   Order a copy of this article
    by Widia Resti Fitriani, Fatimah Azzahro, Achmad Nizar Hidayanto, Sandika Prangga Putra, Gibran Gifari Soesman, Ika Chandra Hapsari 
    Abstract: Smart tourism contains the idea of making tourists comfortable and safe when they visit a tourist destination. Technological solutions can be used to make it easier for tourists to meet their needs. This study aims to analyze the features needed by tourists in the smart tourism application. The determination of these features is based on the user experience (UX) concepts. This research creates a mapping of pain points and opportunities felt by various tourism stakeholders in each tourism journey and then maps the important features to be implemented to solve the existing problems. From the 15 pain points and two opportunities identified, we determined 37 features for ICT-based solutions divided into 11 feature groups. The features that have been identified are then sorted using the entropy method. The ranking results indicate that the features of information search (such as destinations, attractions, transportation, and accommodation information), features that provide recommendations (such as amenities and itinerary recommendations), and travel plans simulation are the most important features for tourists.
    Keywords: smart tourism; smart tourism application; smart tourism feature; stakeholder pain points; learning; Indonesia.

  • Interorganizational Learning in a Network of Local Productive Arrangement Type   Order a copy of this article
    by Abimael Ouro, Maria Olave, Ikaro Barreto 
    Abstract: The aim of this study was to analyze the internal determinants of interorganizational learning in a Local Productive Arrangement (LPA) network. Specifically, it was studied the LPA of confections located in the city of Santa Cruz do Capibaribe, Pernambuco, formed mainly by small companies. For this, the survey method was used, analyzed through partial least squares structural equation modeling. The results had shown the interorganizational learning in this network is constituted by the intention of the small and medium companies (SMEs) to cooperate with the partners of the spaces known and made available by the network, called Ba; the importance of recognizing the value of the information made available in this network environment that is later acquired, transformed, and ultimately used or stored by these companies. The interorganizational learning model found in this productive arrangement demonstrates that companies do not absorb knowledge through assimilation, differently from other studies.
    Keywords: Interorganizational learning; Local productive arrangement; Small and medium business.

  • The effects of leader intellectual stimulation, perceived organizational support, and leader-member exchange on employee innovativeness   Order a copy of this article
    by Leonel Prieto, Md Farid Taludker 
    Abstract: Employee innovativeness is crucial for firm effectiveness, competitiveness, and success in an increasingly knowledge-based economy. We examine systemic relationships among employees perception of organisational support, the quality of leader-member exchanges, and leader intellectual stimulation on employee innovativeness. Findings from structural equation modeling show that the joint effects of a working environment perceived by employees as supportive, high-quality leader-subordinate relationships, and leaders intellectual stimulation efforts may generate synergetic effects on employee innovativeness. Importance-performance analysis affirms the centrality of perceived organisational support on employee innovativeness. Research results suggest the increasing importance of legacy and indirect leadership effects on employee innovativeness. Theoretical and managerial implications and directions for future research are discussed.
    Keywords: employee innovativeness; perceived organizational support; leader intellectual stimulation; leader-member exchange; direct and indirect effects; importance-performance analysis.

  • Roma Students and Their Inclusion in Schools   Order a copy of this article
    by Plamen Mirazchiyski, Jožek Horvat Sandreli, Špela Javornik, Veli Kreci, Ana Rosser-Limiñana, Anica Novak Trunk 
    Abstract: The article discusses the role of education in Roma inclusion. Education is the basic right of all children. Diversity is seen as an advantage and opportunity to make schools more inclusive, but educational inequality is greatest among the Roma. Education has an important role, as schools work on integration processes. Research on teachers attitudes towards Roma children shows that their willingness to work with Roma students needs strengthening. First, we present the current situation in the inclusion of Roma in schools. Next, the we focus on analysis of the RoMigSc project data related to inclusion of Roma children at school. The analyses of showed that educators and volunteers do not see Roma students as well included in schools and the main obstacle for this is their low school attendance. Also, there is a low cooperation between non-Roma and Roma students and parents, and Roma parents and schools, despite schools efforts.
    Keywords: Roma children; social inclusion; school inclusion; integration; education; learning; parental cooperation; student cooperation; school enrolment; school attendance; RoMigSc project.

  • Educators and academics in the digital world. Comparative analysis of using ResearchGate by Slovenian and Polish business researchers   Order a copy of this article
    by Łukasz Wiechetek, Viktorija Florjančič 
    Abstract: Digital transformation is an irreversible process today. One of the fundamental tools of the digital economy is the internet and its social networks based on Web 2.0 tools. The purpose of the article is to compare the usage of one of the most popular academic social network ResearchGate by business researchers from Poland and Slovenia (n = 896). The descriptive statistics, correlation analysis, k-means clustering, and tests of significance were used. The analyses showed that ResearchGate portal is not frequently used by researchers. The main differences relate to RG score and number of citations. The RG score is strongly positive correlated with number of citations, published items and reads. Clustering procedure identified five groups of RG users that could be called balanced, appreciated, beginners, knocking and poets. The researchers should be more encouraged to use specialised social networking sites to promote their achievements and the performance of the research teams or university units.
    Keywords: ResearchGate; digital literacy; digital transformation; Polish researchers; Slovenian researchers; comparative analysis; clustering; RG score; social network.
    DOI: 10.1504/IJIL.2021.10037258
  • Ultrasound object detection using morphological region-based active contour: an application system   Order a copy of this article
    by Anan Nugroho, Risanuri Hidayat, Hanung Adi Nugroho, Johan Debayle 
    Abstract: Ultrasound (US) is intensively employed as a screening tool for suspicious objects such as breast lesions and thyroid nodules. Avoiding the subjectivity radiologists and to overcome high variability of US interpretations among them, technological innovations in computer-aided diagnosis or CAD are massively developed. Automation and accuracy in object detection and segmentation techniques as the core of CAD are becoming prestigious knowledge creations in the current Industrial Revolution 4.0. In this paper, an application system of morphological region-based active contour called MoRbAC is presented to automatically detect the suspicious US objects. The proposed MoRbAC application was validated by applying it to detect breast lesions and thyroid nodules on 20 real US images. Quantitative measurements based on overlapping area compared to referred ground truth achieve an average accuracy of up to 98.58 ± 1.15% with a quite short mean execution time, i.e., 2.38 ± 0.89 seconds. This promising performance concludes the effectiveness and efficiency of MoRbAC as an empowered method for CAD.
    Keywords: ultrasound; computer-aided diagnosis; CAD; morphology; active contour; MoRbAC.
    DOI: 10.1504/IJIL.2021.10037261
  • The effect of knowledge appreciation and development of internal ideas on the competitiveness of service industry companies   Order a copy of this article
    by Marcin Soniewicki 
    Abstract: The aim of this article is to analyse the influence of two factors on competitiveness of various types of service industry companies: 'knowledge appreciation' and 'development and implementation of new ideas'. The article is based on quantitative data from a survey of 380 service industry companies. The responses were measured on a five-grade Likert scale. The statistical significance of differences between various responses was examined using the Mann-Whitney U test and correspondence analysis. The results indicate that both factors influence the competitiveness of service industry companies. Moreover, firms with a low intensity of concentration on any of these factors were less competitive than their closest competitors. Another aspect analysed in the study was the competitiveness of service industry companies of different sizes with different levels of intensity of both factors. The results show that these factors are especially important for the competitiveness for micro and small companies.
    Keywords: service industry; knowledge; knowledge management; change; innovation; innovative behaviour; new ideas; competitiveness; competitive advantage; performance.
    DOI: 10.1504/IJIL.2021.10037260
  • Corporate entrepreneurship: internal factors of influence in educational institutions under the perception of Generations X and Y   Order a copy of this article
    by Eliana Andréa Severo, Juliana Carvalho De Sousa, Carolina Barbosa Montenegro, Raniery Christiano De Queiroz Pimenta 
    Abstract: This study aims to analyse the influence of internal organisational dimensions on corporate entrepreneurship, as well as investigate the influences of Generations X and Y in this process, by investigating 314 education professionals from different states of Brazil. This is a quantitative, descriptive survey, through exploratory factor analysis and multiple linear regression. The results show that the prominent dimension was that of management support, presenting a moderate result regarding the influence on the corporate entrepreneurship (CE). The other dimensions: work autonomy, rewards and motivations, time availability and organisational limits presented negligible results, which demonstrates a low power of influence over the CE. In addition, the findings revealed that Generation X has a greater moderating power in the relationship between management support and the EC with a moderate power of influence, while also highlighting the organisational limits construct, however, with low moderating power. Generation Y overlaps in the aspects of compensation/motivation, time availability and autonomy at work, however, with low moderating power.
    Keywords: corporate entrepreneurship; educational institutions; Generations X and Y.
    DOI: 10.1504/IJIL.2021.10037259
  • Emotive responses to the language learning experience across contexts   Order a copy of this article
    by Andrew S. Ross, Punchalee Wasanasomsithi 
    Abstract: Over recent decades, research into motivational and cognitive aspects of language learning has been plentiful, providing valuable insights into the psychology and learning capacity of the language learner. However, the emotions of language learners have been the victim of significant neglect (Dörnyei, 2009). Emotions lie at the centre of human experience, and their impact on learning cannot be underestimated, let alone ignored. The current study draws on qualitative interview data collected from Thai learners of English in university contexts in both Thailand and Australia to investigate what kinds of emotional experiences the learners encounter in their learning, and to observe the differences in these experiences across the differing EFL and ESL contexts. The interview results revealed that the situated context of the participants played a discerning role in determining the emotional experiences they encountered. This was largely due to the greater intensity and frequency of emotional experiences encountered by learners outside of the classroom in Australia compared with the much more limited classroom environment in Thailand. Important implications to emerge from the study are the need to create more authentic experiences and opportunities for social interaction in EFL settings, and provision of greater support for international students in ESL settings.
    Keywords: Australia; emotion; EFL; ESL; language education; Thailand.
    DOI: 10.1504/IJIL.2021.10037262
  • Differences between audio media and conventional methods regarding students' academic performance and the influence of audio media satisfaction on their academic scores at a Ugandan university   Order a copy of this article
    by Mark Kaahwa, Chang Zhu, Moses Muhumuza, Charles Karemera 
    Abstract: This study examined two hypotheses: there is a difference between students' scores in the conventional and audio media instructional strategies and students' satisfaction with audio media technology influences their academic scores. We carried out an experimental study involving the treatment group with 166 students taught using audio media instructional strategy. The control group consisted of 167 students taught using the conventional approach. Both groups were subjected to similar assessment and academic scores were compared. Independent T-test and multiple regression tests were used in the study. Findings indicate that there is no statistically significant difference in academic performance between the instructional strategies. Furthermore, results showed that students' satisfaction with audio media technology does not influence their academic scores. It can be concluded therefore, that an audio media instructional strategy is another effective teaching approach. Besides, it can be concluded that students' audio media satisfaction does not affect their academic scores.
    Keywords: audio media technology; AMT; conventional instructional strategies; podcast quality; podcast efficiency; podcast accessibility; audio media satisfaction; academic performance.
    DOI: 10.1504/IJIL.2021.10037263

Special Issue on: ICBL/ISET 2020 Smart Learning Environment

  • The impact of thinking tools on the argumentation skills of pre-service science teachers in flipped learning   Order a copy of this article
    by Guo Su, Taotao Long, Zhiyan Wang, Qingcui Zeng, Xueping Wang 
    Abstract: The purpose of this study is to explore the impact of the use of thinking tools on the pre-service science teachers argumentation skills in flipped learning. A single-group repeated experiment involving 34 pre-service science teachers was conducted. Data about students argumentation skills and attitudes towards thinking tools was collected. This study found that the preservice teachers' argumentation skills ranked higher when they used an online collaborative text-based visual thinking tool, than when they used a diagrambased thinking tool. They also preferred to use the text-based visual thinking tool, although they recognized the online collaborative diagram-based thinking tools could better reflect their thinking processes.
    Keywords: argumentation; thinking tools; flipped classroom; pre-service science teachers.

  • Promoting Collaborative Innovation and Disciplinary Integration in Maker Education through Augmented Reality: A Design-Based Research   Order a copy of this article
    by Xu Han, Yayun Liu, Hongzhu Li, Zhenying Fan, Heng Luo 
    Abstract: Maker education in Chinas K-12 schools is facing several problems such as disconnection between theory and practice, shallow application of the maker spirit, and shortage of educational resources. To address those problems, this study proposed an innovative instructional model for maker education, which was enabled by augmented reality technology and was informed by the theories of collaborative learning and disciplinary integration. After three iterations of design, evaluation, and revision, the study empirically refined the proposed model of maker education and validated a set of instructional design principles, including relevant task context, general inquiry sequence, diverse scaffolding, flexible collaboration strategies, and extended instruction time. The study results indicated that augmented reality (AR) can be used as a adhesive to integrate subject content from various disciplines, and thus can inspire creative thinking and collaborative inquiry for students. The study concluded with six validated instructional design principles for conducting AR-supported maker education in elementary school.
    Keywords: maker education; augmented reality; design-based research; disciplinary integration; collaborative inquiry.

  • A Study of Flipped Offline and Online Computer Programming Courses in a Japanese University   Order a copy of this article
    by Yoshihiro Hirata 
    Abstract: The aim of this study was to explore how Japanese university students enrolled in a computer programming course perceived the effectiveness of flipped learning. The study covers two school years, considering the impacts of students transition from in-person (offline) learning in 2019, to remote (online) classes in 2020. The findings indicate that there was a significant 34% increase in the number of students who described the online course as challenging in 2020 when compared to 2019. The majority of students indicated a preference for direct consultation between their peers and the instructors, in-person as opposed to online. Students opinions on the efficacy of pre-learning also varied widely from student to student according to their own preferences, interests, and objectives. The results may provide some useful insights for instructors developing their own flipped learning strategies in this rapidly evolving learning environment.
    Keywords: flipped classroom; Japanese students; blended learning; programming.

  • Creating a critical culture to cultivate students critical thinking: A case study of a media literacy course in Japan   Order a copy of this article
    by Xiaohong Zhang, Kenichi Kubota, Mayumi Kubota 
    Abstract: The purpose of this study was to examine whether students critically thought about media and how a critical culture influences students critical thinking in a media literacy course. This research used a media literacy course at a Japanese university as a case study. The authors collected data by Participant Observation. As a result, the authors found that (1) the cycle, of thinking activities in the classroom, discussion on LMS and reflection activities, created a critical culture in a blended learning environment during one semester, (2) students improved their critical thinking through extensive experiences of media analysis and production, and (3) five factors were important to cultivate students critical thinking in the critical culture.
    Keywords: critical thinking skill; critical thinking disposition; critical culture; active learning; media literacy; blended learning environment; higher education in Japan; course design; online discussion; case study; Participant Observation.

Special Issue on: ICBL/ISET 2019 Technology-enabled Active and Personalised Learning

  • Experiential Learning for Children with Autism Spectrum Disorder using Virtual Reality Headsets: A Preliminary Report   Order a copy of this article
    by Chen Li, Horace Ho Shing Ip, Po-Ke Ma 
    Abstract: Kolbs experiential learning model (ELM) is one of the most widely applied learning theories for virtual reality enabled learning because in the authentic and highly interactive virtual reality environment, learning activities could be designed to encourage learners actively experiment and to allow learners observe and reflect on instant feedback and results from the experiment. At the same time, the learning process requires educators to provide more facilitation and supports to the learners. Previously, although some of the studies showed that the model could also be applied for virtual reality enabled learning targeting at learners with special education needs, there is a lack of in-depth discussion on how to systematically design, engineer and evaluate virtual reality enabled experiential learning activities for children with Autism Spectrum Disorder (ASD) and/or other conditions (e.g., anxiety disorder, attention deficit hyperactivity disorder (ADHD), etc.). In this paper, we expect to address two fundamental questions related to the applying of ELM for the design of social competence learning in the virtual reality environment for children with ASD; first, how the use of virtual reality headsets (a.k.a., Head-mounted Displays (HMDs)) could affect the design of the virtual reality learning scenarios comparing to other types of virtual reality environments such as the Cave Automatic Virtual Environment (CAVE); and second, how the virtual reality learning contents can be designed to facilitate experiential learning in an immersive virtual reality environment by considering the special education needs of children with ASD. Three children with the clinical diagnosis of ASD but diverse abilities on the spectrum were invited to try the virtual reality experiential learning contents designed by us using off-the-shelf virtual reality headsets. Observations show that children with ASD generally need more time to adapt to the headsets and often need facilitation during learning; providing in-VR facilitations and supports in the form of pre-programmed visual and voice instructions and feedbacks are critical to the success of their learning.
    Keywords: Experiential Learning; Virtual Reality; Autism Spectrum Disorder;.

  • Analysis and Evaluation of Digital Forms of Teaching at the University Results from the Literature and from a Survey   Order a copy of this article
    by Tobias Hirmer, Andreas Henrich 
    Abstract: Regarding the higher demand for flexibility in the learning process, universities need to adapt their way of teaching to survive in a digitized world (Scheer 2017, p.102). Digitalized forms of teaching like lecture recordings, the inverted-classroom (IC), and massive open online courses (MOOCs) may therefore offer decisive advantages. This paper presents an empirical study at the IS & ACS faculty of the [...] that aims to evaluate main requirements for a lecture recording system as well as to analyze the experiences of the lecturers with other digitized forms of teaching like the inverted-classroom and massive open online courses. The results have been summarized in a list of requirements for a lecture recording solution and a concluding recommendation for the [...].
    Keywords: Blended Learning; Lecture Recordings; Inverted-Classroom; MOOC; Requirements.

Special Issue on: EIC 2019 Knowledge Creation and Technological Innovation in the IR 4.0

  • Development of Hospital Virtual Tour with Virtual Reality-based Panorama   Order a copy of this article
    by Adhistya Erna Permanasari, Dian Anggriawan Hidayat, Sunu Wibirama, Intan Sulistyaningrum Sakkinah, Dayang Rohaya Awang Rambli 
    Abstract: Information technology has an important role as a mean of socializing the institution profile to the society, including hospitals as public services. Virtual reality technology, along with panoramic photo as a multimedia component, supports the need for visualization that can be made almost as real as the original. In this research, we utilized virtual reality to introduce hospital building and its rooms. The Multimedia Development Life Cycle method was used in this development. Our main focus was on analyzing the effect of text cueing in panoramic design. User can explore the hospital tour virtually. The User Experience Questionnaire (UEQ) was used to evaluate each application. A significance level of those comparisons was tested by using the Wilcoxon test. In general, both UEQ assessed both applications were in the range above average to excellent scores. The experimental results showed that the approach could enhance some user experience aspects. These elements were attractiveness, stimulation, and novelty. While perspicuity, dependability, and novelty, were not significant improved according to Wilcoxon result. This research implies that the use of text cueing improves user experience in virtual tour with panoramic virtual reality.
    Keywords: virtual reality; panoramic; text cueing; user experience questionnaire; Wilcoxon.

  • Study on the influencing factors of the flexibility of university IT management in education 4.0   Order a copy of this article
    by Wasilah Wasilah, Lukito Edi Nugroho, Paulus Insap Santosa, Shaymaa Sorour 
    Abstract: Education systems at all levels should embrace new technologies to comply with industry 4.0 developments. Universities need to adapt to these new changes. Flexibility is an essential factor, but studies that discuss the flexibility in service-based organizations are limited. The study of IT flexibility currently focuses on manufacturing organizations in aspects of IT infrastructure. IT infrastructure flexibility is not enough, because it is only one IT resource that is managed in IT management.The contribution of this study is to produce variables that significantly influence the flexibility of IT management in the university. T tests obtained that there are six variables that have a significant direct effect. The variables are data integration, modularity of an application, value drivers, human resource competence, human resource development and knowledge sharing. R square test shows that these variables also simultaneously influence the flexibility of IT management universities with a fairly high influence of 76%.
    Keywords: IT management; flexibility; higher education; education 4.0.
    DOI: 10.1504/IJIL.2021.10037402
  • The Impact of Perceived Usability on Mobile Wallet Acceptance: A Case of Gopay Indonesia   Order a copy of this article
    by Ni Made Estiyanti, Delfa Agustia, Rafiqa Amini Mulia, Randa Alfarisyi, Restow Frandha, Achmad Nizar Hidayanto, Sherah Kurnia 
    Abstract: The rapid growth of mobile communication technology leads to the more frequently used mobile payments particularly the mobile wallet (m-wallet). This research aims to identify the factors that influence the use intention of mobile wallet in Indonesia, particularly from the perceived usability perspective, combined with the Technology Acceptance Model (TAM). This research employs survey research by distributing an online questionnaire to users of Gopay, which is a leader of m-wallet providers in the Indonesian market. The data from 167 valid respondents were processed and analyzed using Partial Least Square (PLS) with the help of SmartPLS 2.0 software. Our findings showed that perceived usability affects users intention to adopt m-wallet through perceived usefulness and perceived enjoyment variables. This paper also discusses several recommendations for m-wallet providers and developers to increase m-wallet adoption in Indonesia.
    Keywords: Innovation; Mobile Wallet; Technology Acceptance Model; Perceived Usability; Indonesia; Learning.

  • Exploring the influencing factors of learning management systems continuance intention in a blended learning environment   Order a copy of this article
    by Zaenal Abidin, Fathur Rokhman, Anuradha Mathrani 
    Abstract: With the emergence of learning management systems (LMS), many higher education institutions have adopted a blended learning approach. LMS can be used as a tool to support blended learning activities to help learners achieve their learning outcomes. This study focuses on continuance use intention towards LMS in blended learning environments. Several relevant factors have been identified to examine users continuance intention to use LMS in a blended learning environment including educational quality, service quality, technical system quality, information quality, users confirmation, and satisfaction. Partial least squares structural equation modeling (PLS-SEM) was employed to validate the proposed model and hypothesis. This study has provided evidence that users satisfaction on services, technical system, and information quality directly impacts users decisions to continue using LMS. Therefore, for students satisfaction, higher education institutions may need to consider the influencing factors before implementing a blended learning environment with LMS.
    Keywords: blended learning; confirmation; continuance intention; learning management system; ; LMS quality; user satisfaction.

  • Measuring Service Quality in Telecommunication Industry from Customer Review using Sentiment Analysis: a case study in PT XL Axiata   Order a copy of this article
    by Budyono Saputro, Achmad Nizar Hidayanto, Zaenal Abidin, Naraphorn Paoprasert 
    Abstract: One of the challenges in the company is to understand the customer perceive provided by the company. Service quality is very important to be well maintained by the company. This situation will reflect on how excellent the company to serve customers. Well-maintained service quality is one of the success parameters to enhance customer satisfaction. In this paper, service quality level from customer review was measured by using sentiment analysis, by targeting the customers in twitter who mention XL Axiata (XL), one of the telecommunication companies in Indonesia. To determine the service quality level, Fast Large-Margin classification methodology and sentiment analysis were used to classify the reviews for seven following service quality dimensions in telecommunications industry; value-added services, billing system, convenience, pricing plans, network quality, employees competency, and customer service. The result showed that the network quality dimension was the most service quality dimension that obtained review and positive sentiment from the customer.
    Keywords: service quality; sentiment analysis; telecommunication; customer perceive; Fast Large-Margin; classification; evaluation; innovation.

  • Educational Data Quality Management: Lesson Learned from A Public University in Indonesia   Order a copy of this article
    by Syukron Ma’mun 
    Abstract: The researcher conducted this study at one of the Faculty in a public university in Indonesia. The purpose of this study was to evaluate the data quality of the Human Resources Information System (HRIS). The data was analyzed based on the Ministry of Research, Technology, and Higher Education Regulation, no. 16, 2016. This study began with a questionnaire to determine the maturity level of the data quality management. Then, to determine whether the HRIS criteria could be measured, the researcher conducted interviews. Based on the analysis, the researcher found that the agreement between the HRIS application and the criteria measures was 36.5% for completeness, 69.5% for validity, and 14.3% for the accuracy dimensions. The last dimension, novelty, could not be determined as no information was available on data change time. The researcher suggested that the Faculty need to implement data quality management.
    Keywords: Data quality management; data quality management maturity level; TDQM; educational data; learning and innovation data quality.

Special Issue on: ICBL/ISET 2019 Technology-enabled Active and Personalised Learning

  • Project-based collaborative learning with an online evidence-based assessment system   Order a copy of this article
    by Jiemin Zhong, Di Zou, Wai Man Winnie Lam, Haoran Xie 
    Abstract: In this research, we developed an online assessment system to assist students' collaboration and quantify the collaborative learning process. We collected the learning behaviour data using this system, analysed the impact of group collaboration on students' learning performance, and explored the relationship between group collaboration and course difficulty. The results showed that the more advanced course induced more group collaboration, but group collaboration may not have significant effects on the academic achievements of the participants. Furthermore, cooperative learning had five basic elements, and face-to-face communication was essential for assessing collaborative group learning. To better measure the learning performance of the students, we improved the scoring criteria, established a more flexible assessment system, and analysed the effectiveness of collaborative learning of small groups from more dimensions.
    Keywords: project-based learning; learning performance; wiki; collaborative learning; online learning; assessment; online learning system; blended learning; learning behaviour; higher education.

  • iPads in special educational needs schools: categorization and individualization of learning from the view of Czech education   Order a copy of this article
    by Vojtech Gybas, Ivana Simonova, Katerina Kostolanyova 
    Abstract: The main objective of the article is to present results of research conducted in the field of special educational needs (SEN) education, particularly (1) to provide deeper insight in the SEN system of education in the Czech Republic, (2) to design the categorization of SEN learners reflecting their abilities to work with iPads, (3) to verify this design within the Czech educational system. Categorization is built on three levels of difficulty of task and four levels of learners
    Keywords: Special Educational Needs; SEN; iPad; categorization; individualization; difficulty; autonomy; framework educational programme; Czech Republic.

  • A Cross-Platform Game for Learning Computational Thinking with the Support of Collaborative Learning   Order a copy of this article
    by Lap-Kei Lee, Tsz-Kin Cheung, Lok-Tin Ho, Wai-Hang Yiu, Nga-In Wu 
    Abstract: Computational thinking (CT) has gained increasing attention from education researchers, practitioners and parents in the past decade. CT is not only related to coding or programming, but also a fundamental skill for everyone to solve problems effectively and efficiently with solutions that are reusable in different contexts. Mastering CT helps ones to improve the analytical ability on various tasks, which therefore attracts parents to arrange programming classes for their children. This paper presents the design of a cross-platform game for learning computational thinking anywhere and anytime using a computer or a smartphone with or without Internet connection. The game provides an easy-to-use visual programming environment for learners to instruct virtual 3D robot(s) to complete specific tasks. The 3D virtual robot environment enhances interactivity between the learners and our game. Our game levels are designed to cover the following five core elements of CT: reformulation, recursion, decomposition, abstraction and systematic testing. The game also supports collaborative learning for multiple learners, where learners find suitable solutions together in some game levels. Through collaborative learning, learners can make friends and share their ideas with others actively, which improves their communication skills and helps developing their leadership skills. A survey on twenty computer science major undergraduates confirmed that the above five core elements of CT have been incorporated into our game design, and our game is likely to be an attractive learning tool for junior learners like primary students. In another survey, twenty teenager and adult participants without prior programming knowledge also found our game an attractive and useful tool for CT learning.
    Keywords: computational thinking; gamification; collaborative learning; visual programming; cross platforms.

  • A review of the use of open educational resources: the benefits, challenges and good practices in higher education   Order a copy of this article
    by Kam-cheong Li, Billy Tak-Ming Wong 
    Abstract: This article reviews the use of open educational resources (OER) in higher education institutions, focusing on the benefits, challenges and good practices. It covers 59 case studies which reported OER use. The case studies were published during the period 20092018 and collected from Scopus and Google Scholar. The findings revealed that the major role of higher education institutions is as OER users rather than providers. The benefits of involvement in OER for the institutions included the improvement of students learning performance; easy access and use of learning resources; the cost reduction and dismantling of learning barriers; and the sharing of learning resources and collaboration. On the other hand, there were various challenges, namely the limitations of the technology infrastructure; the problems of intellectual property rights; the inadequacy of policy and support; the absence of learning objectives; and the language barriers. The good practices for successful use of OER as shown in the case studies were to customise the contents of resources, develop policy support, and facilitate close cooperation among the relevant units.
    Keywords: open educational resources; OER; OpenCourseWare; OCW; open textbook; higher education.

  • Enhance Students Engagement by Giving Ongoing Formative Feedbacks in a Blended Learning Setting   Order a copy of this article
    by Yan Keung Hui, Chen Li, Sheng Qian, Lam For Kwok 
    Abstract: Blended learning combines and gains the advantages of face-to-face and computer-based distributed learning. Teachers need to encourage students to engage more in the learning process and learning activities. Formative feedbacks (feedbacks) from stakeholders can encourage students to participate more in both online and classroom learning. However, three major challenges are being faced by researchers. Firstly, inconsistent results have been found from linear models on the number of feedbacks and academic performance. Secondly, feedbacks from different stakeholders have not been analyzed in an integrated way. Thirdly, the connection between feedbacks and performance have not been identified. We have started by proposing a logarithm transformation on the number of feedbacks to address the issues found in the linear models. Then, we have suggested an initial conceptual model on how academic performance is related to feedbacks from different stakeholders. Finally, the model has been verified and improved throughout the three longitudinal studies.
    Keywords: Formative Feedbacks; Blended Learning; Engaged Learning; Learning Analytics.

  • Investigating the four-level inquiry continuum on college students higher order thinking and peer interaction tendencies   Order a copy of this article
    by Kaili Lu, Harrison Yang 
    Abstract: Research positively associates inquiry-based learning (IBL) activities to the benefits of students higher order thinking, collaboration, and communication skill. However, few studies have examined the impact of IBL activities on higher order thinking skills (HOTS) and peer interaction at all levels of inquiry. This study examined 58 college students perceptions of their HOTS and peer interaction tendencies from the perspective of a four-level inquiry continuum process. Overall, the study found that as IBL activities moved from the first level of inquiry (confirmation inquiry) to the fourth level of inquiry (open inquiry), students HOTS and peer interaction tendencies strengthened. Further analysis showed that students' HOTS and peer interaction tendencies changed significantly at different levels of IBL activities. Highly student-centered IBL activities were significantly more effective than highly teacher-directed activities. In addition, there was a strong correlation between students HOTS and peer interaction tendencies in IBL activities. The findings of this study have practical implications for educators, indicating that they should design, develop, and implement IBL activities, considering all four levels of inquiry as a continuum. Educators should also find ways to leverage the relationship between students' higher HOTS and peer interaction.
    Keywords: higher order thinking skills; peer interaction; inquiry-based learning; levels of inquiry; confirmed inquiry; structured inquiry; guided inquiry; open inquiry.