Forthcoming and Online First Articles

International Journal of Technology Enhanced Learning

International Journal of Technology Enhanced Learning (IJTEL)

Forthcoming articles have been peer-reviewed and accepted for publication 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 Articles will not be published until the final proofs are validated by their authors.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 Technology Enhanced Learning (25 papers in press)

Regular Issues

  • Expectation shock in education: utilising industry SERVQUAL to enhance student perception of STEAM and STEAM careers   Order a copy of this article
    by Tony Houghton, Zsolt Lavicza, Robert Weinhandl, Imam Fitri Rahmadi, Brigitta Békési, Yves Kreis 
    Abstract: In industry, an expectation shock occurs when a customer has a post-experience perception that greatly exceeds their prior expectation. In our study, the customers are students and teachers. An expectation shock might occur when, for example, a student just did not expect to find STEAM so interesting. The objective of this research was to determine how expectation shock might be used in schools to enhance student perception of STEAM and STEAM careers. It was found that expectation shock in the form of Hothousing intensive, collaborative workshops can be used in schools to greatly enhance student perception of STEAM and STEAM careers and give them experience of industry practise valuable for their future careers. Educational practice should focus on enhancing student or teacher perception rather than stated importance. It is essential to examine perception post-experience versus prior expectation to identify benefits (or not) from the activity.
    Keywords: STEAM; careers; perception; expectation.
    DOI: 10.1504/IJTEL.2023.10054287
  • Designing Game-driven Augmented-Reality Scenarios with Real-World Implications to Facilitate Intercultural Exchanges: The Alien Scenario   Order a copy of this article
    by Stella Hadjistassou, Petros Louca 
    Abstract: Building on Klopfer and Squires (2008) study on design-based research (DBR), this paper investigates the process involved in conceptualizing, designing, developing, and implementing Augmented Reality (AR) scenarios during intercultural exchanges, which were enacted as part of a transnational interdisciplinary project, ReDesign. In the case study discussed, the potential of involving all interested stakeholders in the design process of the AR scenario and the subsequent two scenarios are explored. In addition, during the testing phase, an adept Dutch teacher trainer and five instructors contribute to the enhancement of the AR scenarios, through their feedback suggestions. An alien scenario is initially designed, while students are invited to share salient cultural artifacts which are then designed in 2D or 3D. Three scenarios are designed that have broader sociopolitical, institutional, and pedagogical implications, while enacting affordances to reflect on students culture and experience the pedagogical potential of novel technologies implemented in their curriculum.
    Keywords: Augmented Reality; design research; affordances; intercultural exchange.

  • The use of generative music in nonlinear music composition for video games   Order a copy of this article
    by Alexi Harkiolakis 
    Abstract: The future of video game music will call for more nonlinear musical compositions as interactive audio technology and algorithms advance. There is a lack of literature exploring in-depth the potential of generative music in a commercial product. The purpose of this archival case study is to explore how the inclusion of generative music systems enhances nonlinear music composition in video games. This archival case study consists of a thematic analysis of Jolly and McLeran’s (2008) presentation at the Game Developer’s Conference on applying the innovative areas of composing generative music for the video game Spore. The findings of this study indicate that wider adoption of generative methods in video game music provides many benefits but poses new challenges for game developers. Despite this, the case of Spore shows the feasibility of integrating a generative music system into a video game, even if it is restricted to specific areas of gameplay.
    Keywords: generative music; nonlinear music; music composition; video game music; video games; archival case study; audio technology; Spore; interactive music; algorithms.
    DOI: 10.1504/IJTEL.2023.10055011
  • How does entrepreneurship education promote creativity and innovation?   Order a copy of this article
    by Manoj Sinha, Shekhar ., Marco Valeri 
    Abstract: The aim of this paper is to synthesise the literature on how entrepreneurship education fosters creativity and innovation in entrepreneurs. Entrepreneurship education (EE) has long been a priority for higher education institutions around the world, as it encourages creativity and innovation. However, literature yields conflicting results. Therefore, it is critical to comprehend how entrepreneurship education can be restructured to better foster creativity. For this bibliometric study, the Web of Science (WoS) database was used, and 374 journal articles were retrieved. VOSviewer, the Science of Science tool, and Gephi were used to analyse the results. The findings identified four major themes: EE and entrepreneurial intent, EE and innovation and creativity, entrepreneurial intent and innovation and creativity, and innovation and creativity and entrepreneurial success, none of which have matured and are regularly researched. The study contributes by identifying ways to improve the effectiveness of EE in improving creativity and innovation.
    Keywords: entrepreneurship education; creativity; innovation; self-efficacy; review; intent; success; motivation.
    DOI: 10.1504/IJTEL.2023.10055678
  • How to provide intelligent assistance to learners inside e-Learning environments   Order a copy of this article
    by Riad Bourbia, Samia Drissi, Yacine Lafifi 
    Abstract: The health consequences caused by the spread of the COVID-19 disease have motivated many countries to turn to e-learning environments. This technological solution is the only one that has allowed the continuity of the educational process. Unfortunately, this widespread teaching mode also poses multiple problems that may negatively affect the learning process, including the autonomy of learners, the lack of interaction and collaboration between them, the lack of feedback on their activities, and the lack of appropriate support for learners with difficulties. Solutions to these challenges include personalising educational content and providing personalised and adapted assistance. Providing help and support to learners can decrease some of the harmful effects of the previously mentioned problems. The present work falls within this context and aims to propose an approach that uses the traces left by learners to detect those who have difficulties and provides them with adequate assistance. An online learning system called SANED adopted the proposed approach. To validate the proposed ideas, real students tested the proposed tools. Found results are encouraging and very promising.
    Keywords: intelligent assistance; adapted assistance; traces; indicators; learning difficulties; learning environment.
    DOI: 10.1504/IJTEL.2023.10055922
  • Investigating achievement, motivation, and attitude in a gamified English course   Order a copy of this article
    by Kübra Ertan, Selay Arkün Kocadere 
    Abstract: In this study, a gamified English course was designed, and 37 college students took part in it for five weeks. The study aimed to assess achievement, motivation and attitude in terms of students’ language levels and to get students’ views and suggestions towards the gamified course. Data were collected through an achievement test, a motivation scale for gamification, an attitude scale for gamification, and a questionnaire with open-ended questions. Findings revealed a significant increase in students’ achievements with a large effect size. Students’ motivation points were high, and their attitude was positive towards gamification. However, these effects were not different in terms of their language level. Based on the students’ views, it can be asserted that students showed positive attitudes towards competition in the gamified course, gamification made lessons interesting, motivated students to participate in classes, supported their learning, created a fun environment, and improved their self-confidence.
    Keywords: gamification; game elements; gamification design; EFL.
    DOI: 10.1504/IJTEL.2023.10056465
  • Factors affecting the intention of Palestinian university faculty to adopt virtual reality technology   Order a copy of this article
    by Elham Mohmmad Abed Nabhan, Baker Alserhan, Jusuf Zeqiri, Kimberly Gleason 
    Abstract: In this study, we investigate the factors that influence the intention of academic staff to adopt virtual reality applications (VR) in higher education institutions (HEIs) in Palestine. Although the adoption of VR has been relatively slow in the developing world relative to other mobile technologies, research indicates that VR has the potential to revolutionise educational delivery in these regions. Based on Rogers’ diffusion of innovation theory (DOI), we survey academic staff members from three Palestinian universities to identify the factors that impact VR adoption intention. Using structural equations modelling (SEM) we examine relative advantage, compatibility, trialability, observability, and complexity. Results indicate that perceived complexity has a negative effect on the intention to adopt innovation, but relative advantage, compatibility, trialability and observability all have a positive and significant influence on academic staff’s intention to adopt VR in Palestinian HEIs.
    Keywords: virtual reality; diffusion of innovation theory; DOI; Palestine; developing country; higher education.
    DOI: 10.1504/IJTEL.2023.10056672
  • How students autonomous and controlled motivation affects satisfaction in online courses   Order a copy of this article
    by Elvis Mazzoni, Agata Błachnio, Aneta Przepiorka, Sabrina Panesi, Martina Benvenuti 
    Abstract: This exploratory study aims to analyse whether and how students’ motivation affects their satisfaction in online courses during COVID-19 emergency in Italy. Based on the activity theory approach, and on the self-determination theory, the study considers two types of motivation (autonomous vs. controlled) and different aspects of students’ satisfaction in online courses related to various types of interaction (learner-content, learner-instructor, learner-learner, learner- technology, and general satisfaction). Results confirm that students with autonomous motivation perceived greater satisfaction in all the considered aspects of online courses, independently using the internet. Implications for designing online courses in university contexts, particularly during emergency period like COVID-19 pandemic, are discussed.
    Keywords: activity theory; self-determination theory; students’ motivation; students’ satisfaction; online courses; functional organs.
    DOI: 10.1504/IJTEL.2023.10056959
  • Adoption of digital technology and investigation of the impact in the marketing industry for marketing communication professionals: the case study of Cyprus and Greece   Order a copy of this article
    by Marcos Komodromos, Tatiana Harkiolakis, Tornike Khoshtaria, Marios Vassiliou 
    Abstract: Continuous and rapid technological advancement has significantly transformed marketing strategies. The increasing use of digital technology continues to change how firms interact with potential customers. With the invention of the internet and digital media, customers are now easily accessible compared to traditional marketing approaches. This study has been designed to investigate how different types of technologies impact the percentage of overall digital marketing activities in companies. A quantitative correlational research design will be used to investigate how digital technologies influence marketing activities in companies. A survey will be administered to a sample of n = 290 marketing communication professionals from Cyprus and Greece to assess for the use of digital technologies and marketing activities in their places of work. The analysis of the collected information will be performed using version 25 of the SPSS. The inferential statistics will involve running a multiple linear regression and ANOVA.
    Keywords: marketing; innovation; disruptive technology; digital marketing; digital technology; blockchain; internet; marketing communication; digital media; disruptive innovations; Cyprus; Greece.
    DOI: 10.1504/IJTEL.2023.10057245
  • Young children and online learning during the COVID-19 pandemic: Saudi mothers’ perspectives   Order a copy of this article
    by Rana Saleh Alghamdi, Sarah Abdullah Alberaidi 
    Abstract: COVID-19 disease forced schools in Saudi Arabia, as in most countries worldwide, to shift to online learning. This shift impacted the families’ role in their children’s education. This study aimed to explore Saudi mother’s perceptions of online learning during COVID-19. A qualitative research method was used to investigate the research question. The sample consisted of 25 kindergarten mothers recruited using criterion sampling, a purposive sampling method. Semi-structured interviews were used to collect relevant data. The study results revealed negative and positive mothers’ perceptions towards online learning during COVID-19. Saudi mothers express negative perceptions towards online learning for their children, including the lack of learning atmosphere, lack of concentration, lack of physical activities, and the time children spend in front of screens. Moreover, findings also revealed positive attitudes toward online learning, including improving teacher-mother communication and using various technological tools on the Rawdaty platform. Implications for teachers and policymakers will be discussed.
    Keywords: young children; online learning; COVID-19 pandemic; mothers.
    DOI: 10.1504/IJTEL.2023.10057406
  • A gamification model for teaching blockchain programming   Order a copy of this article
    by Davut Çulha 
    Abstract: Gamification has the potential to act as a catalyst in various domains, with education being a particularly promising area for enhancing learning outcomes. Specifically, computer science courses are ideal candidates for gamification due to their inherent focus on programming activities. By integrating programming and gamification, these courses can complement each other effectively. In this study, a gamification model is introduced and applied to a blockchain technology course, where blockchain programming serves as the core subject matter. Blockchain technology can be challenging to understand for many individuals due to its association with cryptography and its emergence as a new technological paradigm. However, the proposed gamification model helps alleviate the difficulty of learning blockchain concepts. The gamification model consists of four phases: outcomes phase, gamification phase, story phase, and application phase. The application of this gamification model has been found to enhance student engagement, as evidenced by reports. Moreover, it has been observed that the proposed gamification model leads to improved learning performance according to observations and student comments.
    Keywords: teaching blockchain; blockchain programming; gamification; gamified learning.
    DOI: 10.1504/IJTEL.2023.10057972
  • Students’ application of integrated skills from mathematics, language, arts, and technology: lessons from students’ use of mobile photo editing applications to visualise sustainability concepts   Order a copy of this article
    by Musa Saimon, Zsolt Lavicza, Thiery Dana-Picard 
    Abstract: This study presents lessons on students’ applications of integrated skills from mathematics, language, arts and technology, and the nature of the relationship among these skills’ domains. The lessons were drawn from students’ project using mobile device photo editing applications (MDPEAs) to visualise sustainability. Qualitative data were collected from five students’ reflections, five documents, and three student groups that were sampled purposively. Data that were collected through document analysis, observation and reflective journals were thematically analysed. Findings show that students’ use of MDPEAs enhances their application of skills from mathematics, language, artists and technology. The study conceives an interdisciplinary teaching approach as a catalyst to improve students’ learning and application of integrated skills from mathematics, language arts and technology. It also exposes the need for training teachers to implement interdisciplinary teaching approaches to enhance learners’ development and application of interdisciplinary skills.
    Keywords: mobile application; sustainability; transdisciplinary teaching approach; STEAM education; 21st century skills; language literacy; mathematics education.
    DOI: 10.1504/IJTEL.2023.10058611
  • A hybrid deep learning approach for online learners recognition using screen name, and learners emotion detection   Order a copy of this article
    by Purushottama Rao K., B. Janet 
    Abstract: Online learning environments (OLEs) have enabled global access to education during and after the COVID-19 pandemic. While widely accepted, OLEs pose challenges for teachers in recognising students and understanding their emotions, unlike in traditional classrooms. To address this, a hybrid deep learning architecture is proposed that uses screen names and facial expressions to identify students and detect their emotional states. The MTCNN model is used to segment the frames of an online class video where each segmented part contains a student’s face and screen name. The EAST and Py-Tesseract and face emotion recognition models are then applied on these segmented parts to extract screen names and detect the emotional states of the students. This helps in detecting individual student’s emotional feedback and overall class feedback. Finally, the students are classified as engaged or not engaged. The proposed architecture will make OLEs as efficient as traditional classrooms.
    Keywords: deep learning; face detection; facial emotion detection; online learning environments; OLEs; person identification; text extraction.
    DOI: 10.1504/IJTEL.2023.10058771
  • Students satisfaction towards cafeteria foods: evidence from Malaysian public universities   Order a copy of this article
    by Ahasanul Haque, Kaniz Afroza, Sardar Md Humayun Kabir, Tarekol Islam Maruf 
    Abstract: This study intended to identify the factors that affect student satisfaction in campus cafeterias at public universities in Klang Valley region of Malaysia. The importance of culinary services as an element of nutrition influences the personal satisfaction of university students. Students’ daily diets depend heavily on the canteens and cafeterias. A well-balanced and nutritious diet is essential for industrious students, especially those with a demanding learning environment or class schedule. SPSS and Smart PLS were used to analyse data from a sample of 222 students. Food quality, variety, price, and cafeteria hygiene significantly influence student satisfaction in campus cafeterias. The study’s findings can assist university administrators in making sound choices regarding cafeteria management, thereby enhancing the culinary experiences of students and boosting their overall satisfaction. The results indicated that the quality of food served in the cafeteria has the most significant impact on student satisfaction through its presentation and taste.
    Keywords: students’ satisfaction; cafeterias; public universities; Malaysia.
    DOI: 10.1504/IJTEL.2023.10058921
  • Mitigating the impact of the COVID-19 pandemic on education: harnessing the power of ICT for enhanced teaching and learning   Order a copy of this article
    by Msele Mohamed Msere, Jiangtao Zhao, Babar Nawaz Abbasi 
    Abstract: The COVID-19 pandemic has compelled educational institutions to shift from traditional classrooms to online teaching, introducing numerous challenges for teachers and students unfamiliar with this new approach. Existing studies on the use of ICT tools in education have not fully addressed the specific challenges arising from the COVID-19 outbreak. This review aims to resolve the issues faced by teachers and students in online classes, particularly benefiting overseas students. It emphasises the importance of teachers mastering technological devices to enhance instructional activities and stresses the need for effective time management due to time zone differences for international students. During class time, students must remain attentive and minimise disruptions. Educational officials play a crucial role in creating a favourable learning environment. In summary, this study seeks practical solutions to address challenges and improve online education during the pandemic.
    Keywords: education; COVID-19; ICT; teaching and learning; online classes; digital technologies.
    DOI: 10.1504/IJTEL.2023.10058963
  • A case study on the impact of the TikTok use of Chinese university students   Order a copy of this article
    by Wei Geng, Hasan Tinmaz 
    Abstract: Among the existing studies, there are fewer articles analysing the effects of TikTok on academic performance of Chinese university students, mostly analysing the physical and psychological effects on university students. Thus, the authors conducted the research on impact of the TikTok use of Chinese university students academic performance. Data was collected from a university in the city of Taiyuan (China) by using a survey of 37 questions (n = 231). The results showed that positive effects of TikTok seemed to outnumber the negative effects among students. However, there were no statistically significant differences between the good and negative effects of TikTok on students academic outcomes, according to the findings. We recommend that educators and students may use TikTok as a source of knowledge and communication to make the learning process easier and more effective.
    Keywords: academic performance; TikTok; social media; university student; higher education; China.
    DOI: 10.1504/IJTEL.2023.10059219
  • Socio-technical innovation by female entrepreneurs: evidence from the Jordanian tourism sector   Order a copy of this article
    by Areej Shabib Aloudat, Kimberly Gleason, Hala Bashbsheh, Baker Ahmad Abdullah Alserhan, Jusuf Zeqiri 
    Abstract: In this paper, we explore the role of female entrepreneurs in socio-technical innovation in the context of the Jordanian tourism sector. Using a qualitative research approach, we investigate how these entrepreneurs innovate, transforming the perception of conservative societies perspective on women entrepreneurs. We document five forms of socio-technical innovation achieved by Jordanian female entrepreneurs in the tourism sector: cultural/societal, economic, stewardship, sectoral and personal. The paper provides interesting insights on women entrepreneurs as innovators in the tourism industry by documenting what they consider to be their most important innovations.
    Keywords: entrepreneurship; socio-technical innovation; transformation; social change; innovation; women; tourism industry; less developed countries.
    DOI: 10.1504/IJTEL.2023.10053695
  • Project-based pedagogical inevitability and social media impact   Order a copy of this article
    by Prachi Palsodkar, Yogita Dubey, Prasanna Palsodkar, Preeti Bajaj 
    Abstract: Enforced pandemic online learning has raised the opportunities of quality learning and derived numerous learning methodologies with the intense influence of social media platforms. Project-Based Learning (PBL) is greatly poignant in engineering discipline with Social Media (SM) assistance. Cutting-edge technology and industry-tech innovation demands higher skill set apart from routine learning. Real-use cases in PBL enhance creativity, critical thinking and prepare learner to deal with challenges of workplace. Community and SM reinforced learning acts as a virtual teacher for successful PBL implementation. SM supported PBL provides lifelong learning lessons. SM assisted PBL is carried out for Machine Learning (ML) course using different use cases. Modalities, like open online course, SM, community support and PBL, show 18% students carrying higher impact and 81% students upgraded their skill in real-life problem solving. Study shows 100% students gained a skill in solving real-life problem and achieved all graduate aspects magnificently.
    Keywords: project-based learning; higher education; pedagogy; social media; machine learning; engineering.
    DOI: 10.1504/IJTEL.2023.10057903
  • The Land of Mathematics: comparative analysis and design of a serious game for basic arithmetic   Order a copy of this article
    by Miltiadis Frydas, Stelios Xinogalos 
    Abstract: Mathematical thinking and skills are considered important for individuals both during their school and professional lives. However, young students face great difficulties in comprehending mathematical concepts and lack the necessary engagement. Serious games can help them deal with these difficulties and provide possibilities for an enhanced learning process of mathematics. Several math games are available, but in many cases they are not designed according to established principles and/or they do not integrate mathematics in the game mechanics. The aim of this article is to review and comparatively analyse math games for basic arithmetic using as criteria elements of the Conceptual Serious Games Design Framework. This comparative analysis provides a clear picture of the current situation in the field of math games and is used for designing a new game called The Land of Mathematics that aims to integrate the mathematical concepts directly in gameplay.
    Keywords: serious games; educational games; game design; mathematics; primary school.
    DOI: 10.1504/IJTEL.2023.10057904
  • Adopting student response system in online ethics learning: practice and evaluation   Order a copy of this article
    by Ken C.K. Tsang, Alvin Y.T. Wong, Ivy Chan, Simon C.W. Wong, Joseph C.H. So 
    Abstract: The Student Response System (SRS) adds interactive elements in classrooms. Students can use their handheld devices to share their views actively during in-class polling. For ethics learning, it can facilitate free exchanges of ideas in a judgement-free environment and effectively arouse participants' interest and inquiry of ethics. In a community college in Hong Kong, two ethics seminars were shifted from face-to-face to face-to-screen mode due to COVID-19 pandemic. They were blended with a popular SRS, Poll Everywhere, to facilitate opinion sharing. Other than verbal discussion, students participated by casting their choices about some ethical dilemmas in real-time through Poll Everywhere. Post-activity survey reflected that the approach of adopting SRS in online ethics learning facilitated participants to express their views, increased participants' engagement and provided participants psychological safety to share opinions. The learning mode contains the nature of both interactivity and sincere sharing, and hence is specifically fit for ethics education.
    Keywords: educational technology; student response system; online learning; ethics learning.
    DOI: 10.1504/IJTEL.2023.10057905
  • Flipping the focus: an innovative design strategy to support technology integration in teacher education   Order a copy of this article
    by Lisa Jacka 
    Abstract: Initial Teacher Education (ITE) students are exposed to educational technologies through faculty modelling, content delivery and personal use. However, translating knowledge and skills into PK-12 school integration remains elusive for many graduate teachers. The research in this paper illustrates an innovative approach to shift ITE students' mindset about PK-12 technology integration. The focus was flipped to explore deep learning competencies as the driver for the use of digital technologies. The new pedagogies for deep learning six Cs provided the framework for the design-based research undertaken between 2017 and 2020. Data from 113 students revealed that they gained valuable skills and attributes to support their future integration.
    Keywords: online education; innovation; digital educational technology; deep learning; UX design.
    DOI: 10.1504/IJTEL.2022.10052506
  • Online criticism and cancel culture in digital marketing: a case study of audience perceptions of brand cancellation   Order a copy of this article
    by Christina Kyriakou, Tao Papaioannou, Marcos Komodromos 
    Abstract: Among research on (digital) consumer activism, brand boycotting and online flaming, brand cancellation practices within expanding cancel culture are yet to be fully explored. This paper contributes to extant research by identifying and analysing factors that motivate the online audience to participate in cancelling a brand and strategies to articulate brand cancellation. Twenty individual, in-depth interviews with professionals in communication and marketing were conducted. The findings indicate that offensive advertisement content that contradicts a consumer's personal beliefs is the most common factor leading to participation in brand cancellation, followed by brand ethics, anonymity in social media, peer pressure to join a cancellation and a desire for justice. Furthermore, discreetly unfollowing a brand is the most preferred cancel practice. However, when audiences perceive hate comments on a brand for insignificant reasons, this might instigate support for the brand. Lastly, this study discusses implications for businesses to manage brand cancellation.
    Keywords: advertisement; audience engagement; brand cancellation; brand boycotting; cancel culture; digital consumer activism; online criticism; social media.
    DOI: 10.1504/IJTEL.2023.10057906
  • Flipped learning with interactive videos: a systematic literature review   Order a copy of this article
    by João Fonseca, Miguel Mira Da Silva, Sofia Sá 
    Abstract: The usage of interactive videos in flipped learning has proved to be a valuable tool to boost student engagement and communication between students and teachers. A systematic literature review was conducted to research the types of video interaction currently employed in flipped learning contexts and their impact. The findings revealed that the most employed video interaction tools were instructor and student annotations, as well as in-video quizzes. The most reported benefits were increased student participation and data to assess their performance. Its most significant challenges were increased time and effort spent by professors and students. The articles also revealed that the enablers of this methodology were the gradual popularisation of video interaction technologies and the COVID-19 pandemic, which motivated the use of these tools. The inhibitors of video interactivity were the cost of these technologies and the need to teach the users how to use such tools.
    Keywords: flipped learning; interactive videos; active learning; collaborative learning; learning tools; online lectures; advantages; disadvantages; enablers; inhibitors.
    DOI: 10.1504/IJTEL.2023.10057907

Special Issue on: Entrepreneurship Education and Learning Reflections on Mindset, Innovation and Technology

  • Affective change is the shadow of adaptive leadership in learning organisations   Order a copy of this article
    by Muhammad Salman Chughtai, Fauzia Syed, Rimsha Khalid, Mohsin Raza, Hassan Raza, Marco Valeri 
    Abstract: Drawing from social schema theory (SST), the present study examines the relationship between learning organisations (LOs) and affective commitment to change (ACTC), with mediating role of change self-efficacy and moderating role of adaptive leadership (AL). Using simple random sampling, the present studys data was collected in two phases from 331 full-time employees working in the manufacturing sector (pharmaceutical and automobile) organisations. Collected data were analysed using process-macro to test the proposed hypotheses of this study. The results of this study demonstrated that LOs positively predictor ACTC, and this relationship was fully mediated by change self-efficacy. Furthermore, AL moderates the LOs - ACTC the relationship, LOs - change self-efficacy relationship, and change self-efficacy-ACTC the relationship. The present study is an attractive model for the successful implementation of organisational change using the organisational environment and efficacy of the employees. Further, this study highlights the importance of AL for employees self-efficacy towards and for enhancing their commitment to organisational change. This research adopted a novel approach of AL for the successful implementation of change policies, as the adaptability of the policies and procedures is the core feature of organisational change.
    Keywords: social schema theory; SST; learning organisations; Los; change self-efficacy; adaptive leadership; AL; affective commitment to change; ACTC.
    DOI: 10.1504/IJTEL.2023.10057407
  • Entrepreneurship education, training and entrepreneurial intention of female students: the mediating role of entrepreneurial passion, creativity, and TPB   Order a copy of this article
    by Aamir Hassan, Arsheed Ahmad Dar, Ambreen Saleem, Nawab Ali Khan 
    Abstract: The current study aims to analyse the role played by entrepreneurship education and training (EET) in developing entrepreneurial intention among female students through a longitudinal approach. In addition to the robustness of the theory of planned behaviour in mediating the entrepreneurship education, training, and intention link, the current study also included entrepreneurial passion (EP) and entrepreneurial creativity (EC) in the model to determine the intention (EI) of female students to venture out. A longitudinal approach was employed to collect the data from science and technology background female participants who took part in the women’s entrepreneurship development program (WEDP) before and after completion of the program. A significant difference in participants’ intention was found before and after their exposure to EET, shown by paired samples t-test. Also, the results unveil the significant mediating role of the theory of planned behaviour (TPB) in the EET, EP, EC, and EI relationship.
    Keywords: entrepreneurial education and training; entrepreneurial passion; entrepreneurial creativity; theory of planned behaviour; TPB; entrepreneurial intention; female students.
    DOI: 10.1504/IJTEL.2023.10057534