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  1. Virtual Reality (VR) is a multi-sensory technology that stimulates learning and has the potential for pedagogical applications. While researchers in VR have demonstrated several applications to support underst...

    Authors: Rumana Pathan, Ramkumar Rajendran and Sahana Murthy
    Citation: Smart Learning Environments 2020 7:35

    The Correction to this article has been published in Smart Learning Environments 2020 7:36

  2. Blended learning technique has adapted many new digitized tools to facilitate students with flexible and self-phased learning opportunities. The flipped classroom strategy, one of the blended learning models h...

    Authors: Vijayanandhini Kannan, Hiroyuki Kuromiya, Sai Preeti Gouripeddi, Rwitajit Majumdar, Jayakrishnan Madathil Warriem and Hiroaki Ogata
    Citation: Smart Learning Environments 2020 7:34
  3. Learning is a natural human activity that is shaped by personal experiences, cognitive awareness, personal bias, opinions, cultural background, and environment. Learning has been defined as a stable and persis...

    Authors: Atikah Shemshack and Jonathan Michael Spector
    Citation: Smart Learning Environments 2020 7:33
  4. The currently secondary education needs the contribution of new techno-pedagogical resources, where the resource, teaching and learning skills are integrated to motivate students in their learning. For this re...

    Authors: Mauricio Xavier Prado Ortega, Jorge Cristopher Delgado Ramírez, Jorge Washington Valarezo Castro, Jorge Luis Armijos Carrión, Asisclo Alfonso Ávila Carvajal and Anyeline Natalia González Segarra
    Citation: Smart Learning Environments 2020 7:32
  5. Virtual Reality (VR) and educational games are emerging technologies mediating a rapid transformation in the educational world. However, few studies have systematically analyzed Educational Virtual Reality Gam...

    Authors: Solomon Sunday Oyelere, Nacir Bouali, Rogers Kaliisa, George Obaido, Abdullahi Abubakar Yunusa and Ebunayo R. Jimoh
    Citation: Smart Learning Environments 2020 7:31
  6. This work seeks to determine if and how much the smart learning environment of Information and Communications Technology (ICT) tools like YouTube can help improve learners’ fluency of language use and expressi...

    Authors: Azzam Alobaid
    Citation: Smart Learning Environments 2020 7:24
  7. The recommendation of learning objects in virtual learning environments has become the focus of research to improve online learning experience. Several approaches have been presented in an attempt to model the...

    Authors: Samuel Henrique Falci, Fabiano Azevedo Dorça, Alessandro Vivas Andrade and Daniel Henrique Mourão Falci
    Citation: Smart Learning Environments 2020 7:23
  8. Knowledge sharing between different types of organisations, in this case the University-Industry (U-I) relation, contains barriers related to the differentiation of structure and purpose for each organisation....

    Authors: Emmanouil Tzavidas, Peter Enevoldsen and George Xydis
    Citation: Smart Learning Environments 2020 7:20
  9. With the coronavirus (COVID-19) outbreak in China, the Chinese government decided to ban any type of face-to-face teaching, disrupting classes and resulting in over 270 million students being unable to return ...

    Authors: Ronghuai Huang, Ahmed Tlili, Ting-Wen Chang, Xiangling Zhang, Fabio Nascimbeni and Daniel Burgos
    Citation: Smart Learning Environments 2020 7:19
  10. There are several concepts in 2D Geometry that require understanding their application in the real practical world. However, in classrooms, such concepts are often taught without the analysis of the learners’ ...

    Authors: Pratiti Sarkar, Kapil Kadam and Jayesh S. Pillai
    Citation: Smart Learning Environments 2020 7:17
  11. Health-care education based upon technology enabled mannequins (high-fidelity simulators) is a costly investment for colleges and universities. However, a hybrid model using wearable technology integrated with...

    Authors: Wayne J. Brown and Richard A. W. Tortorella
    Citation: Smart Learning Environments 2020 7:16
  12. Contemporary technology enhanced learning together with different innovative learning methodologies are significantly initiating progress in educational ecosystems. Educational systems and tools that invoke ac...

    Authors: Brankica Bratić, Vasileios Triglianos, Vladimir Kurbalija, Cesare Pautasso and Mirjana Ivanović
    Citation: Smart Learning Environments 2020 7:15
  13. Several successful initiatives have resulted from the OER movement. One of them is Massive Open Online Courses (MOOCs) which is a popular learning mode as it offers an affordable and flexible way to learn. How...

    Authors: Alaa A.Qaffas, Kaouther Kaabi, Rustam Shadiev and Fathi Essalmi
    Citation: Smart Learning Environments 2020 7:14
  14. While several studies were conducted to investigate the current state of Open Educational Resources (OER) in several regions (e.g., Europe, America, Middle East and MENA), to the best of our knowledge, no stud...

    Authors: Ahmed Tlili, Mohamed Jemni, Mohamed Koutheair Khribi, Ronghuai Huang, Ting-Wen Chang and Dejian Liu
    Citation: Smart Learning Environments 2020 7:11
  15. This paper presents and analyses a pedagogical model which focuses on ‘praxis’. Portfolio dialogue, case writing and signature pedagogy mapping are all identified as central to this model. These pedagogical pr...

    Authors: Julie Arnold and Brian Mundy
    Citation: Smart Learning Environments 2020 7:8
  16. The present paper presents the planning, implementation, observation and analysis of both quantitative and qualitative data of a participatory action research, aiming to study the potential role, value and use...

    Authors: Philippos Koutsakas, Charalampos Karagiannidis, Panagiotis Politis and Ilias Karasavvidis
    Citation: Smart Learning Environments 2020 7:7
  17. The aim of this study was to investigate the reality of smart devices’ employment in teaching and learning in Jordanian universities from the perspective of instructors. A random sample of (364) instructors we...

    Authors: Nouwar Q. Al-Hamad, Asma Q. AlHamad and Faruq A. Al-Omari
    Citation: Smart Learning Environments 2020 7:5
  18. In recent years there has been an increase in research focusing on the effectiveness of using video games as educational digital resources that can contribute to the learning process at different levels, which...

    Authors: Luiz Valério Neto, Paulo H.F. Fontoura Junior, Rogério A. Bordini, Joice L. Otsuka and Delano M. Beder
    Citation: Smart Learning Environments 2020 7:4
  19. The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have...

    Authors: Rodrigo Smiderle, Sandro José Rigo, Leonardo B. Marques, Jorge Arthur Peçanha de Miranda Coelho and Patricia A. Jaques
    Citation: Smart Learning Environments 2020 7:3
  20. Understanding the academic performance of students in colleges is an essential topic in Education research field. Educators, program coordinators and professors are interested in understanding how students are...

    Authors: Ronak Etemadpour, Yongcheng Zhu, Qizhi Zhao, Yilun Hu, Bohan Chen, Mohammed Asif Sharier, Shirong Zheng and Jose Gustavo S. Paiva
    Citation: Smart Learning Environments 2020 7:2
  21. The number of disabled students is rapidly increasing worldwide, but many schools and universities have failed to keep up with their learning needs. Consequently, large numbers of disabled students are droppin...

    Authors: Xiangling Zhang, Ahmed Tlili, Fabio Nascimbeni, Daniel Burgos, Ronghuai Huang, Ting-Wen Chang, Mohamed Jemni and Mohamed Koutheair Khribi
    Citation: Smart Learning Environments 2020 7:1
  22. The ever-growing amount of learning material poses a challenge to both learners and teachers. In order to perform a learning task, students often need to search for additional information. Inquiry might be ham...

    Authors: Christian Grévisse, Steffen Rothkugel and Robert A. P. Reuter
    Citation: Smart Learning Environments 2019 6:28
  23. Since years, the logic course in the first year of our Bachelor program in Computer Science, dealing with propositional and predicate logic, suffers from poor pass rates. The students perceive the formal and a...

    Authors: Olga De Troyer, Renny Lindberg and Pejman Sajjadi
    Citation: Smart Learning Environments 2019 6:27
  24. This paper presents findings from a study which explored the ways in which post-secondary educators in British Columbia are reforming their teaching and learning practice as result of open education. Using a p...

    Authors: Michael Paskevicius and Valerie Irvine
    Citation: Smart Learning Environments 2019 6:23
  25. Games are seen as environments that promote the engagement of children to the learning of Computational Thinking (CT) concepts. The new forms of interaction using body movements and gestures have increased in ...

    Authors: Luciana Zaina, Elisa Castro, Suellen Martinelli and Tiemi Sakata
    Citation: Smart Learning Environments 2019 6:22
  26. In the present work we carried out a qualitative educational research to assess the perceptions of a group of students that attended (weekly and non-mandatory) complementary classes of a physics course during ...

    Authors: Nicolás Budini, Luis Marino, Ricardo Carreri, Cristina Cámara and Silvia Giorgi
    Citation: Smart Learning Environments 2019 6:20
  27. Education at universities requires a high proportion of self-study supported by instruments which motivate students to deepen their knowledge with case studies and training software. The gain in learning is hi...

    Authors: Daniel Friedrich
    Citation: Smart Learning Environments 2019 6:19
  28. In this study, an intervention engine based on learning analytics was designed and developed. The intervention engine is named the Intelligent Intervention System (In2S). Within the scope of this research; In2S s...

    Authors: Muhittin Şahin and Halil Yurdugül
    Citation: Smart Learning Environments 2019 6:18
  29. Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to suppor...

    Authors: Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Paula T. Palomino, Luiz Rodrigues, Lei Shi, Ig Bittencourt, Isabela Gasparini, Seiji Isotani and Alexandra I. Cristea
    Citation: Smart Learning Environments 2019 6:16

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