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Smartphones and applications are one of the most used things in learning and management systems. They make everyone connected with society, and those who feel sorry for it, especially college students are always looking for things that benefit them…

This comprehensive study to review the technology impact during the COVID-19 pandemic that elucidates the overarching of technology usage to technology enhanced learning which assisted to enhance the behavior intention to use technologies among…

The purpose of this study is to investigate the use and effects of smartphones on academic staffs at a university level, especially in the Kingdom of Saudi Arabia. We conducted a survey study using questionnaires. The questionnaires were randomly…

Cloud computing is a new paradigm in E-learning environment. It offers a wide range of facilities to students and teachers, especially in the universities to ease out their problem in terms of documents sharing, course material distribution and…

The Indonesia Smart College Card Program (KIP-K) is a tuition assistance program (scholarship) from the Government through the Ministry of Education, Culture, Research and Technology (Kemdikbudristek). In the KIP-K scholarship selection process,…

Self-Service Kiosks is the invention of moving technologies with improving the services into a new era of rapid development to society. Using Self-Service Kiosks changing the lifestyle schedule of the day, no need to make free time during the working…

Video Streaming is a method to deliver multimedia content that allow files to be used or watched directly without the need to download and save it. Video streaming also include image processing, in image processing there is a component to compare the…

Mobile Ad hoc networks do not have any form of centralized control as per their definition. Therefore, many challenges face the development of efficient protocols for such networks. One of the main challenges is the difficulty of extracting the total…

The aim of this research is to design a proposed model for Mobile Digital Content Applications Based on Gamification and measure its effectiveness in the development of psychological well-being among the graduate students of King Abdulaziz University…

The present study is aimed to design an adaptive mobile scaffolding System (AMSS) to provide educational scaffolding to students that is compatible with their cognitive style simplicity vs complexity (CSSC), and to measure the effectiveness of the…
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