scholarly journals Empirical Testing of Resistance and Misuse Factors Contributing to Instructors’ Use of E-Learning Systems in Saudi Arabia

2019 ◽  
Vol 5 ◽  
pp. 1-14
Author(s):  
Saleh Alharthi ◽  
◽  
Yair Levy ◽  
Mansour Awaji ◽  
◽  
...  
2017 ◽  
Vol 6 (4) ◽  
pp. 324 ◽  
Author(s):  
Mefleh Qublan B Al-Juda

This study evaluates the experiences and perceptions of students regarding e-learning systems and their preparedness for e-learning. It also investigates the overall perceptions of students regarding e-learning and the factors influencing students’ attitudes towards e-learning. The study uses convenience sampling in which students of the Education & Arts and Business Administration colleges were e-mailed the survey. Of the distributed questionnaires, 500 completed were received and analysed. The findings revealed that the majority of the sampled participants used and benefited from the e-learning system. The results also indicated that students underwent an adequate training program provided by the University on the use of e-learning. Furthermore, the results disclosed that participants reasonably received technical support when they used electronic cards on e-learning web portals. In addition, regression analysis found that only recorded lectures help to compensate for the virtual class, manuals, instructions and guidelines published at web portals, and the easiness of e-learning system provided by the University were statistically significant with the positive attitude towards the e-learning system. The findings provided a preliminary framework for future studies on e-learning systems across Saudi universities. The findings also suggest administrators, researchers, decision makers, and policy makers should properly plan, design, implement, and promote e-learning with a clear vision in Saudi Arabia.


Author(s):  
Hanaa Abdulraheem Yamani

The current paper aims to introduce a proposed framework for gamification in the e-learning system at Saudi Arabia universities, by reviewing and analyzing the concept of gamification and its components, and types of players, as well as conditions for designing successful gamification, and the technical capabilities of Saudi Arabia universities, and also by reviewing and analyzing many designing models for gamification and e-learning systems that were introduced by the other researchers. Then incorporate all of these previous considerations into the general stages of instructional design, which is represented in analysis, design, development, implementation, and evaluation. The paper also deals with a review of the difference between gamification, games, and game-based learning, in addition to the benefits for students from employing gamification in the e-learning system.


2021 ◽  
Vol 14 (2) ◽  
pp. 50
Author(s):  
Asma Alsayyar ◽  
Riyad Almakki

The purpose of this paper was to investigate the impact of Augmented Reality on e-learning systems at colleges in Saudi Arabia. In this research, Augmented Reality could reenact real environment by computerized overlays that learners can interact with and without much of a stretch access. What is more, Augmented Reality helps consumers to explore alternative learning avenues around learning content. Setting that aside, there has not been sufficiently thorough research on the evaluation of Augmented Reality in the context of teaching. The primary objective of this research is to examine possible standard factors identified with the successful use of unparalleled scale. This prototype highlights the essential factors that affect the implementation of AR via the quantitative approach to Augmented Reality knowledge assortment and evaluation. The research finds the principal coefficients for the attainment of Augmented Reality: IT infrastructure, IT agility, interaction stability, self-learning ability, curriculum, student background, ease of use and Usefulness. The after-effects of this analysis includes useful debates to create up a perfect fate of Augmented Reality and help handle the enhancement of instruction and e-learning with competitive societies and frameworks in the Kingdom of Saudi Arabia as well as other countries.


2018 ◽  
Vol 12 ◽  
pp. 85-98
Author(s):  
Bojan Kostadinov ◽  
Mile Jovanov ◽  
Emil STANKOV

Data collection and machine learning are changing the world. Whether it is medicine, sports or education, companies and institutions are investing a lot of time and money in systems that gather, process and analyse data. Likewise, to improve competitiveness, a lot of countries are making changes to their educational policy by supporting STEM disciplines. Therefore, it’s important to put effort into using various data sources to help students succeed in STEM. In this paper, we present a platform that can analyse student’s activity on various contest and e-learning systems, combine and process the data, and then present it in various ways that are easy to understand. This in turn enables teachers and organizers to recognize talented and hardworking students, identify issues, and/or motivate students to practice and work on areas where they’re weaker.


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