Trends and Achievements in Learning Technology

Trends and Achievements in Learning Technology

Publication Information

Publisher

Director-in-Charge
Editor-in-Chief
Associate Editor
Executive Director

Frequency
Quarterly
Print ISSN
Online ISSN

Indexing and Abstracting

Keywords Cloud

  • artificial intelligence
  • mobile learning
  • education
  • Systematic review
  • primary education
  • technology
  • learning
  • Instructional Design
  • Gamification
  • 21st-Century Skills
  • Memory
  • quick response code
  • virtual education
  • teachers
  • Learning Analytics
  • students
  • Augmented reality
  • Motivation
  • e-learning
  • Critical Thinking
  • Tabriz
  • Achievement motivation
  • personality traits
  • Interpretive Structural Modeling
  • mathematics
  • Quality of Life
  • Cyberspace
  • collaboration
  • Phenomenology
  • Curriculum
  • Seyr
  • Visual Perception
  • Cognitive Functions
  • distance learning
  • cognitive skills
  • educational technology
  • curriculum planning
  • technology integration
  • Content standards
  • Lived Experience
  • Meta-synthesis
  • qualitative study
  • Media Literacy
  • Islamic Values
  • grammar
  • Attention
  • Training Courses
  • intervention
  • Smart City
  • self-regulated learning
  • Emotional Education
  • Farhangian University
  • technology acceptance model (TAM)
  • \"
  • Educational Innovation
  • Phenomenological Method
  • Experimental Sciences
  • Challenges and Solutions
  • design criteria
  • Social Skills
  • Personalized Learning
  • Mindfulness
  • Learning Environment
  • Facilitating Conditions
  • Quality improvement
  • Educational content
  • Digital technologies
  • Effort expectancy
  • Performance expectancy
  • social influence
  • Academic engagement
  • attachment styles
  • academic self-efficacy
  • Total quality management (TQM)
  • school principals
  • Active learning
  • Collaborative learning
  • digital technology
  • MICMAC analysis
  • Flipped Classroom
  • Semantic Web
  • chemistry
  • Metaverse
  • Virtual Learning Environment
  • Elementary student
  • creative thinking
  • Digital Leadership
  • PLS-SEM
  • Science education
  • Electric company
  • Virtual training
  • Philosophy for Children
  • yoga
  • Intelligent decision making
  • app
  • \"digital storytelling\"
  • \" academic motivation\"
  • \" Persian language learning\"
  • \" bilingual students\"
  • (QR_code)
  • digital distraction
  • Triple E model
  • Instructional strategies
  • Shad\"
  • Interactive Learning
  • Compilation and validation
  • Local culture
  • Metaethics
  • Artificial Intelligence Literacy
  • teaching-learning process
  • Flipped Teaching Method
  • Acceptance of Assessment
  • Learning Assessment
  • Innovation Diffusion Model
  • Personalized Assessment
  • Technology Addiction
  • E-Courses
  • smart technologies
  • dysgraphia
  • first grade
  • new educational method
  • mobile technologies
  • Animation Integration
  • Mobile Learning Environment
  • educational multimedia
  • organizational training
  • soft skills
  • science lessons
  • Entrepreneurship instrucation
  • instrucational television programs
  • Internet Protocol Television (IPTV)
  • Persian Language Learning
  • Language Learning Software
  • Teaching Persian as a Foreign Language (TPFL)
  • Automatic evaluation
  • Higher education evaluation
  • Formal education
  • artificial intelligence in education
  • Dyscalculia
  • Skill Development
  • AI applications
  • education-oriented organizations
  • E-learning environment
  • task-centered learning
  • Four-Component Instructional Design (4C/ID) model
  • Flipped teaching
  • Interactive teaching
  • Mathematical learning
  • APOS theory
  • Job-Centered instruction
  • Job-Centered Instructional Design Theory
  • Occupational Training
  • instructional Theory
  • Educational Escape Box
  • Stealth Assessment
  • Legacy of Past Nations
  • History Textbooks
  • History Curriculum
  • Software prototype Introduction
  • : Gamification
  • Blended learning environment
  • Children with Attention-deficit/hyperactivity disorder
  • Adaptive Learning
  • Intelligent Tutoring Systems
  • Spatial Visualization
  • Online Teamwork
  • Learning Dashboard
  • CECAM questionnaire
  • MOLEF framework
  • SHAD application
  • Motivation for Learning
  • Biology Education
  • : Professional competencies
  • Educational technologists
  • Teaching–Learning Process
  • English language learning
  • Limit Concept
  • CIIP Model، Grok
  • Reasoning Skills
  • religious education teachers
  • educational competencies
  • Innovation Adoption
  • Digital Game
  • Minecraft
  • Spatial Processing
  • Computational Thinking
  • Wordwall
  • Cognitive Presence
  • Mathematics Anxiety
  • Educational Gamification
  • Implementation Criteria
  • Multidimensional Framework
  • Motivational strategies
  • supportive behavior
  • bilingual schools
  • monolingual and bilingual students
  • intrinsic religious
  • extrinsic religious
  • AI ethical reflection
  • Lived Experiences of Student Teachers

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