Table of contents
How did COVID-19 impact working professionals – a typology of impacts focused on education sector
Amrita Chakraborty, Arpan Kumar KarThe pandemic COVID-19 brought in large challenges globally among the workforce. There were reports of how employee layoffs and pay-cuts were gradually becoming prominent across…
An innovative MOOC platform: the implications of self-directed learning abilities to improve motivation in learning and to support self-regulation
Daniel F.O. Onah, Elaine L.L. Pang, Jane E. Sinclair, James UhomoibhiMassive open online courses (MOOCs) have received wide publicity and many institutions have invested considerable effort in developing, promoting and delivering such courses…
An analysis of students' perspectives on e-learning participation – the case of COVID-19 pandemic
Shahrokh Nikou, Ilia MaslovDuring the COVID-19 pandemic, educational institutions were forced to shut down, causing massive disruption of the education system. This paper aims to determine the critical…
Learning about serious game design and development at the K-12 level
Bill KapralosVery little effort has been dedicated to the teaching of serious game design and development. At the post-secondary level, very few courses dedicated to serious game design and…
ISSN:
2056-4880Renamed from:
Campus-Wide Information SystemsOnline date, start – end:
2015Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- Prof Glenn Hardaker