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Submission Preparation Checklist

As part of the submission process, authors are required to check off their submission's compliance with all of the following items, and submissions may be returned to authors that do not adhere to these guidelines.
  • The submission has been prepared in accordance with the journal's Instructions for Authors and follows all the journals' policy requirements.
  • All authors are listed, each author has participated sufficiently in the work to take public responsibility for the content or part of it, and each author has approved the final version of the manuscript.
  • No part of the manuscript has been, or will be, published elsewhere nor is under consideration for publication elsewhere.

Author Guidelines

IJIET welcomes author submission of papers concerning any branch of the Information and Education Technology and their applications in business, industry and other subjects. The subjects covered by the journal include database technology, artificial intelligence, computer architecture, software engineering, distance education for computers, innovative pedagogies, and their applications.

About Paper Review

All published journal papers are refereed by the international competent researchers and scientists. Therefore, a full double - blind international refereeing process is used in which:
Papers are sent to reviewers for their peer review process.
The reviewers' recommendations determine whether a paper will be accepted / accepted subject to change / subject to resubmission with significant changes / rejected.

For papers which require changes, the same reviewers will be used to ensure that the quality of the revised paper is acceptable.

All papers are refereed, and the Editor-in-Chief reserves the right to refuse any typescript, whether on invitation or otherwise, and to make suggestions and/or modifications before publication.

Topic: Virtual and Augmented Reality in Education

In the last few years, Virtual reality (VR) and Augmented Reality (AR) have rapidly increased their popularity. AR/VR solutions can enhance classroom experiences and expand opportunities at all levels of learning. As a result, their use in educational environments has been a topic of interest in academic education. However, both virtual reality and augmented reality are not yet widely used in higher education.

This topical collection will introduce the technology of augmented reality (AR) and its possibilities for education and provide a model for the development of integrated learning objects based on the VR and AR approach where VR and AR objects could be integrated into other educational content as learning objects by creating integrated learning programs, learning scenarios. 

Topic: Gamification and Game-Based Learning

Gamification is an educational approach that seeks to motivate students by using introduction of game elements into a traditionally non-game situation. Game-based learning refers to the borrowing of certain gaming principles, it is designing learning activities that can incrementally introduce concepts, and guide users towards an end goal. Gamification and game-based learning both promote engagement and sustained motivation in learning.

This topic aims to publish works focused on all aspects of gamification and Game-based learning. It welcomes submissions from academics and researchers that facilitate education or propose new theories on teaching and learning that can be supported by such technology.

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