Educational Technology & Society

Articles from Vol. 16, No. 1, January

Affectibility in Educational Technologies: A Socio-Technical Perspective for Design
Introduction There seems to be a common sense--not always agreed--that formal learning refers to learning that takes place inside the school; and informal, outside the school (Eshach, 2007). Non-formal learning is often seen as learning that also...
A Maturity Model for Assessing the Use of ICT in School Education
Introduction Different studies indicate that several parameters considerably affect the implementation of new technology in the school environment (Condie & Munro, 2007; Kozma, 2008; Zamani, 2010; Underwood et al, 2010). For example, the opinions...
Animating Civic Education: Developing a Knowledge Navigation System Using Blogging and Topic Map Technology
Introduction Civic education in formal education comprises four wide-ranging fields, namely, politics, law, economics, and psychology/sociology, fields of knowledge that are crucial to becoming an ideal citizen. However, exam-oriented education...
A Systematic Understanding of Successful Web Searches in Information-Based Tasks
Introduction In the information era, both social and technological developments have contributed to a situation where information plays a critical role. Computer searching has consequently become the routine behavior for identifying and assessing...
Beyond the School's Boundaries: PoliCultura, a Large-Scale Digital Storytelling Initiative
Introduction Information and Communication Technologies (ICT) are dramatically changing the way we teach and learn in many respects. They are helping to diversify the way lessons are given, thanks to multimedia interactive content; they are improving...
Can Speaking Activities of Residents in a Virtual World Make Difference to Their Self-Expression?
Introduction Shyness is the feeling of apprehension, lack of comfort, or awkwardness (Crozier, 2000; Carducci & Golant, 1999) experienced when a person is in proximity to, approaching, or being approached by other people, especially in new situations...
Design of Online Report Writing Based on Constructive and Cooperative Learning for a Course on Traditional General Physics Experiments
Introduction The educational laboratory has been a common feature of introductory courses since the 1800s, and has received emphasis during reforms in the 1960s (Blosser, 1983). Traditional laboratories/cookbook experiments are often derided in...
Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents
Introduction Playing games is a natural activity for elementary school students (or early adolescents), helping them to understand the world and widen their experience by exploring the full range of possibilities open to them (Eisner, 1982). The...
Effect of a Virtual Chemistry Laboratory on Students' Achievement
Introduction Chemistry is perceived by students as a challenging subject, since it is difficult to construct the abstract concepts frequently encountered in the subject area (Ayas & Demirbas, 1997; Nakleh, 1992). Although Turkish students study...
Effects of Game Design Patterns on Basic Life Support Training Content
Introduction The design of educational or serious games is a very complex process. Two antagonistic principles have to be united: the achievement of educational objectives (serious aspect) and meaningful gameplay (game aspect). Indeed, there are...
Effects of Thinking Style on Design Strategies: Using Bridge Construction Simulation Programs
Introduction Researchers have reported mixed results regarding the effects of instructional technology and daily life technology on learning (see, for example, Greenhow, Robelia, & Hughes, 2009; McLoughlin & Lee, 2007; Spotts, 1999; Ting...
Effects of Video Caption Modes on English Listening Comprehension and Vocabulary Acquisition Using Handheld Devices
Introduction English has been recognized as being an important language for international communications. In the past decades, many non-English speaking countries have developed and utilized various computer systems to support English as Foreign...
Enriching Formal Language Learning with an Informal Social Component
Introduction This paper describes and discusses an informal facility that was added to a formal online environment for language learning, so as to offer learners an opportunity to freely complement learning activities by easily reaching out to external...
Exploring Factors Affecting Learner's Perception of Learning Information and Communication Technology: A HLM Analysis of a National Farmers' Training Program in Taiwan
Submitted June 14, 2011; Revised October 26, 2011; Accepted November 15, 2011) Introduction It is suggested that information and communication technology (ICT) can offer disadvantaged communities such as farmers, long recognized as mute victims...
Focus on Form in Live Chats
Introduction For input to become intake, a learner is required to focus his/her attention on features of the target language. Long (1991) first coined the term focus on form (FonF) to describe this attentional process. Schmidt (1990) argued that...
Graphical Interaction Analysis Impact on Groups Collaborating through Blogs
Introduction Increasing interest has recently emerged on the utilization of social software (Allen, 2004) by the educational community. This occurs not only due to the increased availability of social applications on the internet (e.g., web 2.0...
Guest Editorial: Innovative Technologies for the Seamless Integration of Formal and Informal Learning
As multiple devices with advanced computing and networking capacities are now prevailing in our lives, teachers and researchers are seeking for new types of learning methods trying to integrate formal, informal and non-formal learning. These approaches...
Harnessing Collaborative Annotations on Online Formative Assessments
Introduction Formative assessments, continuously embedded in the teaching and learning process of a curriculum, attempt to improve learning achievements by offering feedback in the process. Summative assessments are used to check learning achievements...
Incorporating Usability Criteria into the Development of Animated Hierarchical Maps
Introduction Web-Based learning (WBL), which is showing explosive growth (Song, Wang, & Liu, 2011), is widely employed by worldwide corporations and universities (ChanLin, 2010). This is probably because WBL provides high flexibility (Chen &...
Integrating Traditional Learning and Games on Large Displays: An Experimental Study
Introduction The availability of new technologies, ranging from last generation mobile devices to gestural input, multimodal interfaces, multi-touch displays, etc., is bringing about changes in the field of education. Schools are under increasing...
Interactive Videoconference Supported Teaching in Undergraduate Nursing: A Case Study for ECG
Introduction There are a number of reasons which may reduce the effectiveness of the clinical activities of the nursing students. These include: * The possibility that the retention ratio of theoretical knowledge taught in the classroom may decrease...
Investigating the Activities of Children toward a Smart Storytelling Toy
Introduction Smart technologies have been adapted to several systems for the purpose of integrating technological innovations. These technologies have more capabilities to meet humans' needs than previous traditional ones. For instance, presenting...
Lecture Capture in Engineering Classes: Bridging Gaps and Enhancing Learning
Introduction Educause describes lecture capture as an "umbrella term describing any technology that allows instructors to record what happens in their classrooms and make it available digitally" (2008, n.p.) for the students to view after the class....
Meeting the "Digital Natives": Understanding the Acceptance of Technology in Classrooms
Introduction Information and communication technology (ICT) has been introduced into K12 schools since the late 1990s with the expectation that it can transform education and facilitate students' learning in China (Gu & Ouyang, 2008; Zhang,...
PKS: An Ontology-Based Learning Construct for Lifelong Learners
Introduction This paper focuses on adult lifelong learners (LLLs), i.e., persons interested/compelled in learning during their professional life but not able/ interested to learn in educational institutions. Their specific learning characteristics...
Predicting Adolescent Deviant Behaviors through Data Mining Techniques
Introduction In past, research (Freisthler, Byrnes, & Gruenewald, 2009; Soenens, Vansteenkiste, Smits, Lowet, & Goossens, 2007) has pointed out that if deviant behaviors cannot be indentified and corrected as they occur, adolescents might...
Predictive Effects of Online Peer Feedback Types on Performance Quality
Introduction Several theories and empirical studies have suggested that peer-assessment strategies can enhance the quality of designed products (Olson, 1990; Topping, 1998; Yu, 2011; Yu & Wu, 2011). Existing studies on peer-assessment have mostly...
Proposition and Organization of an Adaptive Learning Domain Based on Fusion from the Web
Introduction Technology has created cyberspace and decomposed national and international barriers. Today anyone possesses computer, modem and supplier access which can be connected to the new means and enjoy its many gifts. Everyone can teach and...
Revisit the Effect of Teaching and Learning with Technology
Introduction Integrating technology into classroom teaching and learning has been an important issue in the last few decades. Several meta-analyses have been conducted to examine specific modes of instruction or educational practices that promote...
Seamless Connection between Learning and Assessment-Applying Progressive Learning Tasks in Mobile Ecology Inquiry
Introduction In the past decades, the constructivist paradigm has played an important role in educational research. From a constructivist perspective, it is crucial that learners are engaged in constructing their own knowledge in one form or another...
Social Software and Educational Technology: Informal, Formal and Technical Values
Introduction The Web 2.0 was a milestone in the development of rich and innovative web systems in terms of interactivity, enabling the emergence of the so-called social software (e.g., social networks, wikis, and social bookmarking). Social software...
Student's Uncertainty Modeling through a Multimodal Sensor-Based Approach
Introduction Research in distance education, and more precisely in Intelligent Tutoring Systems (ITS), tended to privilege cognitive aspects of teaching in which the learning process was considered as a set of information processing steps devoid...
Understanding Students' Competition Preference in Multiple-Mice Supported Classroom
Introduction The design of social activities and how social activities affect learning have been considered important issues in educational research (Vygotsky, 1978). Among the various social learning activities, competition, an instinctive human...
Using E-Readers and Internet Resources to Support Comprehension
Introduction The National Center for Education Statistics (NCES) showed that in 2003, 40% of fourth grade students in the United States scored below the basic level of reading expected for their age (Ogle, Sen, Pahlke, Jocelyn, Kastberg, Roey, &...
Using Lean in the Flipped Classroom for at Risk Students
Introduction The new millennium is well underway and demands are present for schools to meet the vision of relevance in the 21st century. For example, the Organisation for Economic Cooperation and Development (2008) describes the urgency for major...