Educational Technology & Society

Articles from Vol. 17, No. 3, July

A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects
Game-based learning, Puzzle games, Game design, Conceptual model, Information model, Exploratory study Introduction Educational games are being backed up in the Technology-Enhanced Learning domain as strategies that can lead to worthy learning...
An Integration Architecture of Virtual Campuses with External E-Learning Tools
Introduction Looking back over the past decade we have witnessed the rapid evolution of technology-enhanced learning, leading to the appearance of a heterogeneous set of e-learning tools, including Learning Management Systems (LMSs), virtual campuses,...
A Study about Placement Support Using Semantic Similarity
Introduction In open and networked learning environments (Koper, Rusman, & Sloep, 2005) it is an important problem to support learners to find appropriate learning opportunities that fit to their competence level and prior learning. While traditional...
Design, Customization and Implementation of Energy Simulation with 5E Model in Elementary Classroom
Introduction Science simulations are best described as "software programs that allow students to explore complex interactions among dynamic variables that model real-life situations" (Park, Lee, & Kim, 2009, p. 649). Like Rutten, van Joolingen,...
Developing Spatial Orientation and Spatial Memory with a Treasure Hunting Game
Introduction The environment in which we live is filled with buildings, roads, and public facilities, and areas outdoors consist of a mix of various terrains, flowered landscapes, bushes, and woods. Given all of this contextual variation, for a...
Development and Evaluation of Across-Unit Diagnostic Feedback Mechanism for Online Learning
Introduction Traditional education breaks an entire course into units and requires that learners focus on each unit independently, such that learners are often unable to perceive the big picture before all units are presented (Wang, Peng, Cheng,...
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
Introduction Relevant studies have indicated that digital game-based learning (DGBL) possesses significant potential for increasing students' learning motivation (Papastergiou, 2009; Huang, 2011) and enhancing their learning effectiveness (Yang,...
Effectiveness of an Electronic Performance Support System on Computer Ethics and Ethical Decision-Making Education
Introduction Computers play an important role in modern societies. We communicate with our friends, read articles, share documents end even find new social groups via computers. If a technological tool is so nested within the daily life of the human...
Effects of Communication Competence and Social Network Centralities on Learner Performance
Introduction Background and purpose of the Study The purpose of collaborative learning is to develop students' attitude and competence to interact and collaborate to pursue common goals, while reducing the sense of alienation and hostility from...
Error-Based Simulation for Error-Awareness in Learning Mechanics: An Evaluation
Introduction Natural science explains and predicts natural phenomena. One of the most important purposes of elementary science education is to make students able to explain and predict natural phenomena with scientific concepts. It is, however,...
Experimenting with Automatic Text-to-Diagram Conversion: A Novel Teaching Aid for the Blind People
Introduction In many branches of study, we often encounter texts or problems that are visually represented by figures or diagrams. For example, in geometry, physics (mechanics) and in several engineering branches like mechanical, electrical, and...
Knowledge Sharing among University Students Facilitated with a Creative Commons Licensing Mechanism: A Case Study in a Programming Course
Introduction To encourage knowledge sharing has become the key challenge and one of the important research issues in online learning contexts (Ma & Yuen, 2011). However, previous studies also indicated that most community participants tend to...
Languages for Specific Purposes in the Digital Era
Textbook Details: Language for Specific Purposes in the Digital Era Edited by Elena Barcena, Timothy Read and Jorge Arus, 348 pages, Published by Springer, ISBN 978-2-219-02221-5 As the book states at the beginning, "research on CALL applications...
Learning to Become a Teacher in the 21st Century: ICT Integration in Initial Teacher Education in Chile
Introduction This paper presents the results of a study about the availability and use of ICT in the Initial Teacher Training (ITT) in Chile, conducted in the context of the international study "ICT and Initial Teacher Training" developed since...
Lost in Interaction in IMS Learning Design Runtime Environments
Introduction Learners today use a multitude of web-based tools and services to support their interactions during learning experiences. While interactions for learning have always been an important aspect of education, several recent trends complicate...
Practising Arithmetic Using Educational Video Games with an Interpersonal Computer
Introduction Playing is, above all, a learning experience (Rosas, Nussbaum, Cumsille, Marianov, Correa, Flores et al., 2003). The use of computer games favors the development of complex thinking skills related to problem solving (Shih, Shih, Shih,...
Scripting for Collaborative Search Computer-Supported Classroom Activities
Introduction Collaboration in the search task one of the most common tasks carried out on the Internet is searching for information. Under a traditional model, this task is conceived as executed by a single user, omitting interaction with other...
Self-Observation Model Employing an Instinctive Interface for Classroom Active Learning
Introduction Active learning involves two things for learners: the learners are actively involved in the learning process--they learn by doing, actively participating in constructing knowledge, resulting in deeper and more persistent knowledge--and...
Strategies for Smooth and Effective Cross-Cultural Online Collaborative Learning
Introduction The global village nature of the world has become more salient in recent years (Landis, Bennett, & Bennett, 2003), and people from different cultures are communicating more and more with each other. The collaboration between different...
The Difference in the Online Medical Information Searching Behaviors of Hospital Patients and Their Relatives versus the General Public
Introduction With the explosion of online information in recent years, the Internet has become a preferred source of medical information in our society (Lemire, Pare, Sicotte, & Harvey, 2008; Kammerer, Braten, Gerjets, & Stromso, 2013)....
The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability
Introduction Mathematics is a fundamental skill in our daily life. Humans have been applying mathematical knowledge for over 4000 years. In addition, Gauss referred mathematics as the queen of sciences (von Waltershausen, 1856), which implied the...
The Effects of Student Question-Generation with Online Prompts on Learning
Introduction Student question-generation (hereinafter named SQG), grounded in constructivism, information-processing theory, metacognitive theory and self-determination, is an instructional and learning strategy. While definitions vary in regard...
The Game Embedded CALL System to Facilitate English Vocabulary Acquisition and Pronunciation
Introduction English has become an international language and many Asian countries have established English learning policies to promote students' English ability. In Taiwan, the Ministry of Education has set up curriculum guidelines to enhance...
The Role of Community Trust and Altruism in Knowledge Sharing: An Investigation of a Virtual Community of Teacher Professionals
Introduction In a rapidly changing educational environment, students' learning and achievement depend upon the professional development of teachers. In response to their needs, educational research and practice has begun to emphasize the importance...
To See or Not to See: Effects of Online Access to Peer-Generated Questions on Performance
Introduction Questioning in all forms is considered to be an essential educational tool in different disciplines (Chin, Brown & Bruce, 2002). However, current classroom practice is dominated by teachers posing questions in order to assess the...
Utilizing a Low-Cost, Laser-Driven Interactive System (LaDIS) to Improve Learning in Developing Rural Regions
Introduction Interactive whiteboards (IWBs) are large touch-sensitive boards, which control a computer connected to a digital projector; they were originally developed for office settings. Lee & Boyle (2003) recently described the adoption of...
Visualisation in Applied Learning Contexts: A Review
Introduction This paper explores visualisation within the context of learning in design, engineering and technology education. These fields can be defined as 'applied' learning contexts, as they apply knowledge and understanding in ways that require...
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