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EdMedia + Innovate Learning

Jul 06, 2021


Theo J. Bastiaens

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Table of Contents

Number of papers: 143

  1. Measuring social space in online group learning: Preliminary validation of the social space scale using the Rasch analysis approach

    Karel Kreijns & Maartje Henderikx, Open Universiteit, Netherlands; Joshua Weidlich, DIPF | Leibniz Institute for Research and Information in Education, Germany

    Currently, there is much interest of higher education institutions including distance education institutions, to integrate group learning in their online courses. However, online group learning... More

    pp. 445-458

  2. Virtual Workshop on the Guided Inquiry Collaborative Learning (GICL) in Cyber Security

    Xiaohong Yuan, North Carolina Agricultural and Technical State University, United States; Li Yang, University of Tennessee at Chattanooga, United States; Wu He, Old Dominion University, United States; Jennifer Ellis, The University of Tennessee at Chattanooga, United States

    To meet the demand for a workforce that can address the cybersecurity challenges confronting our society and our nation, cybersecurity programs in universities and colleges need to produce... More

    p. 459

  3. Online Elementary ESL Teachers’ Utilization of Online Communities of Practice (OCoP) as a Source for Advancing their Professional Online Teaching Knowledge and Skills

    Lauren Belaid, University of North Texas, United States

    Certified ESL teachers are experiencing a new era in the age of educational technologies. The COVID-19 pandemic has forced traditional brick-and-mortar teachers to learn how to become digital... More

    pp. 460-462

  4. Relationship building built on trust and mutual respect: A classroom teacher's challenge.

    Mark Miller, Franciscan University of Steubenville, United States

    Relationship building is an intriguing, yet tricky concept. Some people make friends easily, some people are naturally talkative and friendly, others are more tentative and introverted thus have... More

    pp. 463-466

  5. Making of an Open Makerspace in a Secondary Vocational School in Austria: Development, Activities, User Behaviour and Gender Balance

    Nanna Nora Sagbauer, Educational Technology, Graz University of Technology, 8010 Graz, Austria, Austria; Klaus Stocker, HTL Hollabrunn, 2020 Hollabrunn, Austria, Austria; Michael Pollak & Martin Ebner, Educational Technology, Graz University of Technology, 8010 Graz, Austria, Austria

    This research shows the development process of an open makerspace on the premises of a higher secondary vocational school (HTL) in Austria from 2017 till today. It illustrates the need for this... More

    pp. 467-479

  6. Building a New Community of Practice to Implement an Online Gamification Training on Facebook

    Junhe Yang, University of North Texas, United States

    A community of practice (CoP) in education focuses on connecting people who share a common learning need, a set of problems, or an interest in one subject or discipline. There are several... More

    pp. 480-485

  7. Satoyama Forest Management Game: Evaluation of a Game Experience Using Eye Tracking

    Ryota Aoki & Shigenori Inagaki, Kobe University, Japan; Hiroshi Mizoguchi, Tokyo University of Science, Japan; Fusako Kusunoki, Tama Art University, Japan; Yoshiaki Takeda, Kobe University, Japan

    This study evaluated the game experience of a computer game called the “Satoyama Management Game,” developed to teach learners about biodiversity management. We investigated the changes in the... More

    pp. 486-490

  8. Enjoyable, Game-like Computer Programming in Club Activities at Elementary Schools

    Haruo Hasegawa, Graduate School of Teacher Training Development, University of Toyama, Japan

    In April 2020, computer programming became a required subject of elementary school education in Japan. Computer programming is taught in fifth-grade mathematics courses with drawing of regular... More

    pp. 491-496

  9. The Use of Innovative Approaches to Enhance Social Learning of Individuals with Autism Spectrum Disorder: A Brief Review of Literature between 2016-2021

    Kuei-Hui Hsiao & Paul E. Resta, The University of Texas at Austin, United States

    With the rapid development of technology, many current students are digital natives and eager to use the latest technology. Digital games and virtual reality are regarded as innovative approaches... More

    pp. 497-501

  10. Designing Problem-Based Learning Activities in Mathematics to Develop Gaming Instructional Materials based on the New Backward Design Method

    Kentaro Nagahara & Toshiki Matsuda, Tokyo Institute of Technology, Japan

    This paper exemplifies how the learning outcomes of several subjects are required when making policy evaluations during the comprehensive study time based on the new backward design method. We... More

    pp. 502-507

  11. Students Voice in the Design and Development of an Interactive and Bilingual 3D Platform for Guided Anatomy Learning

    David Vergote & Malaïka Ogandaga, Faculté Saint-Jean, University of Alberta, Canada; Victor Fernandez Cervantes & Gillian Pierce, Faculty of Science - Computing Science, University of Alberta, Canada; Martine Pellerin, Faculté Saint-Jean, University of Alberta, Canada; Eleni Stroulia, Faculty of Science - Computing Science, University of Alberta, Canada

    Teaching and learning at the university level are informed more and more by the importance of taking into consideration learners' needs and styles. Game-based learning and 3D interactive platforms ... More

    pp. 508-513

  12. “May Force be with You”, Disciple Training in Physics through Game-based Learning

    Jiaqi Yu & André Denham, The University of Alabama, United States

    Research suggests that many students come into science classrooms with pre-held misconceptions about scientific phenomena. Those misconceptions are often firmly ingrained and resistant to change.... More

    pp. 514-518

  13. Learning with the practitioners: Defining and implementing active learning in higher education

    Pedro Isaías, University of New South Wales (UNSW – Sydney), Australia; Paula Miranda, Setubal School of Technology - Polytechnic Institute of Setubal, Portugal; Sara Pifano, ISRLab – Information Society Research Laboratory, Portugal

    Increased student engagement, development of high-order thinking skills, promotion of collaboration among students and enhanced reflection constitute some of the benefits commonly cited when... More

    pp. 519-528

  14. An Innovative Approach on Academic writing: A FHR Case study on the Effect of Learner-Centered Writing Support for Improved Academic Writing Skills of Students in Higher Education

    Johanna Pinas, Anton de Kom University of Suriname, Suriname; Genevieve Blanchard, FHR Institute For Higher Education, Paramaribo, Suriname, Suriname; Simone Koole, FHR Institute For Higher Education, Suriname

    For many students, academic language can be seen as a foreign or second language (Boel, 2018). This article is based on the findings of a study on the effect of writing support on the low academic ... More

    pp. 529-536

  15. Categorizing 3D Printing Lesson Activities

    Marlo Steed, Faculty of Education, University of Lethbridge, Canada; Kathryn Kryska, Universtiy of Lethbridge, Canada

    A study was conducted that classified 444 3D printing lesson plans from an online repository. The classification scheme categorized learning activities based on instructional frameworks and the... More

    pp. 537-543

  16. ILEX – an Integrated Language learning EXperience

    Bartholomäus Wloka & Werner Winiwarter, University of Vienna, Austria

    In this paper, we introduce a method for obtaining language learning material for Japanese in an engaging and customizable way. It is part of our Integrated Language learning EXperience framework (... More

    pp. 544-553

  17. Towards a Comprehensive Conceptual Framework for Robotics Education

    Patricia Mae Gouws & Jan Carl Mentz, University of South Africa, South Africa

    Students are learning robotics as part of engineering qualifications at institutes of higher education. At the same time, learners are learning robotics as part of the school curriculum or as an... More

    pp. 554-560

  18. Training and Communities of Practice to Promote Online Teaching and Learning Professional Development in Faculty

    Miguel (Miko) Nino & Kristen Purvis, University of North Carolina at Pembroke, United States

    This brief practice paper describes the process and structure of a faculty professional development program that prepares faculty members to teach online. When the COVID-19 pandemic started, it... More

    pp. 561-565

  19. Bringing Out the Best In People/in Me (BOBI-P/-M)

    Evelien Verschroeven, Innovation OIC, Belgium; Jef Teugels, Reins Group, LLC, United States

    Abstract: Bringing Out the Best In People/in Me (BOBI-P/-M) is a logic of structured individual conversations that 1) challenges and seeks learners' commitment position towards tasks, people,... More

    pp. 566-571

  20. Triggers: Choose your own way

    Letitia Bergantz, Mark Gale & Christy Stanley, Athens State University, United States

    21st Century teachers face challenges across different mediums so equipping teachers with valuable training is paramount, and emphasizing technical training to ensure analysis, synthesis, and... More

    pp. 572-575