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Computers & Education

January 2008 Volume 50, Number 1

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Table of Contents

Number of articles: 29

  1. Using mobile communication technology in high school education: Motivation, pressure, and learning performance

    Pei-Luen Patrick Rau, Qin Gao & Li-Mei Wu

    Motivation and pressure are considered two factors impacting vocational senior high school student learning. New communication technology, especially mobile communication technology, is supposed to... More

    pp. 1-22

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  2. Typology of teacher perception toward distance education issues – A study of college information department teachers in Taiwan

    Yu-Hui Tao & Chu-Chen Rosa Yeh

    The popularity of distance education has grown rapidly over the last decade in Taiwan’s higher education, yet many fundamental teaching–learning issues are still in debate. While teacher–student... More

    pp. 23-36

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  3. A study of building a resource-based learning environment with the inquiry learning approach: Knowledge of family trees

    Siu Cheung Kong & Wing Mui Winnie So

    This study aims to provide teachers with ways and means to facilitate learners to develop nomenclature knowledge of family trees through the establishment of resource-based learning environments ... More

    pp. 37-60

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  4. Construction of an online learning system for decimal numbers through the use of cognitive conflict strategy

    Tzu-Hua Huang, Yuan-Chen Liu & Chia-Ya Shiu

    The study focused on the effects of the CAL system constructed via cognitive conflict of decimal numbers for the sixth graders. The purpose of the system is to gauge decimal concepts of students.... More

    pp. 61-76

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  5. Ubiquitous learning website: Scaffold learners by mobile devices with information-aware techniques

    G.D. Chen, C.K. Chang & C.Y. Wang

    The portability and immediate communication properties of mobile devices influence the learning processes in interacting with peers, accessing resources and transferring data. For example, the... More

    pp. 77-90

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  6. Students working for students on programming courses

    Dimitrios Kalles

    In this paper we offer a report on a university-level programming laboratory course that has been designed on top of a programming library. The course enforces soft skills, such as code inspection ... More

    pp. 91-97

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  7. Designing and evaluating collaboration in a virtual game environment for vocational learning

    Raija Hamalainen

    Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to... More

    pp. 98-109

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  8. The educational electronic book as a tool for supporting children’s emergent literacy in low versus middle SES groups

    O Korat & A Shamir

    The effects of an educational electronic book (e-book) on 149 five- to six-year-old kindergarteners’ emergent literacy levels were researched in two SES groups: low (LSES) (79 children) vs. middle ... More

    pp. 110-124

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  9. Applying distributed cognition theory to the redesign of the ‘Copy and Paste’ function in order to promote appropriate learning outcomes

    Michael Morgan, Gwyn Brickell & Barry Harper

    This paper explores the application of distributed cognition theory to educational contexts by examining a common learning interaction, the ‘Copy and Paste’ function. After a discussion of... More

    pp. 125-147

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  10. An assessment of student preferences for PowerPoint presentation structure in undergraduate courses

    Jennifer M. Apperson, Eric L. Laws & James A. Scepansky

    Studies have demonstrated that students prefer PowerPoint and respond favorably to classes when it is used. Few studies have addressed the physical structure of PowerPoint. In this study, students ... More

    pp. 148-153

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  11. On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE

    Maria Virvou & George Katsionis

    Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and... More

    pp. 154-178

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  12. An approach to effortless construction of program animations

    J. Ángel Velázquez-Iturbide, Cristóbal Pareja-Flores & Jaime Urquiza-Fuentes

    Program animation systems have not been as widely adopted by computer science educators as we might expect from the firm belief that they can help in enhancing computer science education. One of... More

    pp. 179-192

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  13. “I’m keeping those there, are you?” The role of a new user interface paradigm – Separate Control of Shared Space (SCOSS) – in the collaborative decision-making process

    Lucinda Kerawalla, Darren Pearce, Nicola Yuill, Rosemary Luckin & Amanda Harris

    We take a socio-cultural approach to comparing how dual control of a new user interface paradigm – Separate Control of Shared Space (SCOSS) – and dual control of a single user interface can work to... More

    pp. 193-206

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  14. Blending asynchronous discussion groups and peer tutoring in higher education: An exploratory study of online peer tutoring behaviour

    Marijke De Smet, Hilde Van Keer & Martin Valcke

    In the present study cross-age peer tutoring was implemented in a higher education context. Fourth-year students (N=39) operated as online tutors to support freshmen in discussing cases and solving... More

    pp. 207-223

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  15. What makes teachers use technology in the classroom? Exploring the factors affecting facilitation of technology with a Korean sample

    Youngkyun Baek, Jaeyeob Jung & Bokyeong Kim

    The purpose of this study was to identify factors influencing teachers’ decisions about using technology in the classroom setting and examine the degree to which teaching experience affects these... More

    pp. 224-234

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  16. Constructing a community of practice to improve coursework activity

    C.K. Chang, G.D. Chen & L.Y. Li

    Students can practice skills and construct knowledge by carrying out coursework. However, every student is assigned the same problem in general hands-on coursework activities, with no consideration... More

    pp. 235-247

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  17. Shaping computer-based support for curriculum developers

    Susan McKenney

    CASCADE-SEA stands for computer supported curriculum analysis, design and evaluation for science education in Africa. It is the name of a computer program designed to help secondary level science... More

    pp. 248-261

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  18. Factors that influence student teacher’s interest to achieve educational technology standards

    Dj. Kadijevich & Lenni Haapasalo

    Bearing in mind the importance of a transition from teacher-centred, lecture-based teaching to student-centred, technology-based learning, this study examined teachers’ interest to achieve... More

    pp. 262-270

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  19. Evaluating the use of learning objects in Australian and New Zealand schools

    Renato Schibeci, David Lake, Rob Phillips, Kate Lowe, Rick Cummings & Erica Miller

    The Le@rning Federation, an agency funded by Australian and New Zealand governments, initiated a Field Review project as the start of a long-term research study to evaluate the impact, application ... More

    pp. 271-283

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  20. Pedagogical utilization and assessment of the statistic online computational resource in introductory probability and statistics courses

    Ivo D. Dinov, Juana Sanchez & Nicolas Christou

    Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies.... More

    pp. 284-300

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