Computers & Education
November 2011 Volume 57, Number 3
Table of Contents
Number of articles: 30
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An evaluation study of the use of a cognitive tool in a one-to-one classroom for promoting classroom-based dialogic interaction
Siu Cheung Kong
An evaluation study was conducted to investigate the effect of the use of a computer-supported cognitive tool (CT) in the one-to-one classroom setting on student engagement, attainment and... More
pp. 1851-1864
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The student experience of a collaborative e-learning university module
Michele Biasutti
The aim of this paper is to present a picture of student experience of a collaborative e-learning module in an asynchronous e-learning environment. A distance learning module on music education... More
pp. 1865-1875
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Design and evaluation of a microprocessor course combining three cooperative methods: SDLA, PjBL and CnBL
B. Alorda, K. Suenaga & P. Pons
This paper reports on the design, implementation and assessment of a new approach course structure based on the combination of three cooperative methodologies. The main goal is to reduce the... More
pp. 1876-1884
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Using podcasts to replace lecture: Effects on student achievement
Blanche W. O’Bannon, Jennifer K. Lubke, Jeffrey L. Beard & Virginia G. Britt
This study examined achievement when podcasts were used in place of lecture in the core technology course required for all students seeking teacher licensure at a large research-intensive... More
pp. 1885-1892
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New technology trends in education: Seven years of forecasts and convergence
Sergio Martin, Gabriel Diaz, Elio Sancristobal, Rosario Gil, Manuel Castro & Juan Peire
Each year since 2004, a new Horizon Report has been released. Each edition attempts to forecast the most promising technologies likely to impact on education along three horizons: the short term ... More
pp. 1893-1906
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The effect of simulation games on the learning of computational problem solving
Chen-Chung Liu, Yuan-Bang Cheng & Chia-Wen Huang
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the... More
pp. 1907-1918
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The role of readiness factors in E-learning outcomes: An empirical study
Abbas Keramati, Masoud Afshari-Mofrad & Ali Kamrani
Although many researchers have studied different factors which affect E-Learning outcomes, there is little research on assessment of the intervening role of readiness factors in E-Learning outcomes... More
pp. 1919-1929
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Investigating knowledge creation technology in an engineering course
Satu Jalonen, Minna Lakkala & Sami Paavola
The aim of the present study was to examine the technological affordances of a web-based collaborative learning technology, Knowledge Practices Environment (KPE), for supporting different... More
pp. 1930-1942
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Problem solving and collaboration using mobile serious games
Jaime Sánchez & Ruby Olivares
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative... More
pp. 1943-1952
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Theoretical considerations for understanding technological pedagogical content knowledge (TPACK)
Charles R. Graham
The technological pedagogical content knowledge (TPACK) framework is increasing in use by educational technology researchers around the world who are interested in issues related to technology... More
pp. 1953-1960
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Learning about locomotion patterns from visualizations: Effects of presentation format and realism
Birgit Imhof, Katharina Scheiter & Peter Gerjets
The rapid development of computer graphics technology has made possible an easy integration of dynamic visualizations into computer-based learning environments. This study examines the relative... More
pp. 1961-1970
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Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
Cyril Brom, Michal Preuss & Daniel Klement
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to... More
pp. 1971-1988
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E-books effectiveness in promoting phonological awareness and concept about print: A comparison between children at risk for learning disabilities and typically developing kindergarteners
Adina Shamir & Inessa Shlafer
Despite the young child’s increasing access to electronic books and the evidence indicating it’s effectiveness for promoting emergent literacy, research among young children at risk for learning... More
pp. 1989-1997
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Multimedia blogging in physical education: Effects on student knowledge and ICT self-efficacy
Marina Papastergiou, Vassilis Gerodimos & Panagiotis Antoniou
The main idea behind this study was to explore the educational potential of multimedia blogging for academic disciplines such as Physical Education (PE) that are not heavily based on written... More
pp. 1998-2010
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Fostering positive attitude in probability learning using graphing calculator
Choo-Kim Tan, Madhubala Bava Harji & Siong-Hoe Lau
Although a plethora of research evidence highlights positive and significant outcomes of the incorporation of the Graphing Calculator (GC) in mathematics education, its use in the teaching and... More
pp. 2011-2024
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Comparing e-Learning tools’ success: The case of instructor–student interactive vs. self-paced tools
Po-An J. Hsieh & Vincent Cho
e-Learning tools have profoundly transformed modern pedagogical approaches. Vendors provide different types of systems, such as self-paced (SP) and instructor–student interactive (ISI) e-Learning... More
pp. 2025-2038
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Design guidelines for Classroom Multiplayer Presential Games (CMPG)
M. Villalta, I. Gajardo, M. Nussbaum, J.J. Andreu, A. Echeverría & J.L. Plass
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a... More
pp. 2039-2053
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Process and learning outcomes from remotely-operated, simulated, and hands-on student laboratories
James E. Corter, Sven K. Esche, Constantin Chassapis, Jing Ma & Jeffrey V. Nickerson
A large-scale, multi-year, randomized study compared learning activities and outcomes for hands-on, remotely-operated, and simulation-based educational laboratories in an undergraduate engineering ... More
pp. 2054-2067
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Is the use of information and communication technology related to performance in working memory tasks? Evidence from seventh-grade students
Lucy Garcia, Miguel Nussbaum & David D. Preiss
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition,... More
pp. 2068-2076
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Reducing the spatial distance between printed and online information sources by means of mobile technology enhances learning: Using 2D barcodes
Erol Ozcelik & Cengiz Acarturk
Online information sources, such as pictures and animations on web pages are frequently used for complementing printed course material in educational contexts. The concurrent use of online and... More
pp. 2077-2085