You are here:

Computers & Education

November 2011 Volume 57, Number 3

Search this issue

Table of Contents

Number of articles: 30

  1. 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

    View Abstract
  2. 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

    View Abstract
  3. 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

    View Abstract
  4. 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

    View Abstract
  5. 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

    View Abstract
  6. 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

    View Abstract
  7. 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

    View Abstract
  8. 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

    View Abstract
  9. 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

    View Abstract
  10. 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

    View Abstract
  11. 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

    View Abstract
  12. 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

    View Abstract
  13. 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

    View Abstract
  14. 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

    View Abstract
  15. 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

    View Abstract
  16. 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

    View Abstract
  17. 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

    View Abstract
  18. 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

    View Abstract
  19. 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

    View Abstract
  20. 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

    View Abstract