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Education and Information Technologies

September 2015 Volume 20, Number 3

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Table of Contents

Number of articles: 11

  1. The Walkabout Framework for Contextual Learning through Mobile Serious Games

    Fernando Almeida, Hiram Bolaert, Shane Dowdall, Justino Lourenço & Piotr Milczarski

    Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because... More

    pp. 415-428

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  2. Measuring the Effectiveness of Blended Learning Environment: A Case Study in Malaysia

    Cho Cho Wai & Ernest Lim Kok Seng

    Learning environment has always been traditionally associated with the physical presence of classrooms, textbooks, pen-and-paper examinations and teachers. However, today's evolving technology has ... More

    pp. 429-443

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  3. On the Value of Second Life for Students' Engagement in Blended and Online Courses: A Comparative Study from the Higher Education in Greece

    Nikolaos Pellas & Ioannis Kazanidis

    Nowadays three-dimensional (3D) multi-user virtual worlds (VWs) are the most well-known candidate platforms in Higher education. Despite the growing number of notable studies that have presented... More

    pp. 445-466

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  4. How Digital Native Learners Describe Themselves

    Penny Thompson

    Eight university students from the "digital native" generation were interviewed about the connections they saw between technology use and learning, and also their reactions to the popular... More

    pp. 467-484

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  5. Development of Capstone Project Attitude Scales

    Rex P. Bringula

    This study attempted to develop valid and reliable Capstone Project Attitude Scales (CPAS). Among the scales reviewed, the Modified Fennema-Shermann Mathematics Attitude Scales was adapted in the... More

    pp. 485-504

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  6. Impact of a Participatory Cyber Crime Prevention Programme on Secondary School Students' Attainment in Crime Prevention Concepts in Civic Education and Social Studies

    Peter Adewale Amosun, Olugbenga Adedayo Ige & Kim-Kwang Raymond Choo

    Nigeria is considered by many to be a cyber crime hot spot, and is often ranked among the world's top cyber crime committing countries (e.g. advanced fee fraud is also known as Nigerian scams and... More

    pp. 505-518

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  7. The Views and Attitudes of Students Participating in a One-to-One Laptop Initiative in Greece

    Dimitris Spanos & Alivisos Sofos

    Students having participated in a one-to-one laptop initiative, indicate they have higher motivation, greater interest at school (Bebell and Kay 2010) and feel more organised (McKeeman 2008). This ... More

    pp. 519-535

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  8. Analysis of French Secondary School Teachers' Intention to Integrate Digital Work Environments into Their Teaching Practices

    Ecaterina Pacurar & Nargis Abbas

    This research investigates the effective use of Digital Work Environment (DWE) in France. A theoretical framework based on the pedagogical engineering approach is used to propose an hypothetical... More

    pp. 537-557

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  9. Student and In-Service Teachers' Acceptance of Spatial Hypermedia in Their Teaching: The Case of Hypersea

    George Koutromanos, Georgios Styliaras & Sotiris Christodoulou

    The aim of this study was to use the Technology Acceptance Model (TAM) in order to investigate the factors that influence student and in-service teachers' intention to use a spatial hypermedia... More

    pp. 559-578

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  10. Online Learning Environments in Higher Education: Connectivism vs. Dissociation

    Sasha A. Reese

    Over the last decade online education has emerged as a way for students and faculty to collaborate more freely, attain greater flexibility, and utilize new media to learn. The burning debate lies... More

    pp. 579-588

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  11. Distributed Collaborative Homework Activities in a Problem-Based Usability Engineering Course

    John M. Carroll, Hao Jiang & Marcela Borge

    Teams of students in an upper-division undergraduate Usability Engineering course used a collaborative environment to carry out a series of three distributed collaborative homework assignments.... More

    pp. 589-617

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