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Journal of Educational Technology & Society

2018 Volume 21, Number 3

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Table of Contents

Number of articles: 17

  1. Attitudes, Openness to Multiculturalism, and Integration of Online Collaborative Learning

    Noga Magen-Nagar & Miri Shonfeld

    The current study examined the influence of students' openness to multiculturalism on the frequency of integrating Online Collaborative Learning (OCL). The mediating variables were attitudes toward... More

    pp. 1-11

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  2. Gamification from Player Type Perspective: A Case Study

    Selay Arkün Kocadere & Seyma Çaglar

    Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player... More

    pp. 12-22

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  3. Ontology Informed Design to Advance Developers' Informal Online Learning

    Brian Dobreski & Yun Huang

    Software developers rely on the abundance of online resources to meet their informal learning needs. Designing systems to effectively support this relies on a sound understanding of the informal... More

    pp. 23-34

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  4. The Impact of Motivation and Personality on Academic Performance in Online and Blended Learning Environments

    Nurcan Alkis & Tugba Taskaya Temizel

    This study investigates the impact of students' motivation and personality traits on their academic performance in online and blended learning environments. It was conducted with students attending... More

    pp. 35-47

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  5. Factors Influencing Preservice Teachers' Intention to Use Technology: TPACK, Teacher Self-Efficacy, and Technology Acceptance Model

    Young Ju Joo, Sunyoung Park & Eugene Lim

    This study aimed to investigate structural relationships between TPACK, teacher self-efficacy, perceived ease of use, and perceived usefulness for preservice teachers who intend to use technology, ... More

    pp. 48-59

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  6. Knowledge Sharing Self-Efficacy, Motivation and Sense of Community as Predictors of Knowledge Receiving and Giving Behaviors

    Esin Ergün & Ümmühan Avci

    This study examines the extent to which knowledge sharing self-efficacy, motivation and sense of community variables predict undergraduate students' knowledge sharing behaviors (knowledge receiving... More

    pp. 60-73

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  7. Innovative Use of Mobile Video Conferencing in Face-to-Face Collaborative Science Learning: The Case of Reflection in Optics

    Yu-Liang Ting, Yaming Tai, Teng-Hui Tseng & Shin-Ping Tsai

    Multimedia learning environments facilitate the construction of certain forms of representations and allow users to combine forms of representation that address different modalities. A promising... More

    pp. 74-85

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  8. Early Second Language Learning and Adult Involvement in a Real-World Context: Design and Evaluation of the "ELENA Goes Shopping" Mobile Game

    Ellen Rusman, Stefaan Ternier & Marcus Specht

    This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game ... More

    pp. 90-103

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  9. Application of a Gamified Interactive Response System to Enhance the Intrinsic and Extrinsic Motivation, Student Engagement, and Attention of English Learners

    Jerry Chih-Yuan Sun & Pei-Hsun Hsieh

    This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation,... More

    pp. 104-116

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  10. A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors

    Chi-Jen Lin, Gwo-Jen Hwang, Qing-Ke Fu & Jing-Fang Chen

    English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge... More

    pp. 117-131

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  11. Chinese Character Composition Game with the Augment Paper

    Yun Wen

    This paper discusses the design of a digital Chinese character composition game with the paper-interface named as ARC (Augmented Reality-based Chinese Characters) and its implementation in a... More

    pp. 132-145

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  12. The Effects of Competitive Gaming Scenarios and Personalized Assistance Strategies on English Vocabulary Learning

    Chun-Wang Wei, Hao-Yun Kao, Hsin-Hsien Lu & Yi Chun Liu

    English vocabulary is the foundation of English learning. According to information processing theory, recitation helps learners remember and understand English terminology. However, this type of... More

    pp. 146-158

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  13. Using Game-Based Learning with Kinect Technology in Foreign Language Education Course

    Erman Yükseltürk, Serhat Altiok & Zeynep Baser

    The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state... More

    pp. 159-173

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  14. Effects of Prior Knowledge on Learning Performance and Anxiety in an English Learning Online Role-Playing Game

    Jie Chi Yang & Benazir Quadir

    The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based... More

    pp. 174-185

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  15. Using Narrative-Based Contextual Games to Enhance Language Learning: A Case Study

    Zhi-Hong Chen, Howard Hao-Jan Chen & Wan-Jhen Dai

    This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language... More

    pp. 186-198

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  16. The Online Ecology of Literacy and Language Practices of a Gamer

    Boris Vazquez-Calvo

    Previous studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices... More

    pp. 199-212

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  17. Effective Learning Design of Game-Based 3D Virtual Language Learning Environments for Special Education Students

    Yu-Ju Lan, Indy Y. T. Hsian & Mei-Feng Shih

    This current study aimed at creating a 3D virtual environment on Second Life particularly for special education students to enhance their first language, Mandarin, learning in vocabulary and... More

    pp. 213-227

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