Search results for author:"Boaventura_Dacosta"
Total records matched: 14 Search took: 0.118 secs
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The effect of cognitive aging on multimedia learning
Boaventura Dacosta
(2008) pp. 1–183
If not designed in consideration to the workings of the human mind, multimedia learning environments can impose too high a demand on working memory. While such high cognitive load presents challenges for learners of all ages, older learners may be...
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Achieving Reading Competency: Factors That Influence Perceptions and Behaviors With Regard to Digital vs. Print Text
Soonhwa Seok; Boaventura DaCosta
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 1414–1419
This study explored the relationships between digital vs. print text in the context of reading. The research explored youths? reading perceptions of digital and print text, their preferences for reading digital vs. print text, relationships between...
Topics: New Possibilities with Information Technologies, Information Literacy Education (Library & Media Science)
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Enhancing Instructional Design with Generative AI: A Comparative Analysis of Media Selection Using ChatGPT
Boaventura DaCosta; Carolyn Kinsell
Society for Information Technology & Teacher Education International Conference 2024 (Mar 25, 2024) pp. 502–507
This study explores how generative artificial intelligence (AI), particularly ChatGPT, can aid instructional designers and educators in the media selection process, a task critical yet challenging in ensuring effective learning outcomes. By...
Topics: Instructional Design, New Possibilities with Information Technologies, Generative AI
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Relationships Between Young South Koreans’ Online Activities and Their Risk of Exploitation
Soonhwa Seok; Boaventura DaCosta
Journal of Online Learning Research Vol. 6, No. 1 (May 2020) pp. 77–101
The misuse of the Internet that takes advantage of adolescents and young adults’ lack of understanding along with their growing online presence has left them at risk. A study comprising 1,092 South Korean high school students investigated ways in...
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Mobile Game-Based Learning: Exploring the Anytime, Anywhere, and on Any Device Characteristics of Mobile Devices
Boaventura DaCosta; Soonhwa Seok
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 752–756
The anytime, anywhere, and on any device properties of mobile technology have been said to offer new opportunities for researchers and educators interested in leveraging the possible benefits of game-based learning, especially location-based...
Topics: Games & Simulations, Mobile Learning
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Video Games as a Literacy Tool: A Comparison of Players’ and Nonplayers’ Grades, Reading Test Scores, and Self-Perceived Digital Reading Ability
Soonhwa Seok; Boaventura DaCosta
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 777–781
Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level,...
Topics: Games & Simulations, New Possibilities with Information Technologies, Teaching and Learning with Emerging Technologies
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A Quantitative Examination of Mobile Game Players, Their Gaming Habits, and the Potential of Mobile Games for Learning
Boaventura DaCosta; Soonhwa Seok
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 737–742
This study (N = 1,950) examined the characteristics of the mobile game player. Specifically, we investigated technology ownership; game genre and title preference; where and how often games are played; factors that influence game selection, the most ...
Topics: Games & Simulations, Mobile Learning, Teaching and Learning with Emerging Technologies
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The Digital Propensity of Today’s Students and the Role of Video Game Play on Online Learning Activities and Learning Preferences
Boaventura DaCosta; Soonhwa Seok
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 411–415
Many assertions have been made about the digital propensity of youth, leading to the belief that today’s students hold learning preferences never before seen. While information and communications technology is often cited, video games are also said...
Topics: Games & Simulations, New Possibilities with Information Technologies, Teaching and Learning with Emerging Technologies
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Learning Outcomes Increase for Students with Intellectual Disability When Special Education Teachers Hold More Priorities Focused on Educational Supports
Soonhwa Seok; Boaventura DaCosta
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 1993–1998
This study aimed at identifying dimensions of curricula for students with intellectual disability by investigating special education teachers’ priorities for educational supports for their students. A total of 1,072 special education teachers across ...
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Examining the Relationships Between Youths’ Online Activities and Different Types of Online Dangers
Soonhwa Seok; Boaventura DaCosta
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 904–909
Aimed at creating a dialogue between educators, practitioners, researchers, policymakers, and other stakeholders interested in effective cyber awareness interventions and training, this study examined everyday online activities in the context of...
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Spelling Practice Intervention: A Comparison of Tablet PC and Picture Cards as Spelling Practice Methods for Students with Developmental Disabilities
Soonhwa Seok; Boaventura DaCosta; Byeong Min Yu
Education and Training in Autism and Developmental Disabilities Vol. 50, No. 1 (March 2015) pp. 84–94
The present study compared a spelling practice intervention using a tablet personal computer (PC) and picture cards with three students diagnosed with developmental disabilities. An alternating-treatments design with a non-concurrent multiple...
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Comparison of Instructors' and Students' Perceptions of the Effectiveness of Online Courses
Soonhwa Seok; Boaventura DaCosta; Carolyn Kinsell; Chan K. Tung
Quarterly Review of Distance Education Vol. 11, No. 1 (2010) pp. 25–36
This study used an extensive online course evaluation inventory to analyze the subjects' perceptions of course effectiveness in the following subscales: flexibility, user interface, navigation, getting started, technical assistance, course...
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The Digital Literacy Debate: An Investigation of Digital Propensity and Information and Communication Technology
Angelique Nasah; Boaventura DaCosta; Carolyn Kinsell; Soonhwa Seok
Educational Technology Research and Development Vol. 58, No. 5 (October 2010) pp. 531–555
Research suggests students' use of information and communication technology (ICT) may be more a matter of digital literacy and access rather than a generational trait. We sought to identify ICT preferences of post-secondary students (N = 580)...
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Computer-Mediated Intersensory Learning Model for Students with Learning Disabilities
Soonhwa Seok; Boaventura DaCosta; Carolyn Kinsell; John C. Poggio; Edward L. Meyen
TechTrends: Linking Research and Practice to Improve Learning Vol. 54, No. 2 (March 2010) pp. 63–71
This article proposes a computer-mediated intersensory learning model as an alternative to traditional instructional approaches for students with learning disabilities (LDs) in the inclusive classroom. Predominant practices of classroom inclusion...