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British Journal of Educational Technology

March 2017 Volume 48, Number 2


Carina Girvan; Sara Hennessy; Manolis Mavrikis; Sara Price; Niall Winters

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Table of Contents

Number of articles: 29

  1. Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning

    Meng‐Tzu Cheng, Yu‐Wen Lin, Hsiao‐Ching She & Po‐Chih Kuo

    Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was ... More

    pp. 246-263

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  2. Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains

    José Ramón Calvo‐Ferrer

    According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little... More

    pp. 264-278

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  3. Towards a trans-disciplinary methodology for a game-based intervention development process

    Sylvester Arnab & Samantha Clarke

    The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game... More

    pp. 279-312

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  4. Quality parameterization of educational resources from the perspective of a teacher

    Štefan Karolčík, Elena Čipková, Milan Veselský, Helena Hrubišková & Mária Matulčíková

    Objective assessment of the quality of available educational resources presupposes the existence of specific quality standards and specific evaluation tools which consider the specificities of... More

    pp. 313-331

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  5. Examining a one-hour synchronous chat in a microblogging-based professional development community

    Fei Gao & Lan Li

    Research on microblogging in education has suggested its potential to promote community building and collaborative learning, but little is known about the nature of interaction in such... More

    pp. 332-347

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  6. Assessing the attention levels of students by using a novel attention aware system based on brainwave signals

    Chih‐Ming Chen, Jung‐Ying Wang & Chih‐Ming Yu

    Rapid progress in information and communication technologies (ICTs) has fueled the popularity of e-learning. However, an e-learning environment is limited in that online instructors cannot monitor ... More

    pp. 348-369

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  7. The complementary use of audience response systems and online tests to implement repeat testing: A case study

    Rebecca Stratling

    Although learning theories suggest that repeat testing can be highly beneficial for students' retention and understanding of material, there is, so far, little guidance on how to implement repeat... More

    pp. 370-384

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  8. Recommending peers for learning: Matching on dissimilarity in interpretations to provoke breakdown

    Kamakshi Rajagopal, Jan M. Bruggen van & Peter B. Sloep

    People recommenders are a widespread feature of social networking sites and educational social learning platforms alike. However, when these systems are used to extend learners' Personal Learning... More

    pp. 385-406

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  9. Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment

    Matt Bower, Mark J. W. Lee & Barney Dalgarno

    This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an... More

    pp. 407-430

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  10. VILLAGE—Virtual Immersive Language Learning and Gaming Environment: Immersion and presence

    Yi Fei Wang, Stephen Petrina & Francis Feng

    3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners’ home countries, ... More

    pp. 431-450

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  11. Virtual worlds to support patient group communication? A questionnaire study investigating potential for virtual world focus group use by respiratory patients

    Michael J. Taylor, Dave Taylor, Ivo Vlaev & Sarah Elkin

    Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has... More

    pp. 451-461

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  12. Developing a validated instrument to measure preservice teachers’ ICT competencies: Meeting the demands of the 21st century

    Jo Tondeur, Koen Aesaert, Bram Pynoo, Johan Braak van, Norbert Fraeyman & Ola Erstad

    The main objective of this study is to develop a self-report instrument to measure preservice teachers’ ICT competencies in education. The questionnaire items of this instrument are based on an... More

    pp. 462-472

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  13. Who or what contributes to student satisfaction in different blended learning modalities?

    Anh‐Nguyet Diep, Chang Zhu, Katrien Struyven & Yves Blieck

    Different blended learning (BL) modalities and the interaction effect between human and technological factors on student satisfaction need adequately researched to shed more light on successful BL ... More

    pp. 473-489

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  14. Emerging pedagogies for the use of iPads in schools

    Ruth Geer, Bruce White, Yvonne Zeegers, Wing Au & Alan Barnes

    iPads are becoming popular as 1:1 devices in many classrooms, enabling teachers to implement pedagogies that will enhance student learning. Such mobile tools offer many affordances which can... More

    pp. 490-498

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  15. How educators build knowledge and expand their practice: The case of open education resources

    Allison Littlejohn & Nina Hood

    The movement toward open education is requiring educators to expand and update their practice in order to keep up with the new demands being placed on them. This study explored how educators can... More

    pp. 499-510

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  16. ClassPrep: A peer review system for class preparation

    Jooyong Park

    Class preparation is recommended by instructors in most college courses, but checking whether a student does so is not easy. A new blended learning system, named ClassPrep, has been proposed and... More

    pp. 511-523

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  17. Introducing electronic textbooks as daily-use technology in schools: A top-down adoption process

    Thomas K. F. Chiu

    This study took frequency of use and the adoption process into account to define the participants and external variables of the research model. School electronic textbooks are a daily-use... More

    pp. 524-537

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  18. Teaching presence in computer conferencing learning environments: Effects on interaction, cognition and learning uptake

    Huahui Zhao & Kirk P.H. Sullivan

    This exploratory study examined how the level and nature of teaching presence impacted two online forum discussions from three dimensions: participation and interaction, cognitive presence, and... More

    pp. 538-551

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  19. Investigating variables predicting Turkish pre-service teachers’ integration of ICT into teaching practices

    Aydın Aslan & Chang Zhu

    Pre-service teachers need to acquire information and communications technology (ICT) competency in order to integrate ICT into their teaching practices. This research was conducted to investigate... More

    pp. 552-570

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  20. Design possibilities for the e-Schoolbag: Addressing the 1:1 challenge within China

    Xiaoqing Gu, Xiaojuan Xu, Huawen Wang & Charles Crook

    There is widespread enthusiasm for 1:1 computing in education. Recognizing that secure innovation of educational practice should be built upon contextual sensitivity, this article reported two case... More

    pp. 571-585

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