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EdMedia 2012--World Conference on Educational Media and Technology

Jun 26, 2012

Editors

Tel Amiel; Brent Wilson

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File: Cover & Title Pages

Table of Contents

7
This conference has 7 award papers. Show award papers

Number of papers: 463

  1. Determining Game Success: A Delphi Study

    Dana Ruggiero, Chris Mong & William Watson, Purdue University, United States

    Computer and video games are can provide context and motivation for student learning. Educational games are not inherently successful at either education or entertainment, however. This study... More

    pp. 1186-1188

  2. Embedding visual communication principles in Instructional Design phase of Learning Object creation process

    Sameer Sahasrabudhe, Sahana Murthy & Sridhar Iyer, IIT Bombay, India

    A traditional Learning Object (LO) creation process involves many specialized personnel. The creation of high quality, usable LOs relies on frequent face-to-face interaction between them. Among... More

    pp. 1189-1198

  3. Examining the Quality of IRS Questions in a High School Physics Context

    Ruey Shieh, Kainan University, Taiwan

    The IRS (Interactive Response System) has been widely used to promote student learning since 2003. However, there is limited research examining the quality of the IRS questions developed by... More

    pp. 1217-1226

  4. Designers Discussing Design: An Investigation into the Design of an Innovative Science Textbook Designed to Take Advantage of Multi-Touch Tablet Technology and the Cloud

    Scott Slough, Niyazi Erdogan, Baki Cavlazoglu & Jodie Wakefield, Texas A&M University, United States; Ozcan Akgun, Sakarya University, United States

    This study utilizes a modified Delphi design to assess instructional designer’s perceptions of E. O. Wilson’s high school biology textbook available for the iPad or other multi-touch tablets (MTT) ... More

    pp. 1227-1232

  5. Multi-Touch Tablets, E-Books, and an Emerging Multi-Coding Theory for Reading

    Scott Slough & William Rupley, Texas A&M University, United States

    This paper proposes a Multi-Coding Theory as an extension of Pavio’s Dual-Coding Theory (1991) and Mayer’s Multimedia Principal (2000) to explain the potential of Multi-Touch Tablets and the newest... More

    pp. 1233-1238

  6. Exploring the use of a non-linear learning module with interactive video

    Aviva Sugar Chmiel & Daniel Schneider, university of geneva, Switzerland

    Abstract: Using a design-based research approach, a learning module with interactive video introducing learners to the specific structure and particularities of the sexology interview has been... More

    pp. 1239-1247

  7. Innovation Components

    Geoff Wright, Brigham Young University, College of Engineering, United States

    Innovation is essential in modern industry (Dyer et al., 2011; Johnson, 2010; Christensen, 2003; Kleppe, 2001). It is the currency of our current economy (West et al., in press). The question,... More

    pp. 1248-1254

  8. Design Factors of Learning Disabilities in Emotional Design Model for Dyslexic Learners

    Nadia Munji Zakariah, Nurul Huda & Nor'ain Mohd Yusoff, Multimedia University Malaysia, Malaysia

    This paper is about how learning disabilities such as dyslexia are screened and how affective design of the system can affect and improve user experience. A screening test is one approach to... More

    pp. 1255-1261

  9. Designing and Developing a Scenario-based Tutorial to Facilitate Student Proficiency in Social Science Research Methodology and Attitude Towards Research

    Rosarin Adulseranee, eLearning Services/Digital Convergence Lab, Northern Illinois University, United States; M Cecil Smith, Department of Leadership, Educational Psychology, and Foundations, Northern Illinois University, United States; Thomas Smith & Wei-Chen Hung, Department of Educational Technology, Research & Assessment, Northern Illinois University, United States

    A computerized scenario-based tutorial was developed to facilitate students in learning concepts of designing a research study. Sixty college students participated in the pilot study. The... More

    pp. 1262-1265

  10. iPads in Education: A Qualitative Study of Students’ Attitudes and Experiences

    Suzan Alyahya & James E. Gall, University of Northern Colorado, United States

    Abstract: The Apple iPad has been one of the most quickly adopted digital technologies in recent history. More than 1.5 million iPads are used specifically for education and more than 20,000... More

    pp. 1266-1271

  11. Challenges of Storyboarding for e-Learning Course Development: A View from the Practitioners

    Al-Ariff Ameer & Nor'ain Mohd Yusoff, Multimedia University Malaysia, Malaysia

    Instructional designers (IDs) who work with subject matter experts (SMEs) often find they inherit difficulties in term of interaction. While working on developing the e-learning storyboard content,... More

    pp. 1272-1279

  12. An Mobile Application to Search Heterogeneous e-Learning Objects and Multimedia Contents in MATRIX Platform: Mobile-QS

    Flavio Fontana, ENEA, University of Rome, Italy; Cristina Nuccetelli, Italian National Institute of Health, Italy; Enrico Cosimi & Giangiacomo Ponzo, ENEA, Italy

    In this paper an innovative system to search, in virtual e-learning environment, heterogeneous multimedia contents is discussed. The mobile application, named Mobile Query System (Mobile-QS) is... More

    pp. 1280-1285

  13. Evaluation of elementary school websites

    Semseddin Gunduz, Necmettin Erbakan University, Turkey

    In the study, it is aimed to evaluate current position of elementary school websites. Study is carried out by investigating elementary school websites in central districts of Konya province in... More

    pp. 1286-1291

  14. Fun - A Prerequisite for Learning Games

    Christoph Hannak, Michael Pilz & Martin Ebner, Graz University of Technology, Austria

    Mobile games are booming. On average, every child in Central Europe aged 15 years has a mobile phone on his/her own today. If a closer look is taken, it can be pointed out that children mainly own ... More

    pp. 1292-1299

  15. Investigation of Students’ Attitudes toward E-Textbooks in Higher Education

    Yungwei Hao, National Taiwan Normal University, Taiwan

    As e-book reading devices and tablet computers have been increasingly used in the college classrooms, instructors have provided students with more e-content materials, and e-textbooks have become a... More

    pp. 1300-1303

  16. Detecting Elements of Culture Bias in Student Perceptions of Embodied Pedagogical Agents

    Andrew Jensen, Dale-Marie Wilson, Kieran Jordine & Raghavi Sakpal, University of North Carolina at Charlotte, United States

    Cultural bias, the interpreting and judging of entities and/or events by standards inherent to one’s own culture, has particular relevance in designing embodied pedagogical agents (EPAs),... More

    pp. 1304-1310

  17. The Ecology of Internet Use during Middle Childhood: Physical, Social, Emotional and Cognitive Development

    Genevieve Johnson, Curtin University of Technology, Australia

    The ecological techno-microsystem provides a comprehensive theoretical framework for organizing the effects of internet use on child development. Ninety children in grades 3 through 6 rated their... More

    pp. 1311-1316

  18. Research on the Smart Learning Usability focusing on the Service Design

    Yoon-Jung Kim & Seong Ik Park, Seoul National University, Korea (South)

    One of the things that must be considered in smart media-based learning is the flow of the service. In other words, the service’s continuous flow needs to support the sustainability of the learner’... More

    pp. 1317-1328

  19. Understanding Player Experience in Educational Games

    Huberta Kritzenberger, Stuttgart Media University, Germany

    The idea of making educational games similar to video game genres is very appealing for several years now. Designers suppose to transfer the positive gaming effects of motivation and fun to the... More

    pp. 1329-1335

  20. PictureTools: Feasibility Testing of Behavior Support Software for Young Children

    Kate Mitchem, California University of Pennsylvania, United States; Gail Fitzgerald, University of Missouri, United States; Kevin Koury, California University of Pennsylvania, United States

    This poster session demonstrates an EPSS for young children, PictureTools, developed as part of a Steppingstones Technology of Innovation project. Using a recursive design process recommended for ... More

    pp. 1336-1339