EdMedia 2012--World Conference on Educational Media and Technology
Jun 26, 2012
Editors
Tel Amiel; Brent Wilson
Table of Contents
Number of papers: 463
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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