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EdMedia 2012--World Conference on Educational Media and Technology

Jun 26, 2012


Tel Amiel; Brent Wilson

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File: Cover & Title Pages

Table of Contents

This conference has 7 award papers. Show award papers

Number of papers: 463

  1. The Online Learning Environment: Building a Social and Collaborative Community

    Ashley Zarecky, Anne Doring & Misook Heo, Duquesne University, United States

    This article presents findings from a pilot study that followed the online social behaviors of 22 first-year graduate students. Using social identity, common ground, communication privacy... More

    pp. 1048-1053

  2. Understanding User Needs for Serious Games for Teaching Children with Autism Spectrum Disorders Emotions

    Bretagne Abirached, Yan Zhang & Ji Hyun Park, The University of Texas at Austin, United States

    Computer technologies, particularly games, are considered promising in assisting children with autism in learning social interactions and developing language skills, but few existing tools target a... More

    pp. 1054-1063

  3. Identifying barriers to the remix of open educational resources

    Tel Amiel, UNICAMP, Brazil

    In this article we discuss the design and development of a print and web-based guide focused on Open Educational Resources (OER). The ability to "remix" is often touted as one of the most important... More

    pp. 1064-1071

  4. Required Synchronous Sessions: Student Feedback for Engaged Design

    Jean Bryan, DePaul University, United States

    Online equals anytime, anywhere, right? Not always. Sometimes it means anywhere, but at a definite time. How do online students perceive required synchronous sessions? What do they like,... More

    p. 1072

  5. Effects of Way Finding Affordances on Usability of Virtual World Environments in Terms of Users’ Satisfaction, Performance, and Mental Workload: Examination by Eye-Tracking and fNIR

    Yaver Cansiz & S. Tugba Tokel, Middle East Technical University, Turkey

    This study aims to test the effects of different way finding affordances on usability of METU virtual campus built in Second Life in terms of users’ satisfaction, performance, and mental workload. ... More

    pp. 1073-1079

  6. A framework to design effective virtual field trips

    Aimee deNoyelles, University of Central Florida, United States; Shawn Vashaw, Penn State, United States

    Although popular with many students, field trips are often implemented in questionably effective ways (Kisiel, 2006) with little or no preparation or follow-up (Stoddard, 2009). Spurred on by... More

    pp. 1080-1085

  7. Glaciers in Motion: The Expository Animation for Fundamental Glacier Science to Improve Students’ Learning

    Kuang-Chen Hsu, The Center for Remote Sensing of Ice Sheets at The University of Kansas, United States

    The nation’s growing need for qualified scientists today is increasing but the supply is deficient because of higher attrition rates of science-related majors in college. The gap between the demand... More

    pp. 1086-1091

  8. Mobile Health Education Software Framework Focused on Granularity of Message

    Toshiyuki Maeda, Hannan University, Japan

    We have an attempt to apply for health care education using mobile device. We have an attempt to apply for health care education. For that purpose, it is important to be easy not only to... More

    pp. 1092-1096

  9. Learning Theory for Collaborative Large Shared Digital Spaces

    Daniela McGivern, Michael Morgan & Matthew Butler, Monash University, Australia

    This research applies Socio-Cultural theory and Distributed Cognition/Activity theory to conceptualize the design of collaborative learning activities in large shared digital spaces. The paper... More

    pp. 1097-1106

  10. Engaging students in cognitive and metacognitive processes using screencasts

    Catherine McLoughlin, Australian Catholic University, Australia; Birgit Loch, Swinburne University of technology, Australia

    Interest has grown in recent years in what is sometimes referred to as the learner experience, because it situates learners at the centre of the experience, empowers and motivates them to assume... More

    pp. 1107-1110

  11. Strategies to Increase Engagement, Effectiveness, Meaningfulness in Course Management Systems

    Xiaopeng Ni, Sam Diomede & Sarah Rutland, Cleveland State University, United States

    Developing strategies to increase course effectiveness and engagement has become critical in order to promote learners’ success and positive experience in online learning environments. The current ... More

    pp. 1111-1118

  12. Supporting Informal Learning Using a Cloud Tool: An Empirical Usability Study

    Justus Nyagwencha, Samuel Ginn College of Engineering, CSSE, Auburn University, United States; Tony Cook, e-Extension, Auburn University, United States; Billy Machage, Walden University, United States; Cheryl Swanier & Cheryl Seals, Auburn University, Computer Science and Software Engineering, United States

    We report empirical data on a usability study of a collaborative tool (cloud) to improve the group practice of educational communities, support sharing of best practices, a research in line with... More

    pp. 1119-1126

  13. An Analysis of Engagement in a Combination Indoor/Outdoor Augmented Reality Educational Game

    Patrick O'Shea, Appalachian State University, United States; James Folkestad, Colorado State University, United States

    This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on ... More

    pp. 1127-1147

  14. Challenges facing digital immigrants in designing user interfaces for digital natives

    Paschalis Paschali, University of Nicosia, Cyprus

    This paper presents the challenges that digital immigrants face in designing conceptual user interfaces to improve computer usability for digital natives. Currently, most graphic and interface... More

    pp. 1148-1152

  15. Functional-Notional Method Guides the Design of Foreign Language Listening and Speaking Activities in a Course Management System

    Paola Perez, Texas A&M University, United States

    Listening and speaking skills are key components of language learning. Functional-Notional Method (Van Ek & Alexander, 1975; Wilkins, 1976) emphasizes oral production skills. This method is... More

    pp. 1153-1158

  16. BrainBook: Instructional Design Leveraging Social Networking Features Increases Motivation and Engagement

    Renee Pilbeam, Quincy Conley, Robert Christopherson & Angela Barrus, Arizona State University, United States

    This research study combines the rising need to educate athletes about concussions and their implications and the instructional design and delivery mode most suited to teach this content to a high ... More

    pp. 1159-1166

  17. Giving Presentations that don't Suck

    Nicholas Quinlan, Western Washington University (Student), United States

    Presentations given to students in lecture are often dull and cause students to lose attention. As an undergraduate student, I see hundreds of hours of poor presentations every year. The... More

    p. 1167

  18. Benefits and Challenges of Iterative Eye Tracking Tests: Evaluation of gaze data to enhance an e-Learning Platform’s Usability

    Gergely Rakoczi, Vienna University of Technology, Austria

    Eye tracking is commonly used for usability testing to investigate for example software or web design, however it has not been adopted for e-learning applications to a large extent. Moreover most... More

    pp. 1168-1173

  19. Engagement Through Seductive Learning Modules: Lessons Learned from User Experience Design

    David Robins, Kent State University, United States; Valerie Kelly, Kent State Univ, United States

    How can course designers create learning objects that students love to use, that make learning the byproduct of an engaging experience? How do these learning objects engage adult learners who have ... More

    p. 1174

  20. Conceptualizing a Persuasive Game Framework

    Dana Ruggiero, Purdue University, United States

    How can video games “modify or change values, wants, beliefs and actions of others”? In order to answer this question we propose a persuasive game framework that analyzes flow, engagement, and... More

    pp. 1181-1185