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Computers & Education

October 2017 Volume 113, Number 1

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Table of Contents

Number of articles: 23

  1. Digital Didactical Designs as research framework: iPad integration in Nordic schools

    Isa Jahnke, University of Missouri, United States; Peter Bergström, Eva Mårell-Olsson & Lars Häll, Umeå University, Sweden; Swapna Kumar, University of Florida, United States

    In this research, the design of teaching and learning with web-enabled technologies, such as iPads, in 64 one-to-one (1:1) Nordic classrooms was explored using the Digital Didactical Design (DDD)... More

    pp. 1-15

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  2. Now I know how! The learning process of medication administration among nursing students with non-immersive desktop virtual reality simulation

    Ilana Dubovi & Sharona T. Levy, Department of Learning, Instruction and Teacher Education, Israel; Efrat Dagan, The Cheryl Spencer Department of Nursing, Israel

    The purpose of this study was to create and explore an effective and accessible teaching method for the higher education of professionals requiring practical skills. We aimed to evaluate the... More

    pp. 16-27

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  3. Leaderboards within educational videogames: The impact of difficulty, effort and gameplay

    Steve Nebel, Sascha Schneider, Maik Beege & Günter Daniel Rey

    Although many of the existing educational videogames rely on leaderboard mechanisms, dedicated research on their effectiveness or how they should be implemented is missing. In this study,... More

    pp. 28-41

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  4. Skill assessment in learning experiences based on serious games: A Systematic Mapping Study

    Juan Antonio Caballero-Hernández, EVALfor Research Group, Spain; Manuel Palomo-Duarte & Juan Manuel Dodero, Department of Computer Science, Spain

    Serious games are games with an educational purpose. In these games, players develop their skills by facing a number of challenges, and students are assessed according to their game playing... More

    pp. 42-60

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  5. The relationship between gender and mobile technology use in collaborative learning settings: An empirical investigation

    Iris Reychav, Department of Industrial Engineering and Management, Israel; Roger McHaney, Management Information Systems, United States

    Mobile technology offers educators new potential for course and learning material construction. Empirical best practices research is scarce, particularly in secondary and higher education settings.... More

    pp. 61-74

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  6. The roles of learning strategies and motivation in online language learning: A structural equation modeling analysis

    Chin-Hsi Lin, Yining Zhang & Binbin Zheng

    Students' active regulation of learning, through being motivated and a variety of cognitive and metacognitive strategies, is crucial to their online learning success. Despite the large numbers... More

    pp. 75-85

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  7. Video games can develop graduate skills in higher education students: A randomised trial

    Matthew Barr

    This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as ‘graduate attributes’. Undergraduate students... More

    pp. 86-97

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  8. Seeing the instructor's face and gaze in demonstration video examples affects attention allocation but not learning

    Margot van Wermeskerken & Tamara van Gog, Department of Education

    Although the use of video examples in which an instructor demonstrates how to perform a task has become widespread in online and blended education, specific guidelines for designing such examples... More

    pp. 98-107

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  9. Understanding the role of user resistance on mobile learning usage among university students

    Hyo-Jung Kim, Department of Consumer Science, Korea (South); Jin-Myong Lee, Department of Consumers' Life Information, Korea (South); Jong-Youn Rha, Department of Consumer Science, Korea (South)

    This study examined the factors affecting university students' resistance and intention to use of mobile learning by developing an integrated research model that combines innovation diffusion... More

    pp. 108-118

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  10. The effect of individualized digital practice at home on math skills–Evidence from a two-stage experiment on whether and why it works

    Carla Haelermans & Joris Ghysels

    This paper analyses an experiment on the effect of an individualized, digital practice tool on numeracy skills for 337 seventh grade students. The first stage of the experiment shows that offering ... More

    pp. 119-134

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  11. An examination of seven years of technology integration in Florida schools: Through the lens of the Levels of Digital Divide in Schools

    Tina N. Hohlfeld, University of South Florida, United States; Albert D. Ritzhaupt, Kara Dawson & Matthew L. Wilson, University of Florida, United States

    The purpose of this longitudinal research is to document the Information and Communication Technology (ICT) integration patterns in the state of Florida in relation to the Socio-Economic Status ... More

    pp. 135-161

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  12. Exploring the effectiveness of integrating augmented reality-based materials to support writing activities

    Yi-Hsuan Wang

    In this study, whether using Augment Reality (AR)-based learning materials could benefit high school students in the process of Chinese writing was explored, along with the pros and cons of using... More

    pp. 162-176

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  13. Analyzing undergraduate students' performance using educational data mining

    Raheela Asif, N.E.D University of Engineering & Technology, Pakistan; Agathe Merceron, Beuth University of Applied Sciences, Germany; Syed Abbas Ali & Najmi Ghani Haider, N.E.D University of Engineering & Technology, Pakistan

    The tremendous growth in electronic data of universities creates the need to have some meaningful information extracted from these large volumes of data. The advancement in the data mining field... More

    pp. 177-194

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  14. Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD)

    Charline Grossard, Department of Child and Adolescent Psychiatry, France; Ouriel Grynspan, Institut des Systèmes Intelligents et Robotiques, France; Sylvie Serret, Department of Child and Adolescent Psychiatry et Centre de Ressource Autisme, France; Anne-Lise Jouen & Kevin Bailly, Institut des Systèmes Intelligents et Robotiques, France; David Cohen, Department of Child and Adolescent Psychiatry, France

    The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because they can be used in... More

    pp. 195-211

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  15. Effects of eye movement modeling examples on adaptive expertise in medical image diagnosis

    Andreas Gegenfurtner, Technische Hochschule Deggendorf, Germany; Erno Lehtinen, University of Turku, Finland; Halszka Jarodzka, Open University of the Netherlands; Roger Säljö, University of Gothenburg, Sweden

    Research indicates that expert performance is domain specific and hardly transfers to novel tasks or domains. However, due to technological changes in dynamic work settings, experts sometimes need ... More

    pp. 212-225

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  16. Data mining in educational technology classroom research: Can it make a contribution?

    Charoula Angeli, University of Cyprus, Cyprus; Sarah K. Howard, Jun Ma & Jie Yang, University of Wollongong, Australia; Paul A. Kirschner, Open University of the Netherlands

    The paper addresses and explains some of the key questions about the use of data mining in educational technology classroom research. Two examples of use of data mining techniques, namely,... More

    pp. 226-242

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  17. Insights about large-scale online peer assessment from an analysis of an astronomy MOOC

    Martin Formanek & Matthew C. Wenger, Department of Astronomy and Steward Observatory, United States; Sanlyn R. Buxner, College of Education, United States; Chris D. Impey, Department of Astronomy and Steward Observatory, United States; Tenzin Sonam, College of Education, United States

    In this work we investigate the peer grading assignments which were an integral part of the astronomy Massive Open Online Course (MOOC) (Astronomy: Exploring Time and Space) provided through... More

    pp. 243-262

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  18. Influences of text difficulty and reading ability on learning illustrated science texts for children: An eye movement study

    Yu-Cin Jian, Assistant Professor at the Department of Educational Psychology and Counseling, Taiwan; Hwa-Wei Ko, Distinguished Professor at the Graduate Institute of Learning and Instruction, Taiwan

    In this study, eye movement recordings and comprehension tests were used to investigate children's cognitive processes and comprehension when reading illustrated science texts. Ten-year-old... More

    pp. 263-279

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  19. Moving beyond the study of gender differences: An analysis of measurement invariance and differential item functioning of an ICT literacy scale

    Ove E. Hatlevik, Ronny Scherer & Knut-Andreas Christophersen

    Crafting a validity argument is crucial for the development of any assessment of ICT literacy. In about the context of studying gender differences in ICT literacy, it has therefore become essential... More

    pp. 280-293

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  20. Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity

    Gloria Yi-Ming Kao, Graduate Institute of Digital Learning and Education; Chieh-Han Chiang, Degree Program of E-Learning; Chuen-Tsai Sun, Department of Computer Science

    Scaffolds in games have the potential to facilitate learning effects in addition to assisting the gaming process. However, studies on game-based science learning usually only adopt questionnaires... More

    pp. 294-312

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