Computers & Education
December 2018 Volume 127, Number 1
Table of Contents
Number of articles: 20
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E-learning critical success factors: Comparing perspectives from academic staff and students
Abdullah Alhabeeb, King Saud University, Saudi Arabia; Jennifer Rowley, Department of Languages, Information and Communications, United Kingdom
This article advances knowledge on the factors that lead to successful e-learning in universities, through a comparative study of the perspectives of academic staff and students. In particular, it ... More
pp. 1-12
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Networked learning with professionals boosts students' self-efficacy for social networking and professional development
Abram D. Anders
Previous research has recognized that networked learning—including the use of social media, blogs, and learning communities—offers unique affordances for supporting the development of self-efficacy... More
pp. 13-29
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Investigating the effect of learning method and motivation on learning performance in a business simulation system context: An experimental study
Hsin-Hui Lin, Department of Distribution Management, Taiwan; Wan-Chu Yen, Office of Research and Development, Taiwan; Yi-Shun Wang, Department of Information Management, Taiwan
With the proliferation of business simulation systems used in business education, an understanding of the factors of a simulation-based learning environment that contribute to learning performance ... More
pp. 30-40
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The different relationships between engagement and outcomes across participant subgroups in Massive Open Online Courses
Qiujie Li & Rachel Baker
Previous research has found that early engagement in MOOCs (e.g., watching lectures, contributing to discussion forums, and submitting assignments) can be used to predict course completion and... More
pp. 41-65
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Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial
Andrea Gauthier, Institute of Medical Sciences, Canada; Jodie Jenkinson, Biomedical Communications, Canada
Design, rather than medium, ultimately predicts learning outcomes, but the game-based learning literature has had difficulty successfully linking game design decisions to learning behaviours and... More
pp. 66-89
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A systematic review of design and technology components of educational digital resources
Kui Xie, Gennaro Di Tosto, Sheng-Bo Chen & Vanessa W. Vongkulluksn
With the rise of the Internet and the proliferation of online content, the design and evaluation of educational digital resources (EDRs) are pressing and challenging issues. They warrant an... More
pp. 90-106
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The effects of mobile phone use on academic performance: A meta-analysis
Aaron W. Kates, Huang Wu & Chris L.S. Coryn
Although the mobile phone has been conspicuously proliferated in the past decades, little is known about its influence; especially its effect on student learning and academic performance. Although ... More
pp. 107-112
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Cognitive resources allocation in computer-mediated dictionary assisted learning: From word meaning to inferential comprehension
You-Hsuan Chang & Tzu-Chien Liu, Department of Educational Psychology and Counseling, Taiwan; Fred Paas, Department of Psychology, Education and Child Studies, Netherlands
Computer-mediated dictionaries have been important and widely used aids in the comprehension of, and learning from online texts. However, despite the convenience of computer-mediated dictionaries... More
pp. 113-129
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The effects of an ARCS based e-book on student's achievement, motivation and anxiety
Yalin Kilic Turel & Seda Ozer Sanal
This study investigates how a e-book based on Keller's ARCS model of Motivational Design influenced undergraduate students' sense of achievement, motivation, and anxiety. In the study, we used a... More
pp. 130-140
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Listen to the models: Sonified learning models for people who are blind
Orly Lahav, Nuha Hagab & Sewar Abed El Kader, Department of Mathematics, Israel; Sharona T. Levy, Faculty of Education, Israel; Vadim Talis, Department of Mathematics, Israel
Students who are blind need access to learning materials. This study looks at the learning of science by people who are blind using a curriculum-based textbook compared to their learning using an... More
pp. 141-153
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App clusters: Exploring patterns of multiple app use in primary learning contexts
Sarah K. Howard, School of Education, Australia; Jie Yang & Jun Ma, SMART Infrastructure Facility, Australia; Karl Maton, LCT Centre for Knowledge Building, Australia; Ellie Rennie, Digital Ethnography Research Centre, Australia
There has been a continuous and rapid increase in the volume of apps in recent years since tablets became widely available in schools. Tablets contain a wide variety of apps, which are used for a... More
pp. 154-164
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Blood from a stone: Where teachers report finding time for computer-based instruction
Andrea Kunze & Teomara Rutherford
In an era of accountability, implementation of computer-based instruction (CBI) may be attractive to personalize learning and raise test scores. Although prior work has examined how CBI may serve... More
pp. 165-177
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A study of primary school students' interest, collaboration attitude, and programming empowerment in computational thinking education
Siu-Cheung Kong, Centre for Learning, Teaching and Technology, Hong Kong; Ming Ming Chiu, Department of Special Education & Counselling, Hong Kong; Ming Lai, Centre for Learning, Teaching and Technology, Hong Kong
Building on Seymour Papert's view of empowering students by mastering programming, this study conceptualized programming empowerment as consisting of four components: meaningfulness, impact,... More
pp. 178-189
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Optimum input mode in the modality and redundancy principles for university ESL students' multimedia learning
Yinan Liu, Bong Gee Jang & Zaline Roy-Campbell
Richard Mayer's cognitive theory of multimedia learning and multimedia learning principles provide theoretical and empirical foundations for multimedia instruction. However, the theory and the... More
pp. 190-200
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A meta-analysis of Social Network Site use and social support
Dong Liu, Kevin B. Wright & Baijing Hu, Department of Communication, China
Current scholarship knows little about what forms of social support are the major benefits of Social Network Sites (SNSs) use. To solve this problem, this study examined the association of SNSs use... More
pp. 201-213
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Differences in serious game-aided and traditional English vocabulary acquisition
Yu Zhonggen
A number of studies have been devoted to the effectiveness of serious gaming in English vocabulary learning, which has reported different results. Some studies support serious gaming in vocabulary ... More
pp. 214-232
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Learning analytics to support self-regulated learning in asynchronous online courses: A case study at a women's university in South Korea
Dongho Kim, School of Teaching and Learning, United States; Meehyun Yoon, Department of Career and Information Studies, United States; Il-Hyun Jo, Department of Educational Technology, Korea (South); Robert Maribe Branch, Department of Career and Information Studies, United States
With the recognition of the importance of self-regulated learning (SRL) in asynchronous online courses, recent research has explored how SRL strategies impact student learning in these learning... More
pp. 233-251
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Immersive virtual reality serious games for evacuation training and research: A systematic literature review
Zhenan Feng & Vicente A. González, Department of Civil and Environmental Engineering, New Zealand; Robert Amor, Department of Computer Science, New Zealand; Ruggiero Lovreglio, School of Engineering and Advanced Technology, New Zealand; Guillermo Cabrera-Guerrero, Escuela de Ingeniería Informática, Chile
An appropriate and safe behavior for exiting a facility is key to reducing injuries and increasing survival when facing an emergency evacuation in a building. Knowledge on the best evacuation... More
pp. 252-266
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A systematic review on teaching and learning robotics content knowledge in K-12
Liying Xia & Baichang Zhong
This paper aims to review high-qualified empirical studies on teaching and learning robotics content knowledge in K-12 and explore future research perspectives of robotics education (RE) based on... More
pp. 267-282
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Need-supporting gamification in education: An assessment of motivational effects over time
Rob van Roy & Bieke Zaman
Although many studies have focused on the potential of implementing gamification in education, the existing literature remains inconclusive about its effectiveness. In order to make sense of the... More
pp. 283-297