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Computers & Education

January 2009 Volume 52, Number 1

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Table of Contents

Number of articles: 25

  1. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

    Marina Papastergiou

    The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular... More

    pp. 1-12

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  2. EFL learners’ use of online reading strategies and comprehension of texts: An exploratory study

    Hsin-chou Huang, Chiou-lan Chern & Chih-cheng Lin

    This study investigated EFL learners’ online reading strategies and the effects of strategy use on comprehension. To fulfill the purposes of this study, a Web-based reading program, English Reading... More

    pp. 13-26

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  3. Creative use of podcasting in higher education and its effect on competitive agency

    Marco Lazzari

    This paper describes an academic experience of podcasting, which involved a group of students of a course on multimedia communication and human–computer interaction. These students acted both as... More

    pp. 27-34

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  4. The role of new technologies in the learning process: Moodle as a teaching tool in Physics

    Teresa Martín-Blas & Ana Serrano-Fernández

    In this work we present an overview of the undergraduate online Physics course that we have implemented in the Moodle platform. This course has been developed as an enhancement of the face-to-face ... More

    pp. 35-44

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  5. Integration of simulation into pre-laboratory chemical course: Computer cluster versus WebCT

    Maria Limniou, Nikos Papadopoulos & Christopher Whitehead

    Pre-laboratory activities have been known to improve students’ preparation before their practical work as they assist students to make available more working memory capacity for actual learning... More

    pp. 45-52

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  6. An adaptive testing system for supporting versatile educational assessment

    Yueh-Min Huang, Yen-Ting Lin & Shu-Chen Cheng

    With the rapid growth of computer and mobile technology, it is a challenge to integrate computer based test (CBT) with mobile learning (m-learning) especially for formative assessment and self... More

    pp. 53-67

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  7. The effects of computer games on primary school students’ achievement and motivation in geography learning

    Hakan Tuzun, Meryem Yilmaz-Soylu, Turkan Karakus, Yavuz Inal & Gonca Kizilkaya

    The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational... More

    pp. 68-77

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  8. A theory of online learning as online participation

    Stefan Hrastinski

    In this paper, an initial theory of online learning as online participation is suggested. It is argued that online learner participation (1) is a complex process of taking part and maintaining... More

    pp. 78-82

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  9. The use of ICT in primary schools within emerging communities of implementation

    Christina Hadjithoma & Yiasemina Karagiorgi

    To illustrate the conditions under which successful innovation adoption takes place, this paper focuses on the implementation of information and communication technologies (ICT) through emerging... More

    pp. 83-91

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  10. The impact of information richness on information security awareness training effectiveness

    R.S. Shaw, Charlie C. Chen, Albert L. Harris & Hui-Jou Huang

    In recent years, rapid progress in the use of the internet has resulted in huge losses in many organizations due to lax security. As a result, information security awareness is becoming an... More

    pp. 92-100

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  11. EGameFlow: A scale to measure learners’ enjoyment of e-learning games

    Fong-Ling Fu, Rong-Chang Su & Sheng-Chin Yu

    In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment ... More

    pp. 101-112

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  12. Effects on participation of an experimental CSCL-programme to support elaboration: Do all students benefit?

    F.R. Prinsen, M.L.L. Volman, J. Terwel & P. van den Eeden

    Computer-supported collaborative learning (CSCL) is aimed at enhancing and supporting the active participation of all students in knowledge sharing and knowledge co-construction. In this study, an ... More

    pp. 113-125

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  13. Real-time collaboration of virtual laboratories through the Internet

    Carlos A. Jara, Francisco A. Candelas, Fernando Torres, Sebastian Dormido, Francisco Esquembre & Oscar Reinoso

    Web-based learning environments are becoming increasingly popular in higher education. One of the most important web-learning resources is the virtual laboratory (VL), which gives students an easy ... More

    pp. 126-140

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  14. Using Wiki technology to support student engagement: Lessons from the trenches

    Melissa Cole

    This paper reports on a failed experiment to use Wiki technology to support student engagement with the subject matter of a third year undergraduate module. Using qualitative data, the findings... More

    pp. 141-146

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  15. Technology as small group face-to-face Collaborative Scaffolding

    Miguel Nussbaum, Claudio Alvarez, Angela McFarlane, Florencia Gomez, Susana Claro & Darinka Radovic

    There is a wealth of evidence that collaboration between learners can enhance the outcomes for all concerned. This supports the theorization of learning as a socio-cultural practice, framed by... More

    pp. 147-153

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  16. Epistemological and methodological issues for the conceptualization, development, and assessment of ICT–TPCK: Advances in technological pedagogical content knowledge (TPCK)

    Charoula Angeli & Nicos Valanides

    In this paper, several issues regarding the epistemology of technological pedagogical content knowledge (TPCK) are first raised for the purpose of clarifying the construct. Specifically, the... More

    pp. 154-168

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  17. Streaming video to enhance students’ reflection in dance education

    Ali Leijen, Ineke Lam, Liesbeth Wildschut, P Robert-Jan Simons & Wilfried Admiraal

    This paper presents an evaluation case study that describes the experiences of 15 students and 2 teachers using a video-based learning environment, DiViDU, to facilitate students' daily reflection ... More

    pp. 169-176

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  18. Learning–testing process in classroom: An empirical simulation model

    Rodolphe Buda

    This paper presents an empirical micro-simulation model of the teaching and the testing process in the classroom (Programs and sample data are available – the actual names of pupils have been... More

    pp. 177-187

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  19. Cartoons beyond clipart: A computer tool for storyboarding and storywriting

    M. Madden, P.W.H. Chung & C.W. Dawson

    This paper describes the motivation, proposal, and early prototype testing of a computer tool for story visualisation. An analysis of current software for making various types of visual story is... More

    pp. 188-200

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  20. Stills, not full motion, for interactive spatial training: American, Turkish and Taiwanese female pre-service teachers learn spatial visualization

    Glenn Gordon Smith, Helen Gerretson, Sinan Olkun, Yuan Yuan, James Dogbey & Aliye Erdem

    This study investigated how female elementary education pre-service teachers in the United States, Turkey and Taiwan learned spatial skills from structured activities involving discrete, as opposed... More

    pp. 201-209

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