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Journal of Educational Technology & Society

2016 Volume 19, Number 2

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Table of Contents

Number of articles: 27

  1. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    Anuradha Mathrani, Shelly Christian & Agate Ponder-Sutton

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was... More

    pp. 5-17

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  2. KAPEAN: Understanding Affective States of Children with ADHD

    Fernando Martínez, Claudia Barraza, Nimrod González & Juan González

    Affective computing seeks to create computational systems that adapt content and resources according to the affective states of the users. However, the detection of the user's affection such as... More

    pp. 18-28

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  3. Affective Behavior and Nonverbal Interaction in Collaborative Virtual Environments

    Adriana Peña, Nora Rangel, Mirna Muñoz, Jezreel Mejia & Graciela Lara

    While a person's internal state might not be easily inferred through an automatic computer system, within a group, people express themselves through their interaction with others. The group members... More

    pp. 29-41

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  4. A Computational Model of Learners Achievement Emotions Using Control-Value Theory

    Karla Muñoz, Julieta Noguez, Luis Neri, Paul Mc Kevitt & Tom Lunney

    Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1... More

    pp. 42-56

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  5. Cross Space: The Exploration of SNS-Based Writing Activities in a Multimodal Learning Environment

    Kwang-Soon Lee & Bong-Gyu Kim

    This study explores the positive learning effect of formulating English sentences via Social Network Service (SNS; "Kakao-Talk") on less proficient L2 university students' (LPSs') writing... More

    pp. 57-76

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  6. Identification of Action Units Related to Affective States in a Tutoring System for Mathematics

    Gustavo Padrón-Rivera, Genaro Rebolledo-Mendez, Pilar Pozos Parra & N. Sofia Huerta-Pacheco

    Affect is an important element of the learning process both in the classroom and with educational technology. This paper presents analyses in relation to the identification of Action Units (AUs)... More

    pp. 77-86

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  7. Analyzing How Emotion Awareness Influences Students' Motivation, Engagement, Self-Regulation and Learning Outcome

    Marta Arguedas, Thanasis Daradoumis & Fatos Xhafa

    Considering social and emotional competence in learning, "emotion awareness" aims to detect the emotions that students show during their learning interactions and make these emotions... More

    pp. 87-103

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  8. The Effects of Positive and Negative Mood on Cognition and Motivation in Multimedia Learning Environment

    Tze Wei Liew & Su-Mae Tan

    The Cognitive-Affective Theory of Learning with Media framework posits that the multimedia learning process is mediated by the learner's mood. Recent studies have shown that positive mood has a... More

    pp. 104-115

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  9. Designing Empathetic Animated Agents for a B-Learning Training Environment within the Electrical Domain

    Yasmin Hernández, Miguel Pérez-Ramírez, Ramon Zatarain-Cabada, Lucia Barrón-Estrada & Giner Alor-Hernández

    Electrical tests involve high risk; therefore utility companies require highly qualified electricians and efficient training. Recently, training for electrical tests has been supported by virtual... More

    pp. 116-131

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  10. Construction of Multi-Mode Affective Learning System: Taking Affective Design as an Example

    Hao-Chiang Koong Lin, Sheng-Hsiung Su, Ching-Ju Chao, Cheng-Yen Hsieh & Shang-Chin Tsai

    This study aims to design a non-simultaneous distance instruction system with affective computing, which integrates interactive agent technology with the curricular instruction of affective design.... More

    pp. 132-147

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  11. A Review on the Use of Robots in Education and Young Children

    Lai Poh Emily Toh, Albert Causo, Pei-Wen Tzuo, I-Ming Chen & Song Huat Yeo

    A systematic review was carried out to examine the use of robots in early childhood and lower level education. The paper synthesizes the findings of research studies carried out in the last ten... More

    pp. 148-163

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  12. Tabletops for Peace: Technology Enhanced Peacemaking in School Contexts

    Andri Ioannou & Chrystalla Antoniou

    This article describes an empirical investigation of technology-enhanced peacemaking in a conflict-stressed school environment. The peacemaking intervention required students in conflict-laden... More

    pp. 164-176

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  13. Exploring Engaging Gamification Mechanics in Massive Online Open Courses

    Jen-Wei Chang & Hung-Yu Wei

    Massive open online courses (MOOCs) have developed rapidly and become tremendously popular because of their plentiful gamification designs, such as reputation points, rewards, and goal setting.... More

    pp. 177-203

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  14. Subgroup Discovery with User Interaction Data: An Empirically Guided Approach to Improving Intelligent Tutoring Systems

    Eric G. Poitras, Susanne P. Lajoie, Tenzin Doleck & Amanda Jarrell

    Learner modeling, a challenging and complex endeavor, is an important and oft-studied research theme in computer-supported education. From this perspective, Educational Data Mining (EDM) research... More

    pp. 204-214

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  15. Toward a Unified Modeling of Learner's Growth Process and Flow Theory

    Geiser C. Challco, Fernando R. H. Andrade, Simone S. Borges, Ig I. Bittencourt & Seiji Isotani

    Flow is the affective state in which a learner is so engaged and involved in an activity that nothing else seems to matter. In this sense, to help students in the skill development and knowledge... More

    pp. 215-227

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  16. Identifying Effective Design Features of Technology-Infused Inquiry Learning Modules: A Two-Year Study of Students' Inquiry Abilities

    Ying-Shao Hsu, Su-Chi Fang, Wen-Xin Zhang, Wu Hsin-Kai, Pai-Hsing Wu & Fu-Kwun Hwang

    The two-year study aimed to explore how students' development of different inquiry abilities actually benefited from the design of technology-infused learning modules. Three learning modules on the... More

    pp. 228-244

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  17. A Social Learning Management System Supporting Feedback for Incorrect Answers Based on Social Network Services

    Jiseong Son, Jeong-Dong Kim, Hong-Seok Na & Doo-Kwon Baik

    In this research, we propose a Social Learning Management System (SLMS) enabling real-time and reliable feedback for incorrect answers by learners using a social network service (SNS). The proposed... More

    pp. 245-257

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  18. Group Formation in Mobile Computer Supported Collaborative Learning Contexts: A Systematic Literature Review

    Sofiane Amara, Joaquim Macedo, Fatima Bendella & Alexandre Santos

    Learners are becoming increasingly divers. They may have much personal, social, cultural, psychological, and cognitive diversity. Forming suitable learning groups represents, therefore, a hard and ... More

    pp. 258-273

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  19. The Search for Pedagogical Dynamism--Design Patterns and the Unselfconscious Process

    Agata Mouasher & Jason M. Lodge

    An apparent paradigm shift has created increased impetus to offer higher education across multiple delivery platforms. Utilising technology can support design and delivery for enhanced learning,... More

    pp. 274-285

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  20. The Impact of Peer Review on Creative Self-Efficacy and Learning Performance in Web 2.0 Learning Activities

    Chen-Chung Liu, Kuan-Hsien Lu, Leon Yufeng Wu & Chin-Chung Tsai

    Many studies have pointed out the significant contrast between the creative nature of Web 2.0 learning activities and the structured learning in school. This study proposes an approach to... More

    pp. 286-297

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