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Showing papers in "British Journal of Educational Technology in 2007"


Journal ArticleDOI
TL;DR: It is concluded that while online surveys can access large and geographically distributed populations and achieve quick returns, they may no longer be as universally appealing as was once believed.
Abstract: Online data collection in academic research might be replacing paper-and-pencil surveys or questionnaires in the near future. This paper discusses the advantages and limitations of online data collection, with particular reference to the conduct of two qualitative studies involving upper secondary school teachers and students in Iceland in 2002. Email was used for contacting the participants to ask them to visit a designated website in order to complete the questionnaire. Some problems arose with the use of an online web-based programme for data collection. Among them were the unreliability of the email address lists and the lack of willingness, particularly among students, to participate. The paper concludes that while online surveys can access large and geographically distributed populations and achieve quick returns, they may no longer be as universally appealing as was once believed. Reaching the population sample remains a problem in online as well as in traditional data collection.

475 citations


Journal ArticleDOI
TL;DR: This research finds that compatibility, perceived usefulness, perceived ease of use, perceived system quality and computer self-efficacy were critical factors for students' behavioural intentions to use the online learning course websites.
Abstract: With the development of the Internet in the era of knowledge-driven economy, e-learning is experiencing rapid growth. The online learning course websites are drawing more attention as well. This research combines the innovation diffusion theory and the technology acceptance model, and adds two research variables, perceived system quality and computer self-efficacy to propose a new hybrid technology acceptance model to study students' behavioural intentions to use the online learning course websites. This research finds that compatibility, perceived usefulness, perceived ease of use, perceived system quality and computer self-efficacy were critical factors for students' behavioural intentions to use the online learning course websites. By explaining students' behavioural intentions from a user's perspective, the findings of this research help to develop more user-friendly websites and also provide insight into the best way to promote new e-learning tools for students.

355 citations


Journal ArticleDOI
TL;DR: Multivariate analysis of covariance (MANCOVA) indicated thatGameplaying was more effective than drills in promoting maths performance, and cooperative gameplaying was most effective for promoting positive maths attitudes regardless of students’ individual differences.
Abstract: This study investigated the effects of gameplaying on fifth-graders’ maths performance and attitudes. One hundred twenty five fifth graders were recruited and assigned to a cooperative Teams-Games-Tournament (TGT), interpersonal competitive or no gameplaying condition. A state standards-based maths exam and an inventory on attitudes towards maths were used for the pretest and posttest. The students’ gender, socio-economic status and prior maths ability were examined as the moderating variables and covariate. Multivariate analysis of covariance (MANCOVA) indicated that gameplaying was more effective than drills in promoting maths performance, and cooperative gameplaying was most effective for promoting positive maths attitudes regardless of students’ individual differences.

316 citations


Journal ArticleDOI
TL;DR: Quality of discussion was operationalised as cognitive presence, a construct developed to investigate the role of critical discourse in higher, distance education contexts, and was highest during the Webquest and debate activities.
Abstract: In this case study, we examined the influence of five groups of communication activities on the quality of students’ contributions to online discussion. The activities were the nominal group technique, debate, invited expert, WebQuest and reflective deliberation. Quality of discussion was operationalised as cognitive presence, a construct developed to investigate the role of critical discourse in higher, distance education contexts. Using the quantitative content analysis technique, the postings of 19 students in an undergraduate university course were assigned to one of the four categories of cognitive presence. Across the five activities, the proportion and number of contributions categorised in the highest phases of cognitive presence was low (20.21%), but was highest during the Webquest and debate activities. There are three advantageous qualities of these two activities, we argue: 1They were well structured. 2They provided clearly defined roles and responsibilities for the students. 3They provoked the students to explicitly confront others’ opinions.

292 citations


Journal ArticleDOI
TL;DR: The paper concludes with the potential value of a school-based ICT curriculum that ‘translates’ the national ICT-related curriculum into an ICT plan as part of the overall school policy.
Abstract: In many countries, information and communication technology (ICT) has a clear impact on the development of educational curricula. In Flanders, the education government has identified and defined a framework of ICT competencies for expected outcomes, related to knowledge, skills and attitudes that pupils are expected to achieve at the end of primary school. However, it has never been examined whether teachers are using ICT in accordance with the competencies proposed by the Flemish government. In order to answer this question, a survey was conducted among 570 respondents in a stratified sample of 53 primary schools. Results show that teachers mainly focus on the development of technical ICT skills, whereas the ICT curriculum centres on the integrated use of ICT within the learning and teaching process. This indicates the existence of a gap between the proposed and the implemented curriculum for ICT. The paper concludes with the potential value of a school-based ICT curriculum that ‘translates’ the national ICT-related curriculum into an ICT plan as part of the overall school policy.

285 citations


Journal ArticleDOI
TL;DR: An empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful games is developed and indicated that authenticity, collaboration and learning by doing were found to be the most important characteristics of effective educational games.
Abstract: Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful games. The proposed model was evaluated through a business simulation game. The interviews indicated that authenticity, collaboration and learning by doing were found to be the most important characteristics of effective educational games. Results also showed that the proposed model describes well the problem-based gaming process in which the reflection phase seems to be a vital factor. The outcome of the reflection phase may be personal synthesis of knowledge, validation of hypothesis laid or a new playing strategy to be tested. However, because of the small sample size of this study, more research on the topic is recommended. Especially, ways to support reflection in games needs to be studied.

255 citations


Journal ArticleDOI
TL;DR: A conceptual framework and a method for the design of a mobile computer-supported collaborative learning system based on Activity Theory is presented and an instance of the framework for teaching basic mathematics skills was evaluated with 24 6- and 7-year-old children.
Abstract: There is a need for collaborative group activities that promote student social interaction in the classroom. Handheld computers interconnected by a wireless network allow people who work on a common task to interact face to face while maintaining the mediation afforded by a technology-based system. Wirelessly interconnected handhelds open up new opportunities for introducing collaboration and thereby changing classroom pedagogical practices. We present a conceptual framework and a method for the design of a mobile computer-supported collaborative learning system based on Activity Theory. An instance of the framework for teaching basic mathematics skills was evaluated with 24 6- and 7-year-old children in a month-long study. Positive effects were observed on student social interaction, motivation and learning.

240 citations


Journal ArticleDOI
TL;DR: Results revealed that flow experiences occur more among boys than girls during gameplay when compared with the narratology of computer games, and challenge and complexity elements of games had more effect on the flow experiences of the children than clear feedback.
Abstract: This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children through interviews. Results revealed that flow experiences occur more among boys than girls during gameplay. While ludology had more effect on the flow experiences of boys when compared with the narratology of computer games, narratology had more effect among girls. Challenge and complexity elements of games had more effect on the flow experiences of the children than clear feedback.

232 citations


Journal ArticleDOI
TL;DR: Investigation of perceived differences between asynchronous online discussions and face-to-face discussions in a classroom setting showed that atmosphere, response, efficiency, interactivity and communication were the top five themes that differ.
Abstract: The purpose of this study is to investigate the perceived differences between asynchronous online discussions and face-to-face discussions in a classroom setting. The students’ reflections were analysed by following a qualitative research approach. The results showed that atmosphere, response, efficiency, interactivity and communication were the top five themes that differ between asynchronous online and face-to-face discussions. Implications for designing asynchronous online and face-to-face discussions are discussed.

213 citations


Journal ArticleDOI
TL;DR: In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers, designed as an introduction to digital games and gaming for instruction and learning.
Abstract: In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games effectively to enhance learning. The course was designed as an introduction to digital games and gaming for instruction and learning. In it, students explored the theories, the possibilities, considerations and constraints related to the design of instructional games, and the use of learning and commercial entertainment games in classroom and out-of-class settings. The design of the course, along with the rationales, will be outlined and participant reaction will be profiled. Suggestions for future course designs are described, as well as key elements crucial for teacher preparation. Ultimately, the success of digital games as a medium for learning depends to a large extent on the abilities of new and practicing teachers to take full advantage of this medium.

212 citations


Journal ArticleDOI
TL;DR: The provision of narration in the electronic version of The Little Prince led to significantly higher comprehension scores than when narration was absent, and for both storybooks, comprehension scores were higher for retrieval-type questions than for inference ones.
Abstract: This study investigates the differences in children’s comprehension and enjoyment of storybooks according to the medium of presentation. Two different storybooks were used and 132 children participated. Of these, 51 children read an extract from The Magicians of Caprona, about half reading an electronic version with an online dictionary, and the rest reading a printed version with a separate printed dictionary. The remaining 81 children read an extract from The Little Prince, 26 reading an electronic version, 26 reading the same but with narration and 29 reading a printed version. No dictionary was supplied with this storybook. The type of medium did not significantly affect the children’s enjoyment of either storybook, and while it took them longer to read the electronic versions, this difference was only significant for The Little Prince. For both storybooks, comprehension scores were higher for retrieval-type questions than for inference ones. The use of the online dictionary in the electronic condition of The Magicians of Caprona was significantly greater than that for the printed dictionary in that condition. The provision of narration in the electronic version of The Little Prince led to significantly higher comprehension scores than when narration was absent.

Journal ArticleDOI
TL;DR: In this article, the authors examined the effect of an important cultural dimension (power distance index) on learners' perceptions of their online learning experiences and generated guidelines for better design and facilitation of online courses that can effectively engage all students in the learning process.
Abstract: This study examines the effect of an important cultural dimension—power distance index (PDI)—on learners’ perceptions of their online learning experiences. PDI refers to the degree to which a learner’s response to another individual in a learning setting is inhibited or otherwise negatively altered when the other individual holds a position that is superior or inferior to the learner’s own position. This study aims to generate guidelines for better design and facilitation of online courses that can effectively engage all students in the learning process. Research findings are particularly relevant to researchers and practitioners who are interested in the cultural aspects of online learning. This study contributes to the current knowledge base about designing effective online courses and about practicing culturally responsive teaching in an online setting.

Journal ArticleDOI
Maja Pivec1
TL;DR: Digital game-based learning is a novel approach in the area of universities and lifelong learning, and the search for new positioning of the universities in the changing setting of education; gaming is becoming a new form of interactive content, worthy of exploration.
Abstract: Many of us have grown up playing games, and in primary education games have a high presence in nonformal and informal segments of our learning. Unfortunately, in formal education, games are still often seen just as an unserious activity, and the potentials of games for learning often stay undiscovered. Digital game-based learning is a novel approach in the area of universities and lifelong learning, and the search for new positioning of the universities in the changing setting of education; gaming is becoming a new form of interactive content, worthy of exploration. (http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8535.2007.00722.x/abstract)

Journal ArticleDOI
TL;DR: Comments from student evaluation of an e-learning module on an MSc in Information Technologies and Management, to develop a picture of their perspective on the experience, identified the criteria that student used in evaluation and generated some insights into the student learning process.
Abstract: The paper draws on in-depth qualitative. comments from student evaluation of an e-learning module on an MSc in Information Technologies and Management, to develop a picture of their perspective on the experience. Questionnaires that yielded some basic quantitative data and a rich seam of qualitative data were administered. General questions on satisfaction and dissatisfaction identified the criteria that student used in evaluation, while specific questions of aspects of the module generated some insights into the student learning process. The criteria used by students when expressing satisfaction are: synergy between theory and practice; specific subject themes; discussion forums and other student interaction; and, other learning support. The themes that are associated with dissatisfaction include: robustness and usability of platform; access to resources (such as articles and books); currency of study materials; and, student work scheduling. Aspects of the student learning experience that should inform the development of e-learning include: each student engages differently; printing means that students use the integrated learning environment as a menu; discussion threads and interaction are appreciated, but students are unsure in making contributions; and, expectations about the tutor's role in e-learning are unformed.

Journal ArticleDOI
TL;DR: This paper examines the literature on the use of computer games to teach software engineering concepts and describes a computer game the author has been developing to teach these concepts.
Abstract: For some time now, computer games have played an important role in both children and adults' leisure activities While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits There is no doubt that computer games are highly engaging and incorporate features that are extremely compelling It is these highly engaging features of computer games that have attracted the interests of educationalists The use of games-based learning has been growing for many years now; however, within software engineering, there is still a dearth of empirical evidence to support this approach In this paper, we examine the literature on the use of computer games to teach software engineering concepts and describe a computer game we have been developing to teach these concepts

Journal ArticleDOI
TL;DR: While it did appear to have a positive impact on attainment, the evidence indicates that this might have been greater had the teachers modified their practice, blending learning through SCHOLAR with more traditional methods.
Abstract: Considerable claims have been made for the development of e-learning, either as stand-alone programmes or alongside more traditional approaches to teaching and learning, for students across school and tertiary education. National initiatives have improved the position of schools in terms of access to hardware and electronic networking, software and educational resources, and staff development. The potential of e-learning to improve learning and teaching, and in turn, attainment, may be contested by academics but the policy makers are generally positive. Many countries across Europe and North America have adopted information and communication technology (ICT) as a central plank in school improvement and effectiveness planning. At the centre, however, remain the teacher and the learner. The impact of ICT on the learning experience will depend upon the roles adopted by each, the model of the learner held by the teacher and the pedagogy adopted. This paper considers the ways in which teachers and students responded to the implementation of one particular online programme and considers the approaches adopted and the attitudes to its use. The SCHOLAR programme is designed to complement rather than replace traditional teaching and learning approaches within schools and is aimed at students in the post-compulsory years of secondary school working towards external certification. It has a number of features including course materials, revision exercises, self-assessment facilities and a discussion forum. The independent evaluation of SCHOLAR looked at the impact that its use made on learning and teaching in the post-16 classroom and the differing ways in which teachers and students used the various elements of the programme. While it did appear to have a positive impact on attainment, the evidence indicates that this might have been greater had the teachers modified their practice, blending learning through SCHOLAR with more traditional methods.

Journal ArticleDOI
TL;DR: The results of a study on strategic planning and implementation of information and communication technology (ICT) in teaching and the level of quality awareness in web-based teaching at the University of Helsinki indicate that strategic planning has proceeded well and all the faculties of the University have developed virtual university strategies.
Abstract: This paper reports the results of a study on strategic planning and implementation of information and communication technology (ICT) in teaching and describes the level of quality awareness in web-based teaching at the University of Helsinki. Questionnaire survey data obtained from deans and institutional leaders, ICT support staff, teachers and students (n = 333) at the University indicate that strategic planning has proceeded well, and all the faculties of the University have developed virtual university strategies in order to continue existing ICT initiatives, to further increase the use of ICT in teaching and to assure student information literacy. The data indicate that all the faculties and institutions have monitored and reported the use of ICT in teaching, but quality assurance or enhancement as tools for monitoring were mentioned less frequently. The available ICT training was found satisfactory to meet the actual training needs of the teachers, but their lack of time was judged to be the main obstacle to their participation in it. The teachers identified two basic functions of ICT in teaching: (1) distribution of course material via the web, and (2) the creation of interactive and collaborative learning opportunities. The male teachers and students consistently estimated that their ICT skills were stronger when compared with the judgements made by female teachers and students. The teachers generally felt that the greatest problems arose from students’ lack of time management skills and from deficiencies in the usability of the technology. The students did not perceive lack of time management as a problem. Rather, they experienced isolation, loneliness and the lack of practical ICT usability to be the main obstacles to learning. The teachers had a higher assessment of students’ learning than the students did. The greatest difference between teachers and students concerned the contextual nature of learning in a virtual environment. The fact that the teachers’ views were markedly more positive signals a distinct challenge for pedagogy.

Journal ArticleDOI
TL;DR: Examination of college-level instructors’ use of and attitudes towards classroom-based teaching technologies revealed trends in current and future technology use, the positive influence of technology on teaching and learning, and significant barriers to technology use that resulted in practical recommendations for leveraging available resources towards the support of classroom- based technologies.
Abstract: Modern technologies such as the Internet present new opportunities for teaching and learning at all educational levels. Today, many universities strive to integrate appropriate technologies into campus classrooms. Despite sizeable investments in hardware, software and supporting infrastructures, little is known about implementation. The purpose of this study was to examine college-level instructors’ use of and attitudes towards classroom-based teaching technologies. The methodological design relied on qualitative measures through the use of two data collection methods, survey and interview. The research site was a large, public university in the United States. Findings revealed trends in current and future technology use, the positive influence of technology on teaching and learning, and significant barriers to technology use that resulted in practical recommendations for leveraging available resources towards the support of classroom-based technologies. This study not only advances the knowledge base regarding the use of classroom-based technologies in higher education but also serves as a practical resource for guiding future instructional technology practices on college campuses.

Journal ArticleDOI
TL;DR: This paper describes how a project, funded to support international collaboration to enhance learning and teaching in Geography, has allowed a university to explore models for change.
Abstract: Blended learning, the combination of traditional face-to-face teaching methods with authentic on-line learning activities, has the potential to transform student learning experiences and outcomes. In spite of this advantage, university teachers often find it difficult to adopt new on-line techniques, in part because institutional practices are still geared to support more traditional approaches. This paper describes how a project, funded to support international collaboration to enhance learning and teaching in Geography, has allowed a university to explore models for change. It briefly examines the associated issues of sharing and repurposing resources; it reflects on the impact of the project on local strategy, and the importance of sustaining the collaborations and approaches to learning and teaching after the funding is completed.

Journal ArticleDOI
TL;DR: It is apparent that integrating culture in the design of ICTs serves a broader scope, from the generic or culture-neutral, to the specialised orculture-specific.
Abstract: Nationally and internationally, designers are challenged with meeting the needs of diverse populations, and they are faced with the dilemma of how to integrate culture in the design of information and communication technologies (ICTs). This paper reviews the literature in the fields of human–computer interaction and instructional design to argue that the present methods of integrating culture in design serve a limited scope of what culture can be in the design process. Two conclusions were drawn from this research. First, it is apparent that integrating culture in the design of ICTs serves a broader scope, from the generic or culture-neutral, to the specialised or culture-specific. Second, this review indicates that design has not caught up with technology and that to create for diverse audiences the process must be deliberate.

Journal ArticleDOI
TL;DR: Results of this study show that the students who had taken the computer game-development course became more successful in the senior-project course than theStudents who had not taken it.
Abstract: Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer game-development course whose design addresses problems in software-engineering education by improving students' abilities in four areas: (1) problem solving; (2) the application of previously learned knowledge; (3) the use of independent learning; and (4) learning by doing. In order to better understand this course's effect on students' performance in a software-development project, I investigated 125 students' performance in a 1-year senior-project course. Results of this study show that the students who had taken the computer game-development course became more successful in the senior-project course than the students who had not taken it.

Journal ArticleDOI
TL;DR: Signs are found that students with immigrant parents write fewer contributions than those whose parents are not immigrants, and students’ participation in this CSCL environment appears to be dependent on a number of learner characteristics.
Abstract: Computer-Supported Collaborative Learning (CSCL) is often presented as a promising learning method. However, it is also facing some new challenges. Apart from answering the question of whether or not working with CSCL generates satisfying learning outcomes, it is important to determine whether or not all participants profit from collaboration, with the computer as a means of communication. This paper describes the implementation and effects of an experimental program in 5 classes with a total of 120 students in elementary education who, in groups of four, engaged in Knowledge Forum discussion tasks on the subject of healthy eating. The study explores whether or not differences occur in the participation of students who differ in gender, socioculturalbackgroundandability,andwhetherornotcomputerskills,computer attitudes, comprehensive reading scores and popularity with classmates are related to student participation. Students’ participation in this CSCL environment appears to be dependent on a number of learner characteristics. Girls contributemorewordstothediscussionsthanboysdoandaremoredependent on their computer skills in this production. Students who are good at comprehensive reading also contribute more words. Popularity among classmates appears to influence the degree of participation further. We also found indications that students with immigrant parents write fewer contributions than those whose parents are not immigrants.

Journal ArticleDOI
TL;DR: Results indicated that PMG showed a higher level of motivation, especially in regard to confidence, than NonPMG, and the mean test grade of PMG increased so that the initial difference of the test grade between the two groups significantly decreased.
Abstract: This study investigated what kind of supportive information can be effective in improving the situation where there were severe motivational challenges. Motivational and volitional email messages (MVEM) were constructed based on an integrated model of four theories and methods, which are Keller's ARCS model, Kuhl's action control theory, Gollwitzer's Rubicon model of motivation and volition, and Visser & Keller's strategy of motivational messages, and distributed with personal messages created based on audience analysis to a large undergraduate class. In order to examine the effects of the messages on motivation for the course, study habits (study time), and achievement (test grade), MVEM were sent to 30 students (Personal Message Group: PMG) with personal messages and to 71 students (Non-Personal Message Group: NonPMG) without personal messages. Results indicated that PMG showed a higher level of motivation, especially in regard to confidence, than NonPMG. Also, the mean test grade of PMG increased so that the initial difference of the test grade between the two groups significantly decreased. Although there was no difference between the two groups in study habits, the findings suggest that personal messages addressing specific individual problems raise the positive effects of MVEM constructed based on the integrated model. Future research directions are discussed.

Journal ArticleDOI
TL;DR: An instrument was developed for measuring four components of attitude towards gaming—affective components, perceived control, perceived usefulness and behavioural components and the pedagogical implications are discussed in relation to game design and to the different interactions triggered by the gaming context.
Abstract: Digital games are evolving beyond the solitary context into a ubiquitous, social and collaborative experience. Addressing beliefs about technology and attitudes towards technology-mediated processes is fundamental to the successful implementation of any innovation. In collaborative gaming, attitude towards gaming influences learners' interactions along the domain, technology and community dimensions. Building on various seminal works, an instrument was developed for measuring four components of attitude towards gaming—affective components, perceived control, perceived usefulness and behavioural components. The survey, including 21 statements each scored on a 5-point Likert scale, was used with a sample of college students to investigate the influence of gender and gaming competence on attitude towards gaming. The pedagogical implications of the different attitude components are discussed in relation to game design and to the different interactions triggered by the gaming context.

Journal ArticleDOI
James Hartley1
TL;DR: The effects of new technology on teaching and learning is reviewed by considering examples of studies carried out with five kinds of teaching in five contexts to inform teachers about current work in these different areas.
Abstract: This paper reviews the effects of new technology on teaching and learning by considering examples of studies carried out with five kinds of teaching in five contexts. The five teaching situations are direct instruction, adjunct instruction, facilitating the skills of learning, facilitating social skills and widening learners’ horizons. The five contexts are primary schools, secondary schools, higher education, special education and out of school. The aim of the paper is primarily to inform teachers about current work in these different areas.

Journal ArticleDOI
TL;DR: Three naturalistic contexts in Turkey were examined in which educational video games were used as the basis for teaching units on world continents and countries, first aid, and basic computer hardware and peripherals, in primary, secondary and higher education contexts respectively.
Abstract: The research design for this study focuses on examining the core issues and challenges when video games are used in the classroom. For this purpose three naturalistic contexts in Turkey were examined in which educational video games were used as the basis for teaching units on world continents and countries, first aid, and basic computer hardware and peripherals, in primary, secondary and higher education contexts respectively. Methods employed in the data collection include observing lessons, taking field notes, interviewing students and teachers, saving online discourse data, and collecting student artifacts and reflections. Findings identified issues related to (1) the design of the video game environment, (2) school infrastructure, (3) the nature of learning, the role of the teacher and classroom culture, and (4) engagement.

Journal ArticleDOI
TL;DR: The Serious Games-Engaging Training Solutions (SG-ETS) project is making significant efforts to develop a series of game demonstrators and evaluation techniques to measure the effectiveness of game-based learning.
Abstract: The UK Department of Trade and Industry Technology Program has funded a 4-year research and development program to analyze the the potential effectiveness of serious games to increase the effectiveness of training and learning. The program is making significant efforts to develop a series of game demonstrators and evaluation techniques to measure the effectiveness of game-based learning. The Serious Games-Engaging Training Solutions (SG-ETS) is one of the first projects to bring game developers and pedagogic expertise together and include experts in game-based learning and human factors at three leading universities in the country, including the Universities of Birmingham, London, and Sheffield, and two leading computer game developing companies, such as Trusim, VEGA Group, PLC. Some of the significant objectives of the (SG-ETS) project include producing an effective and efficient process for selecting and developing serious games, and publish research output related to games.

Journal ArticleDOI
TL;DR: The E-readiness model for higher education and its applications in education and training is described in detail in the British Journal of Educational Technology Vol 38 No 1 2007.
Abstract: Published by Blackwell Publishing, 9600 Garsington Road, Oxford OX4 2DQ, UK and 350 Main Street, Malden, MA 02148, USA. British Journal of Educational Technology Vol 38 No 1 2007 72–82 doi:10.1111/j.1467-8535.2006.00595.x Blackwell Publishing Ltd.Oxford, UKBJETBritish Journal of Educational Technology0007-1013British Educational Communications and Technology Agency, 200520053817282Articles E-readiness model for higher education

Journal ArticleDOI
TL;DR: The most significant factors for personal, behavioral, and environmental influences in the social cognitive model of self-regulated learning are identified, and this model is applied to the development of the NetPorts web-based learning system.
Abstract: Although the Web allows for flexible learning, research has found that online students tend to lack focus, willingness to participate, confidence, and discipline. This study thus attempts to promote Web-based self-regulated learning from the social cognitive perspective, which emphasizes the interactions among personal, behavioral, and environmental influences. This study has identified the most significant factors for personal, behavioral, and environmental influences in the social cognitive model of self-regulated learning, and also applied this model to the development of the NetPorts web-based learning system. NetPorts, in turn, allows us to empirically analyze the interactions between the aforementioned factors. Our Web-based findings support the social cognitive view of self-regulated learning: students who hold higher levels of motivation apply more effective strategies, and respond more appropriately to environmental demands, in the Web-based learning environment. These findings also further validate the application of the social cognitive model to Web-based learning through the NetPorts.

Journal ArticleDOI
TL;DR: This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on ‘quality’ aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games.
Abstract: This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on ‘quality’ aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in teaching and learning processes. Both projects Uni-Game (Game-Based Learning for Universities and Life Long Learning) and Sig-Glue (Special Interest Group for Game-Based Learning in Universities and Lifelong Learning) have been cofunded by the European Commission since 2002, and both have involved organisations from different European countries, backgrounds and expertises, and as a result of this work, a ‘classification of games by learning purposes’ and an ‘evaluation framework for assessing games’ have been designed and placed at the disposal of European educators, practitioners and lifelong learners.