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Showing papers in "Computer Education in 2010"


Journal ArticleDOI
TL;DR: Satisfaction has the most significant effect on users' continuance intention, followed by perceived usefulness, attitude, concentration, subjective norm, and perceived behavior control as significant but weaker predictors.
Abstract: Although e-learning has been prompted to various education levels, the intention to continue using such systems is still very low, and the acceptance-discontinuance anomaly phenomenon (i.e., users discontinue using e-learning after initially accepting it) is a common occurrence. This paper synthesizes the expectation-confirmation model (ECM), the technology acceptance model (TAM), the theory of planned behavior (TPB), and the flow theory to hypothesize a theoretical model to explain and predict the users' intentions to continue using e-learning. The hypothesized model is validated empirically using a sample collected from 363 learners of a Web-based learning program designed for continuing education. The results demonstrate that satisfaction has the most significant effect on users' continuance intention, followed by perceived usefulness, attitude, concentration, subjective norm, and perceived behavior control as significant but weaker predictors. The implications of these findings for e-learning practitioners are discussed at the end of this work.

1,020 citations


Journal ArticleDOI
TL;DR: This study affirms that pedagogically meaningful information can be extracted from LMS-generated student tracking data, and discusses how these findings are informing the development of a customizable dashboard-like reporting tool for educators that will extract and visualize real-time data on student engagement and likelihood of success.
Abstract: Earlier studies have suggested that higher education institutions could harness the predictive power of Learning Management System (LMS) data to develop reporting tools that identify at-risk students and allow for more timely pedagogical interventions. This paper confirms and extends this proposition by providing data from an international research project investigating which student online activities accurately predict academic achievement. Analysis of LMS tracking data from a Blackboard Vista-supported course identified 15 variables demonstrating a significant simple correlation with student final grade. Regression modelling generated a best-fit predictive model for this course which incorporates key variables such as total number of discussion messages posted, total number of mail messages sent, and total number of assessments completed and which explains more than 30% of the variation in student final grade. Logistic modelling demonstrated the predictive power of this model, which correctly identified 81% of students who achieved a failing grade. Moreover, network analysis of course discussion forums afforded insight into the development of the student learning community by identifying disconnected students, patterns of student-to-student communication, and instructor positioning within the network. This study affirms that pedagogically meaningful information can be extracted from LMS-generated student tracking data, and discusses how these findings are informing the development of a customizable dashboard-like reporting tool for educators that will extract and visualize real-time data on student engagement and likelihood of success.

910 citations


Journal ArticleDOI
TL;DR: It is found that the generation is not homogenous in its use and appreciation of new technologies and that there are significant variations amongst students that lie within the Net generation age band.
Abstract: This article reports key findings from the first phase of a research project investigating Net generation age students as they encounter e-learning at five universities in England. We take a critical view of the idea of a distinct generation which has been described using various terms including Net generation and Digital Natives and explore age related differences amongst first year university students. The article draws on evidence from a survey of first year undergraduates studying a range of pure and applied subjects. Overall we found a complex picture amongst first-year students with the sample population appearing to be a collection of minorities. These included a small minority that made little use of some technologies and larger minorities that made extensive use of new technologies. Often the use of new technology was in ways that did not fully correspond with the expectations that arise from the Net generation and Digital Natives theses. The article concludes that whilst there are strong age related variations amongst the sample it is far to simplistic to describe young first-year students born after 1983 as a single generation. The authors find that the generation is not homogenous in its use and appreciation of new technologies and that there are significant variations amongst students that lie within the Net generation age band.

840 citations


Journal ArticleDOI
TL;DR: The empirical findings indicate that computer self-efficacy, performance expectations, system functionality, content feature, interaction, and learning climate are the primary determinants of student learning satisfaction with BELS.
Abstract: This study proposes a research model that examines the determinants of student learning satisfaction in a blended e-learning system (BELS) environment, based on social cognitive theory. The research model is tested using a questionnaire survey of 212 participants. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurements. The partial least squares (PLS) method was used to validate the measurement and hypotheses. The empirical findings indicate that computer self-efficacy, performance expectations, system functionality, content feature, interaction, and learning climate are the primary determinants of student learning satisfaction with BELS. The results also show that learning climate and performance expectations significantly affect learning satisfaction. Computer self-efficacy, system functionality, content feature and interaction significantly affect performance expectations. Interaction has a significant effect on learning climate. The findings provide insight into those factors that are likely significant antecedents for planning and implementing a blended e-learning system to enhance student learning satisfaction.

817 citations


Journal ArticleDOI
TL;DR: Results show that prospective ICT integration significantly correlates with all teacher related variables, except for gender, and could be directly predicted on the base of teacher thinking variables, and indirectly by the gender of the student teachers.
Abstract: Student teachers should be prepared to integrate information and communication technology (ICT) into their future teaching and learning practices. Despite the increased availability and support for ICT integration, relatively few teachers intend to integrate ICT into their teaching activities (e.g., Ertmer, 2005). The available research has thus far mainly focused on isolated teacher related variables to explain the weak level of ICT integration. Also, most of this research was set up in Western settings. The present study centers on the impact of Chinese student teachers' gender, constructivist teaching beliefs, teaching self-efficacy, computer self-efficacy, and computer attitudes on their prospective ICT use. For this purpose, a survey was set up involving student teachers from four Normal Universities in China (N=727). Results show that prospective ICT integration significantly correlates with all teacher related variables, except for gender. Building on the results of a path analysis model, prospective ICT integration could be directly predicted on the base of teacher thinking variables (constructivist teaching beliefs, teacher self-efficacy, computer self-efficacy and computer attitudes in education), and indirectly by the gender of the student teachers. Implications for teacher education and further research are discussed.

732 citations


Journal ArticleDOI
TL;DR: A structural model explaining how users could utilize Facebook for educational purposes showed that 50% of educational usage of Facebook could be explained by user purposes along with the adoption processes of Facebook.
Abstract: The purpose of this study is to design a structural model explaining how users could utilize Facebook for educational purposes. In order to shed light on the educational usage of Facebook, in constructing the model, the relationship between users' Facebook adoption processes and their educational use of Facebook were included indirectly while the relationship between users' purposes in using Facebook and the educational usage of Facebook was included directly. In this study, data is collected from Facebook users with an online survey developed by the researchers. The study group consists of 606 Facebook users whose answers were examined by using a structural equation model. The analyses of the 11 observed and 3 latent variables provided by the model showed that 50% of educational usage of Facebook could be explained by user purposes along with the adoption processes of Facebook. It was also found that Facebook adoption processes could explain 86% of all user purposes. Finally, while Facebook adoption processes explained 45% of its educational usage, it could explain 50% of variance in educational usage of Facebook when the user purposes were added into the analyses.

665 citations


Journal ArticleDOI
TL;DR: The results show a general positive relationship between the use of Web-based learning technology and student engagement and learning outcomes and the possible impact on minority and part-time students as they are more likely to enroll in online courses.
Abstract: Widespread use of the Web and other Internet technologies in postsecondary education has exploded in the last 15years. Using a set of items developed by the National Survey of Student Engagement (NSSE), the researchers utilized the hierarchical linear model (HLM) and multiple regressions to investigate the impact of Web-based learning technology on student engagement and self-reported learning outcomes in face-to-face and online learning environments. The results show a general positive relationship between the use the learning technology and student engagement and learning outcomes. We also discuss the possible impact on minority and part-time students as they are more likely to enroll in online courses.

638 citations


Journal ArticleDOI
TL;DR: To influence students' motivation and goals by adapting instruction accordingly and emphasize the importance of continuing education and training for the instructors, multiple regression analyses using Mplus 4.21 were carried out to investigate how different facets of students' expectations and experiences are related to perceived learning achievements and course satisfaction.
Abstract: Within only a few years, the use of e-learning has increased rapidly in Austria. In certain subjects, up to 60% of university students report using e-learning platforms at least 'sometimes' or 'frequently' (Unger & Wroblewski, 2006). Yet, which aspects of e-learning do students consider important for their learning achievements and course satisfaction? This question was addressed by surveying 2196 students from 29 universities in Austria about their expectations of, and experiences in e-learning. Multiple regression analyses using Mplus 4.21 were carried out to investigate how different facets of students' expectations and experiences are related to perceived learning achievements and course satisfaction. With regard to their expectations, i.e., aspects of a course they consider important, students' achievement goals were the best predictors for success and ranked higher than other course characteristics. With regard to their experiences, students' assessments of the instructor's expertise in e-learning, and her/his counseling and support were the best predictors for learning achievement and course satisfaction. Furthermore, self-regulated and collaborative learning were related to learning achievements. The results of the study suggest to influence students' motivation and goals by adapting instruction accordingly and emphasize the importance of continuing education and training for the instructors.

633 citations


Journal ArticleDOI
TL;DR: This study found that higher grade students exhibited significantly greater readiness in the dimensions of self-directed learning, online communication self-efficacy, motivation for learning, and learner control than did lower grade students.
Abstract: The purpose of this study was to develop and validate a multidimensional instrument for college students' readiness for online learning. Through a confirmatory factor analysis, the Online Learning Readiness Scale (OLRS) was validated in five dimensions: self-directed learning, motivation for learning, computer/Internet self-efficacy, learner control, and online communication self-efficacy. Research data gathered from 1051 college students in five online courses in Taiwan revealed that students' levels of readiness were high in computer/Internet self-efficacy, motivation for learning, and online communication self-efficacy and were low in learner control and self-directed learning. This study found that gender made no statistical differences in the five OLRS dimensions, but that higher grade (junior and senior) students exhibited significantly greater readiness in the dimensions of self-directed learning, online communication self-efficacy, motivation for learning, and learner control than did lower grade (freshman and sophomore) students.

631 citations


Journal ArticleDOI
TL;DR: This paper introduces the educational use of Web-based 3D technologies and highlights in particular VR features, and identifies constructivist learning as the pedagogical engine driving the construction of VRLE and discusses five constructivistlearning approaches.
Abstract: The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the application of 3D models that initiates interaction, immersion and trigger the imagination of the learner. The question of good pedagogy and use of technology innovations comes into focus once again. Educators attempt to find theoretical guidelines or instructional principles that could assist them in developing and applying a novel VR learning environment intelligently. This paper introduces the educational use of Web-based 3D technologies and highlights in particular VR features. It then identifies constructivist learning as the pedagogical engine driving the construction of VRLE and discusses five constructivist learning approaches. Furthermore, the authors provide two case studies to investigate VRLEs for learning purposes. The authors conclude with formulating some guidelines for the effective use of VRLEs, including discussion of the limitations and implications for the future study of VRLEs.

620 citations


Journal ArticleDOI
TL;DR: It is suggested that learning presence represents elements such as self-efficacy as well as other cognitive, behavioral, and motivational constructs supportive of online learner self-regulation in the Community of Inquiry framework.
Abstract: In this paper we examine the Community of Inquiry framework (Garrison, Anderson, & Archer, 2000) suggesting that the model may be enhanced through a fuller articulation of the roles of online learners. We present the results of a study of 3165 students in online and hybrid courses from 42 two- and four-year institutions in which we examine the relationship between learner self-efficacy measures and their ratings of the quality of their learning in virtual environments. We conclude that a positive relationship exists between elements of the CoI framework and between elements of a nascent theoretical construct that we label ''learning presence''. We suggest that learning presence represents elements such as self-efficacy as well as other cognitive, behavioral, and motivational constructs supportive of online learner self-regulation. We suggest that this focused analysis on the active roles of online learners may contribute to a more thorough account of knowledge construction in technology-mediated environments expanding the descriptive and explanatory power of the Community of Inquiry framework. Learning presence: Towards a Theory of Self-efficacy, Self-regulation, and the Development of a Communities of Inquiry in Online and Blended Learning Environments.

Journal ArticleDOI
TL;DR: The research results indicate that the extended variables can effectively predict whether users will adopt an online learning community, and the implications of the findings for the future development of online English learning communities are discussed.
Abstract: An online learning community enables learners to access up-to-date information via the Internet anytime-anywhere because of the ubiquity of the World Wide Web (WWW). Students can also interact with one another during the learning process. Hence, researchers want to determine whether such interaction produces learning synergy in an online learning community. In this paper, we take the Technology Acceptance Model as a foundation and extend the external variables as well as the Perceived Variables as our model and propose a number of hypotheses. A total of 436 Taiwanese senior high school students participated in this research, and the online learning community focused on learning English. The research results show that all the hypotheses are supported, which indicates that the extended variables can effectively predict whether users will adopt an online learning community. Finally, we discuss the implications of our findings for the future development of online English learning communities.

Journal ArticleDOI
TL;DR: Professional development activities should emphasize the potential impact of specific technology uses on student learning, as well as the value beliefs that underlie teachers' uses of technology.
Abstract: Studies have indicated that when teachers believe technology uses are valuable, they are more likely to incorporate those uses into their practices. This hermeneutical phenomenology study investigated the value beliefs that underlie teachers' uses of technology. To measure value beliefs, teachers' uses (and reasons for those uses) of technology for teaching and learning were examined. Data were collected from eight award-winning teachers through an interview, observation, and electronic portfolio. Findings indicated that teachers used technology to address professional (e.g., creating customized classroom materials, improving classroom management by engaging students) and student needs (e.g., enhancing student comprehension, equipping students with technology skills), all of which related to the underlying value belief of promoting student learning. Based on these findings, professional development activities should emphasize the potential impact of specific technology uses on student learning.

Journal ArticleDOI
TL;DR: It can be concluded that microblogging should be seen as a completely new form of communication that can support informal learning beyond classrooms.
Abstract: Microblogging is one of the latest Web 2.0 technologies. The key elements are online communication using 140 characters and the fact that it involves ''following'' anyone. There has been a great deal of excitement about this in recent months. This paper reports on a research study that was carried out on the use of a microblogging platform for process-oriented learning in Higher Education. Students of the University of Applied Sciences of Upper Austria used the tool throughout their course. All postings were carefully tracked, examined and analyzed in order to explore the possibilities offered by microblogging in education. It can be concluded that microblogging should be seen as a completely new form of communication that can support informal learning beyond classrooms.

Journal ArticleDOI
TL;DR: Students who play the games in their classrooms and school labs reported greater motivation compared to the ones who played the games only in the school labs, and prior knowledge, computer and English language skill did not play significant roles in achievement and motivation of the experimental group.
Abstract: This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on their achievement and motivation as they played the game. A total of 193 students and 10 teachers participated in this study. The teachers were randomly assigned to experimental and control groups. A mixed method of quantitative and interviews were used with Multivariate Analysis of Co-Variance to analyze the data. The results indicated significant improvement of the achievement of the experimental versus control group. No significant improvement was found in the motivation of the groups. Students who played the games in their classrooms and school labs reported greater motivation compared to the ones who played the games only in the school labs. Prior knowledge, computer and English language skill did not play significant roles in achievement and motivation of the experimental group.

Journal ArticleDOI
TL;DR: A framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance is introduced.
Abstract: This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a course where, in five of them, Competition-based Learning has been used. Finally, the experience gained is described together with an analysis of the feedback obtained from the students' surveys. The good survey results, and their similarity along the years, suggest that the combination of game theory with the use of friendly competitions provides a strong motivation for students; helping to increase their performance.

Journal ArticleDOI
TL;DR: Data suggest that while the TPACK framework is helpful from an organizational standpoint, it is difficult to separate out each of the domains, calling into question their existence in practice.
Abstract: This study examines the nature of technological pedagogical content knowledge (TPACK) through the use of a factor analysis. Using a survey with 24 items designed to measure each of the areas described by the TPACK framework, and measuring the responses of 596 online teachers from across the United States, data suggest that while the framework is helpful from an organizational standpoint, it is difficult to separate out each of the domains, calling into question their existence in practice. Three major factors become evident, but rather than being comprised of pedagogy, content, and technology, the only clear domain that distinguishes itself is that of technology. This research examines the validity of the TPACK model and suggests that measuring each of these domains is complicated and convoluted, potentially due to the notion that they are not separate.

Journal ArticleDOI
TL;DR: Despite the ability to easily access supplemental content through e-books via hyperlinks and other features, students were more likely to use special features in print books than in e- Books, and participants who had previously used an e-book still preferred print texts for learning.
Abstract: Previous research has demonstrated that the experience of reading e-books is not equivalent to reading textbooks. This study examines factors influencing preference for e-books as well as reported use of e-book content. Although the present student cohort is the most technologically savvy to ever enter universities, students do not prefer e-books over textbooks regardless of their gender, computer use or comfort with computers. No significant correlations existed between the number of e-books previously used and overall preference of e-books: Participants who had previously used an e-book still preferred print texts for learning. Despite the ability to easily access supplemental content through e-books via hyperlinks and other features, students were more likely to use special features in print books than in e-books.

Journal ArticleDOI
TL;DR: It is argued that two socialization processes, social acceptance and acculturation, bridge individual online social networking engagement with three domains of social learning outcomes, which helps the students attain social acceptance from others and adapt to university culture.
Abstract: Online social networking has deeply penetrated university campuses, influencing multiple aspects of student life. We investigate the impacts of individual online social networking engagement (e.g., on Facebook) from a pedagogical standpoint. Based on social learning theory, we argue that two socialization processes, social acceptance and acculturation, bridge individual online social networking engagement with three domains of social learning outcomes. Results from a survey accompanied by focus group discussions demonstrate the substantial impacts of university student online social networking engagement on social learning processes and outcomes. Online social networking not only directly influences university students' learning outcomes, but also helps the students attain social acceptance from others and adapt to university culture, both of which play prominent roles in improving their learning outcomes.

Journal ArticleDOI
TL;DR: Investigation of how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method.
Abstract: This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled 'My Campus', included three learning activities, namely 'Campus Environment', 'Campus Life' and 'Campus Story'. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.

Journal ArticleDOI
TL;DR: A path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students show that students' preference for using video games in the classroom is affected directly by a number of factors.
Abstract: Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students. The results show that students' preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to be mediated by experience and ease of use.

Journal ArticleDOI
TL;DR: An initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed and the results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR -based learning implementation.
Abstract: This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using structural equation modeling. The results supported the indirect effect of VR features to the learning outcomes, which was mediated by the interaction experience and the learning experience. Learning experience which was individually measured by the psychological factors, that is, presence, motivation, cognitive benefits, control and active learning, and reflective thinking took central stage in affecting the learning outcomes in the desktop VR-based learning environment. The moderating effect of student characteristics such as spatial ability and learning style was also examined. The results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR-based learning implementation. Through this research, an initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed.

Journal ArticleDOI
TL;DR: Students who are managing busy lives may think they are accomplishing more by multitasking, but the findings suggest they will actually need more time to achieve the same level of performance on an academic task.
Abstract: Students often ''multitask'' with electronic media while doing schoolwork. We examined the effects of one form of media often used in such multitasking, instant messaging (IM). We predicted that students who engaged in IMing while reading a typical academic psychology passage online would take longer to read the passage and would perform more poorly on a test of comprehension of the passage. Participants were randomly assigned to one of three conditions (IM before reading, IM during reading, or no IM). We found that students took significantly longer to read the passage when they IMed during reading (not including time taken to IM) than in other conditions. However, test performance did not differ by condition. Students who are managing busy lives may think they are accomplishing more by multitasking, but our findings suggest they will actually need more time to achieve the same level of performance on an academic task.

Journal ArticleDOI
TL;DR: Qualitative findings from a study that investigated Australian university staff and students' perceptions and use of current and emerging technologies both in their daily lives and in teaching and learning contexts suggest a more sophisticated understanding about the role technologies play in the lives of both students and staff is needed.
Abstract: This paper reports qualitative findings from a study that investigated Australian university staff and students' perceptions and use of current and emerging technologies both in their daily lives and in teaching and learning contexts. Forty-six first-year students and 31 teaching and support staff from three Australian universities took part in interviews and focus groups. This paper examines how students and staff reported on their use of new technologies in their daily lives, their stated reasons for using those technologies, and their beliefs about the benefits and limitations of using technologies as teaching and learning tools. The findings question assumptions that have been made about a ''digital divide'' between ''digital native'' students and their ''digital immigrant'' teachers in higher education today, suggesting we need to develop a more sophisticated understanding about the role technologies play in the lives of both students and staff. A better understanding of student and staff perspectives will allow for more informed decisions about the implementation of educational technologies in today's higher education institutions.

Journal ArticleDOI
TL;DR: Internet parenting styles are defined and operationalized to study the impact on actual Internet usage of children at home and the highest child usage level is perceived when parents adopt a permissive parenting style; the lowest level is observed when parents adopted an authoritarian Internet parenting style.
Abstract: Next to available data about actual Internet use of young children at home, most research especially focuses on the threats and opportunities about active Internet usage. Limited empirical research focuses on the role and impact of parents in this context. In the present study, Internet parenting styles are defined and operationalized to study the impact on actual Internet usage of children at home. Two dimensions are distinguished in Internet parenting styles: parental control and parental warmth. Based on a survey, involving 533 parents from children in primary schools, this Internet usage was studied from the perspective of Internet parenting styles. Results point at high Internet access at home. As to the parenting styles, we observe a dominance of the authoritative parenting style (59.4%). The styles differ when controlling for parent gender, educational background and age. Parenting styles are also linked to level of parent Internet usage, Internet attitude and Internet experience. Parenting styles also significantly affect child Internet usage. The highest child usage level is perceived when parents adopt a permissive parenting style; the lowest level is observed when parents adopt an authoritarian Internet parenting style. The variables Internet parenting style, parent Internet behavior, and parent educational background significantly predict Internet usage of children at home (R^2=.44). Theoretical and practical implications are discussed and directions for future research.

Journal ArticleDOI
TL;DR: This study presents a mobile learning system that employs Radio Frequency Identification (RFID) technology to detect and examine real-world learning behaviors of students and utilizes each student's responses from a two-tier test to provide personalized learning guidance.
Abstract: The advancement of wireless and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. Although such an approach has been recognized as being innovative and important, several problems have been revealed in practical learning activities. One major problem is owing to the lack of proper learning strategies or tools for assisting the students to acquire knowledge in such a complex learning scenario. Students might feel excited or engaged when using the mobile devices to learn in the real context; nevertheless, their learning achievements could be disappointing. To deal with this problem, this study presents a mobile learning system that employs Radio Frequency Identification (RFID) technology to detect and examine real-world learning behaviors of students. This study also utilizes each student's responses from a two-tier test (i.e., multiple-choice questions in a two-level format) to provide personalized learning guidance (called two-tier test guiding, T^3G). The experimental results from a natural science course of an elementary school show that this innovative approach is able to improve the learning achievements of students as well as enhance their learning motivation.

Journal ArticleDOI
TL;DR: A preliminary study investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses supported by an e-learning system - Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming.
Abstract: Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a preliminary study that investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses. These courses are supported by an e-learning system - Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming. A research model is adopted linking various motivating factors, self-efficacy, as well as the effect due to the e-learning system. Some factors are found to be notably more motivating, namely, 'individual attitude and expectation', 'clear direction', and 'reward and recognition'. The results also suggest that a well facilitated e-learning setting can enhance learning motivation and self-efficacy.

Journal ArticleDOI
TL;DR: The results show that enhancing learners' satisfaction, encouraging learners' autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems.
Abstract: Mobile devices could facilitate human interaction and access to knowledge resources anytime and anywhere. With respect to wide application possibilities of mobile learning, investigating learners' acceptance towards it is an essential issue. Based on activity theory approach, this research explores positive factors for the acceptance of m-learning systems. In the research, we developed an m-learning system for learners' knowledge management and invited 152 participants who knew how to use the m-learning system then report on their experience. The results show that enhancing learners' satisfaction, encouraging learners' autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems.

Journal ArticleDOI
TL;DR: The design and the implementation of the TPASK is reported on, a new model for science teachers professional development built on an integrated framework determined by the Technological Pedagogical Content Knowledge (TPACK) model and the authentic learning approach.
Abstract: This paper reports on the design and the implementation of the Technological Pedagogical Science Knowledge (TPASK), a new model for science teachers professional development built on an integrated framework determined by the Technological Pedagogical Content Knowledge (TPACK) model and the authentic learning approach. The TPASK curriculum dimensions and the related course sessions are also elaborated and applied in the context of a teacher trainers' preparation program aiming at ICT integration in science classroom practice. A brief description of the project, its accomplishments, and perceptions of the participants, through the lens of TPASK professional development model, are presented. This is followed by the presentation of the evaluation results on the impact of the program which demonstrates that science teachers reported meaningful TPASK knowledge and increased willingness to adopt and apply this framework in their instruction. Finally, we draw on the need to expand TPACK by incorporating a fourth dimension, the Educational Context within Pedagogy, Content and Technology mutually interact, in order to address future policy models concerning teacher preparation to integrate ICT in education.

Journal ArticleDOI
TL;DR: Results indicate students were moderately motivated by the use of podcasts in their online courses and benefits of using podcasts and recommendations for improvement of the multimedia files were offered by users.
Abstract: Researchers investigated the impact of podcasting on student motivation in the online environment during fall 2008 and spring 2009. Data were collected from students enrolled in fourteen online courses at a research university in the United States. One hundred and ninety-one students completed a modified version of the Instructional Materials Motivation Survey (Keller, 2006); it has four subscales: attention, relevance, confidence, and satisfaction. Strong positive relationships between all subscales were detected. Results indicate students were moderately motivated by the use of podcasts in their online courses. Statistically significant differences in student motivation based on gender, class standing, and prior online learning experience were found. Benefits of using podcasts and recommendations for improvement of the multimedia files were offered by users.