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Showing papers in "Computer Education in 2011"


Journal ArticleDOI
TL;DR: The findings show that students use a limited range of mainly established technologies, and the study did not find evidence to support popular claims that young people adopt radically different learning styles.
Abstract: This study investigated the extent and nature of university students' use of digital technologies for learning and socialising. The findings show that students use a limited range of mainly established technologies. Use of collaborative knowledge creation tools, virtual worlds, and social networking sites was low. 'Digital natives' and students of a technical discipline (Engineering) used more technology tools when compared to 'digital immigrants' and students of a non-technical discipline (Social Work). This relationship may be mediated by the finding that Engineering courses required more intensive and extensive access to technology than Social Work courses. However, the use of technology between these groups is only quantitatively rather than qualitatively different. The study did not find evidence to support popular claims that young people adopt radically different learning styles. Their attitudes to learning appear to be influenced by lecturers' teaching approaches. Students appear to conform to traditional pedagogies, albeit with minor uses of tools delivering content. The outcomes suggest that although the calls for transformations in education may be legitimate it would be misleading to ground the arguments for such change in students' shifting patterns of learning and technology use.

964 citations


Journal ArticleDOI
TL;DR: In this paper, the authors provide a systematic qualitative review of the research literature on online formative assessment in higher education, and identify the core themes that are central to the concept of Formative Assessment with a key focus on application of formative assessments within blended and online contexts.
Abstract: As online and blended learning has become common place educational strategy in higher education, educators need to reconceptualise fundamental issues of teaching, learning and assessment in non traditional spaces. These issues include concepts such as validity and reliability of assessment in online environments in relation to serving the intended purposes, as well as understanding how formative assessment functions within online and blended learning. This article provides a systematic qualitative review of the research literature on online formative assessment in higher education. As an integrative narrative review, the method applied in this review entailed systematic searching, reviewing, and writing this review of the literature to bring together key themes and findings of research in this field. The authors applied qualitative thematic criteria in selecting and reviewing the available literature from which they focused on identifying and analyzing the core themes that are central to the concept of formative assessment with a key focus on application of formative assessment within blended and online contexts. Various techniques were identified for formative assessment by the individual, peers and the teacher, many of which were linked with online tools such as self-test quiz tools, discussion forums and e-portfolios. The benefits identified include improvement of learner engagement and centrality in the process as key actors, including the development of a learning community. The key findings are that effective online formative assessment can foster a learner and assessment centered focus through formative feedback and enhanced learner engagement with valuable learning experiences. Ongoing authentic assessment activities and interactive formative feedback were identified as important characteristics that can address threats to validity and reliability within the context of online formative assessment.

808 citations


Journal ArticleDOI
TL;DR: The study shows that the use of blended learning has a positive effect in reducing dropout rates and in improving exam marks and the students' perceptions on blended learning are interrelated.
Abstract: New information and communication technologies (ICTs) provide educators and learners with an innovative learning environment to stimulate and enhance the teaching and learning process In this context, novel educational concepts such as blended learning are being developed In the present paper, we present the results obtained from a blended learning experience carried out at the University of Granada A total of 17 groups took part, with 1431 students registered for the 2009-2010 academic year In this study, we use objective outcomes and the students' perceptions regarding the blended learning activities performed The study shows that the use of blended learning has a positive effect in reducing dropout rates and in improving exam marks Moreover, the students' perceptions on blended learning are interrelated, with their final marks depending on the blended learning activities, and on the students' age, background and class attendance rate

741 citations


Journal ArticleDOI
TL;DR: Findings show that collaboration and social negotiation are not only limited to the participants of an EVE, but exist between participants and avatars, offering a new dimension to computer assisted learning.
Abstract: This study is a ten-year critical review of empirical research on the educational applications of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles refer to science and mathematics, researchers from social sciences also seem to appreciate the educational value of VR and incorporate their learning goals in Educational Virtual Environments (EVEs). Although VR supports multisensory interaction channels, visual representations predominate. Few are the studies that incorporate intuitive interactivity, indicating a research trend in this direction. Few are the settings that use immersive EVEs reporting positive results on users' attitudes and learning outcomes, indicating that there is a need for further research on the capabilities of such systems. Features of VR that contribute to learning such as first order experiences, natural semantics, size, transduction, reification, autonomy and presence are exploited according to the educational context and content. Presence seems to play an important role in learning and it is a subject needing further and intensive studies. Constructivism seems to be the theoretical model the majority of the EVEs are based on. The studies present real world, authentic tasks that enable context and content dependent knowledge construction. They also provide multiple representations of reality by representing the natural complexity of the world. Findings show that collaboration and social negotiation are not only limited to the participants of an EVE, but exist between participants and avatars, offering a new dimension to computer assisted learning. Little can yet be concluded regarding the retention of the knowledge acquired in EVEs. Longitudinal studies are necessary, and we believe that the main outcome of this study is the future research perspectives it brings to light.

740 citations


Journal ArticleDOI
TL;DR: A formative assessment-based approach for improving the learning achievements of students in a mobile learning environment is proposed and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness.
Abstract: The advancement of mobile and wireless communication technologies has encouraged an increasing number of studies concerning mobile learning, in which students are able to learn via mobile devices without being limited by space and time; in particular, the students can be situated in a real-world scenario associated with the learning content. Although such an approach seems interesting to the students, researchers have emphasized the need for well-designed learning support in order to improve the students' learning achievements. Therefore, it has become an important issue to develop methodologies or tools to assist the students to learn in a mobile learning environment. Based on this perspective, this study proposes a formative assessment-based approach for improving the learning achievements of students in a mobile learning environment. A mobile learning environment has been developed based on this approach, and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness. The experimental results show that the proposed approach not only promotes the students' learning interest and attitude, but also improves their learning achievement.

551 citations


Journal ArticleDOI
TL;DR: This paper uses Whetten's (1989) criteria for theory building as a lens for examining the TPACK framework and identifies specific weaknesses, which in turn suggest areas needing theoretical development.
Abstract: The technological pedagogical content knowledge (TPACK) framework is increasing in use by educational technology researchers around the world who are interested in issues related to technology integration. Much that is good can be found in the TPACK framework; however considerable theoretical work needs to be done if TPACK research is to cohere and constructively strengthen the field of educational technology. This paper uses Whetten's (1989) criteria for theory building as a lens for examining the TPACK framework. Specific weaknesses are identified, which in turn suggest areas needing theoretical development. This paper calls for researchers to increase emphasis on using research findings to constructively build common definitions and understandings of the TPACK constructs and the boundaries between them.

535 citations


Journal ArticleDOI
TL;DR: A recommendation module of a programming tutoring system - Protus, which can automatically adapt to the interests and knowledge levels of learners, is described, which shows suitability of using this recommendation model, in order to suggest online learning activities to learners based on their learning style, knowledge and preferences.
Abstract: Personalized learning occurs when e-learning systems make deliberate efforts to design educational experiences that fit the needs, goals, talents, and interests of their learners. Researchers had recently begun to investigate various techniques to help teachers improve e-learning systems. In this paper, we describe a recommendation module of a programming tutoring system - Protus, which can automatically adapt to the interests and knowledge levels of learners. This system recognizes different patterns of learning style and learners' habits through testing the learning styles of learners and mining their server logs. Firstly, it processes the clusters based on different learning styles. Next, it analyzes the habits and the interests of the learners through mining the frequent sequences by the AprioriAll algorithm. Finally, this system completes personalized recommendation of the learning content according to the ratings of these frequent sequences, provided by the Protus system. Some experiments were carried out with two real groups of learners: the experimental and the control group. Learners of the control group learned in a normal way and did not receive any recommendation or guidance through the course, while the students of the experimental group were required to use the Protus system. The results show suitability of using this recommendation model, in order to suggest online learning activities to learners based on their learning style, knowledge and preferences.

510 citations


Journal ArticleDOI
TL;DR: In this article, five variables (perceived usefulness, perceived ease of use, subjective norm, facilitating conditions, and attitude towards use) and behavioural intention to use technology were used to build a research model and structural equation modelling was used for parameter estimation and model testing.
Abstract: Among the key players in any effective integration of technology in teaching and learning is the teacher. Despite the research that has been conducted to examine the factors that explain teachers' intention to use technology, few have developed a model to statistically explain the interactions among these factors and how they influence teachers' intention to use technology. Five variables (perceived usefulness, perceived ease of use, subjective norm, facilitating conditions, and attitude towards use) and behavioural intention to use technology were used to build a research model in this study and structural equation modelling was used for parameter estimation and model testing. Self-reported data were gathered from 592 teachers from schools in Singapore. Results revealed a good model fit and of the nine hypotheses formulated in this study, eight were supported. Subjective norm was not found to be a significant influence on teachers' intention to use technology while the other four variables were.

446 citations


Journal ArticleDOI
TL;DR: In this article, a thorough review of recent academic papers on mobile-assisted seamless learning (MSL) is presented, where the authors identify ten dimensions that characterize MSL and identify research gaps in the stated area.
Abstract: Seamless learning refers to the seamless integration of the learning experiences across various dimensions including formal and informal learning contexts, individual and social learning, and physical world and cyberspace. Inspired by the exposition by Chan et al. (2006) on the seamless learning model supported by the setting of one or more mobile device per learner, this paper aims to further investigate the meaning of seamless learning and the potential ways to put it in practice. Through a thorough review of recent academic papers on mobile-assisted seamless learning (MSL), we identify ten dimensions that characterize MSL. We believe that such a framework allows us to identify research gaps in the stated area. A practitioner interested in adopting an MSL design or doing a new design can use our analysis to situate the dimensional space where the constraints or parameters of his or her design problem lie, and look at relevant design and research-based evidence of other related MSL systems to refine her own design.

424 citations


Journal ArticleDOI
TL;DR: The findings of this study support the view of Davis et al. (1989) from over 30 years ago that attitude toward use contributes only modestly to the TAM.
Abstract: This study examined the influence of perceived enjoyment on pre-service teachers' intention to use technology, in addition to re-appraising the role of attitude toward use in the Technology Acceptance Model (TAM; Davis, Bagozzi, & Warshaw, 1989). One hundred and fifty-three participants in Singapore completed a survey questionnaire measuring their responses to five constructs from a research model that was developed specifically for the study. Structural Equation Modeling (SEM) showed that perceived enjoyment was a significant predictor of perceived usefulness, perceived ease of use, and intention to use technology. The findings of this study support the view of Davis et al. (1989) from over 30 years ago that attitude toward use contributes only modestly to the TAM.

401 citations


Journal ArticleDOI
TL;DR: This paper examines the construct validity of a TPACK survey that was contextualized for the pedagogical approaches employed in a 12-week ICT course designed with reference to the TPACK framework for Singaporean primary school pre-service teachers.
Abstract: Within the field of educational technology, Technological Pedagogical Content Knowledge (TPACK) has been theorized as a seven-factor construct to describe teacher's integration of information and communication technology (ICT) in their teaching. However, this framework has yet to be successfully validated through survey instruments. This paper examines the construct validity of a TPACK survey that was contextualized for the pedagogical approaches employed in a 12-week ICT course designed with reference to the TPACK framework for Singaporean primary school pre-service teachers. Using this framework, the researchers were able to uncover five of the seven TPACK constructs which were a better model fit as compared with several extant studies of TPACK surveys. Using these results, pre and post-course structural equation models were constructed to explain the relationships amongst the different constructs of teachers' TPACK perceptions. It was found that pedagogical knowledge had a direct impact on TPACK at the beginning of the course. As teachers made connections between their technological knowledge and pedagogical knowledge to form technological pedagogical knowledge during the course, the direct relation between pedagogical knowledge and TPACK became insignificant where as the relations between pedagogical knowledge and technological pedagogical knowledge, and technological pedagogical knowledge and TPACK were strengthened. The comparison between the pre and post-course models also revealed that the pre-service teachers' perceived relations between content knowledge and TPACK changes from insignificant to significant. The implications of these findings and suggestions to improve the construct validation of the TPACK framework are discussed in this paper.

Journal ArticleDOI
TL;DR: This article examines two key constructs (problem solving and scaffolding) and proposes a framework that includes essential dimensions to be considered when teachers scaffold student problem solving in technology-rich classes and investigates issues related to peer-, teacher-, and technology-enhanced scaffolds.
Abstract: With the expanding availability and capability of varied technologies, classroom-based problem solving has become an increasingly attainable, yet still elusive, goal. Evidence of technology-enhanced problem-solving teaching and learning in schools has been scarce, understanding how to support students' problem solving in classroom-based, technology-enhanced learning environments has been limited, and coherent frameworks to guide implementation have been slow to emerge. Whereas researchers have examined the use and impact of scaffolds in mathematics, science, and reading, comparatively little research has focused on scaffolding learning in real-world, everyday classroom settings. Web-based systems have been developed to support problem solving, but implementations suggest variable enactment and inconsistent impact. The purpose of this article is to identify critical issues in scaffolding students' technology-enhanced problem solving in everyday classrooms. First, we examine two key constructs (problem solving and scaffolding) and propose a framework that includes essential dimensions to be considered when teachers scaffold student problem solving in technology-rich classes. We then investigate issues related to peer-, teacher-, and technology-enhanced scaffolds, and conclude by examining implications for research.

Journal ArticleDOI
TL;DR: The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game.
Abstract: In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory 'drag and drop' game, whereas the other group (N = 107) played an existing 'drag and drop' memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation.

Journal ArticleDOI
TL;DR: While media integration and instructor's quality teaching were significant predictors of both social presence and learning satisfaction, interactivity among participants was a predictor of social presence but not of learning satisfaction.
Abstract: There are many factors that influence distance learning especially in higher education where collaborative and communicative discourse is necessary for pursuing knowledge Social presence, among other factors, is an important concept to be facilitated, developed and sustained in distance higher education as it promotes and supports discourse based learning This study examines the relationship among demographic and other variables, social presence and learning satisfaction Results showed demographic variables, such as gender, online learning experience and work status were not significant factors in terms of influencing on either social presence or learning satisfaction While media integration and instructor's quality teaching were significant predictors of both social presence and learning satisfaction, interactivity among participants was a predictor of social presence but not of learning satisfaction Along with the study findings, some implications were discussed for online learning practitioners in higher education setting

Journal ArticleDOI
TL;DR: Results indicate that Perceived Ease of Use and Perceived Playfulness have a direct effect on CBA use, while Perceived Usefulness, Computer Self Efficacy, Social Influence, Facilitating Conditions, Content and Goal Expectancy have only indirect effects.
Abstract: The effective development of a computer based assessment (CBA) depends on students' acceptance. The purpose of this study is to build a model that demonstrates the constructs that affect students' behavioral intention to use a CBA. The proposed model, Computer Based Assessment Acceptance Model (CBAAM) is based on previous models of technology acceptance such as Technology Acceptance Model (TAM), Theory of Planned Behavior (TPB), and the Unified Theory of Acceptance and Usage of Technology (UTAUT). Constructs from previous models were used such as Perceived Usefulness, Perceived Ease of Use, Computer Self Efficacy, Social Influence, Facilitating Conditions and Perceived Playfulness. Additionally, two new variables, Content and Goal Expectancy, were added to the proposed research model. Data were collected from 173 participants in an introductory informatics course using a survey questionnaire. Partial Least Squares (PLS) was used to test the measurement and the structural model. Results indicate that Perceived Ease of Use and Perceived Playfulness have a direct effect on CBA use. Perceived Usefulness, Computer Self Efficacy, Social Influence, Facilitating Conditions, Content and Goal Expectancy have only indirect effects. These eight variables explain approximately 50% of the variance of Behavioural Intention.

Journal ArticleDOI
TL;DR: The results indicated that teaching presence, cognitive presence, and perceived usefulness and ease of use were significant predictors of learner satisfaction, which was found to be a significant mediator of predictors and persistence.
Abstract: Learners' satisfaction and persistence are considered critical success factors in online universities where all of the teaching and learning activities are carried out online. This study aims to investigate the structural relationships among perceived level of presence, perceived usefulness and ease of use of the online learning tools, learner satisfaction and persistence in an online university located in South Korea. The specific predictors were teaching presence, social presence, cognitive presence, and perceived usefulness and ease of use. Structural equation modeling (SEM) was used to provide cause-and-effect inferences. The study participants were 709 learners who enrolled in a Korean online university in 2009 and responded to online surveys. The results indicated that teaching presence, cognitive presence, and perceived usefulness and ease of use were significant predictors of learner satisfaction, which was found to be a significant mediator of predictors and persistence. The findings provided substantial implications for designing and implementing teaching and learning strategies in online university environments.

Journal ArticleDOI
TL;DR: In this paper, three groups participated in a study on the added value of mobile technology for learning English as a second language for primary school students, and the results indicated that students are motivated to use the application in their spare time and that this benefits their learning.
Abstract: Three groups participated in a study on the added value of mobile technology for learning English as a second language for primary school students. The first group had classroom lessons in English about zoo animals and their characteristics. The second group took classroom lessons and worked with a mobile application on location in a public zoo. The third group received the same treatment as the second but, as an extension, was allowed to take the mobile application home for a fortnight. A pre- and a posttest were conducted to measure the individual change in mastery of a set of targeted English words. The results showed that the group which took the mobile phone home improved the most. However, when the additional learning time, spent apart from school, of this third group was controlled for, the superior performance of the group disappeared. The results indicate that students are motivated to use the application in their spare time and that this benefits their learning. The conclusion is that formal school learning can be augmented by learning in an informal context, away from school.

Journal ArticleDOI
TL;DR: Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork.
Abstract: College students use information and communication technologies at much higher levels and in different ways than prior generations. They are also more likely to multitask while using information and communication technologies. However, few studies have examined the impacts of multitasking on educational outcomes among students. This study fills a gap in this area by utilizing a large-sample web-based survey of college student technology usage to examine how instant messaging and multitasking affect perceived educational outcomes. Since multitasking can impede the learning process through a form of information overload, we explore possible predictors of academic impairment due to multitasking. Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork. Higher levels of instant messaging and specific types of multitasking activities are associated with students reporting not getting schoolwork done due to instant messaging. We discuss implications of these findings for researchers studying the social impacts of technology and those in higher education administration.

Journal ArticleDOI
TL;DR: If highprocrastinators are less successful online learners than low procrastinators, it appears that this is partly due to their lack of participation in discussion forums during the learning process.
Abstract: The present study focuses on a specific learner characteristic in the management of time - procrastination-, and its role in an online learning environment. More specifically, it was expected that procrastination would influence the successfulness of online learning and that this could be explained by the level of participation of learners in discussion forums. A study was conducted to test this hypothesis among a sample of learners taking a 10-week course on environmental and land use issues. As predicted, a negative relationship was found between procrastination and performance, and this relationship was mediated by the level of the learners' participation in discussion forums. In other words, it appears that if high procrastinators are less successful online learners than low procrastinators, it is partly due to their lack of participation in discussion forums during the learning process. Additionally, some behavioral differences between high and low procrastinators were found in the times they decided to (re)start working at a distance, felt motivated to work on their course, and felt like dropping out of the course. To conclude, some practical implications for tutoring online activities and for stimulating participation in online learning environments have been proposed.

Journal ArticleDOI
TL;DR: Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged.
Abstract: This study examines the case of a sophomore high school history class where Making History, a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school located in a small town in the Midwestern United States. The teacher had been teaching with the game for several years and spent one school week teaching World War II, with students playing the game in class for three days of that week. The purpose of this study was to understand teacher and student experiences with and perspectives on the in-class use of an educational video game. Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged. Also, the teacher had evolved implementation strategies based on his past experiences using the game to maximize the focus on learning.

Journal ArticleDOI
TL;DR: This study revealed that the salient values of blogs centered on emotionally charged and social-oriented individual expressions as well as self-reflection, and a new dimension - blog-reading - has emerged through the investigation and been added to the original framework.
Abstract: Accompanying the emergence of blog technology as a dominant online publishing paradigm is a growing interest in its educational benefits and applications. This study sets out to develop an empirically grounded framework for educational blogging in the context of teacher education. A working framework was first proposed that highlights four areas: self-expression, self-reflection, social interaction, and reflective dialogue. An exploratory study was then conducted to examine the framework by involving two groups of student teachers during their teaching practice. This study revealed that the salient values of blogs centered on emotionally charged and social-oriented individual expressions as well as self-reflection. The interactive functionality of blogs was used mostly for exchanging social support rather than reflective dialogue. A new dimension - blog-reading - has emerged through the investigation and been added to the original framework. The findings can contribute to a better understanding of the educational values of blogs and their meaningful applications as educational media.

Journal ArticleDOI
TL;DR: In this article, an interactive concept map-oriented approach for supporting mobile learning activities is proposed, which not only enhances learning attitudes, but also improves the learning achievements of the students.
Abstract: Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field, the mobile learning performance could be disappointing. To cope with this problem, this study proposes an interactive concept map-oriented approach for supporting mobile learning activities. An experiment has been conducted on an elementary school natural science course to evaluate the effectiveness of the proposed method. The experimental results show that the proposed approach not only enhances learning attitudes, but also improves the learning achievements of the students.

Journal ArticleDOI
TL;DR: The results show that although simple decision-making skills can be acquired with traditional teaching methods, simulation games are more effective when students have to develop decision- making abilities for managing complex and dynamic situations.
Abstract: This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their first course in operations management. To assess learning, instead of relying solely on an overall performance measurement, as is usually done in the skill-based learning literature, we analyzed the evolution of different types of mistakes that were made by students in successive rounds of play. Our results show that although simple decision-making skills can be acquired with traditional teaching methods, simulation games are more effective when students have to develop decision-making abilities for managing complex and dynamic situations.

Journal ArticleDOI
TL;DR: It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures and the students' intrinsic motivation was also enhanced when they learned with the simulation game.
Abstract: Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students' intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students' learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning-by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level.

Journal ArticleDOI
Kan-Min Lin1
TL;DR: The findings show that the user's experience of the e-learning service plays a moderating role and the relationship between satisfaction and continuance intention is stronger for less experienced users than for more experienced users.
Abstract: This study explores the determinants of the e-learning continuance intention of users with different levels of e-learning experience and examines the moderating effects of e-learning experience on the relationships among the determinants. The research hypotheses are empirically validated using the responses received from a survey of 256 users. The results reveal that negative critical incidents and attitude are the main determinants of the users' intention to continue using the e-learning, irrespective of their level of e-learning experience. In addition, the findings show that the user's experience of the e-learning service plays a moderating role. The impact of negative critical incidents on perceived ease of use is greater for less experienced users. By contrast, the impact of negative critical incidents on perceived usefulness is greater for more experienced users. Perceived ease of use has a more critical effect on the attitude and continuance intention of less experienced users, whereas perceived usefulness is found to be a stronger determinant of the attitude and behavioral intention of more experienced users. Moreover, the relationship between satisfaction and continuance intention is stronger for less experienced users than for more experienced users. The implications of the present findings for research and managerial practice are analyzed and discussed.

Journal ArticleDOI
TL;DR: Using data from a nationally representative survey of over a 1000 young people in the UK, a typology of the ways young people are using the Internet outside formal educational settings is proposed and four types of Internet usage profiles are identified: the peripherals, normatives, all-rounders and active participators.
Abstract: Using data from a nationally representative survey of over a 1000 young people in the UK this paper proposes a typology of the ways young people are using the Internet outside formal educational settings; and examines the individual and contextual factors that help to explain why young people are using the Internet in this way. Specifically, this paper addresses two research questions. First, can we distinguish coherent profiles of young people's Internet use? Second, how do these usage profiles relate to individual and contextual factors associated with the Internet user? From the results of latent profile analysis and multinomial regression four types of Internet usage profiles are identified: the peripherals, normatives, all-rounders and active participators, which were differentiated by individual characteristics and contextual features. Such research enables practitioners, researchers and policy makers to better understand how young people are using the Internet in order to think in a more informed way about how new technologies could be used to enhance education and learning; and to develop initiatives that more specifically target and support different segments of the population.

Journal ArticleDOI
Mehmet Akif Ocak1
TL;DR: It is indicated that teaching blended courses can be highly complex and have different teaching patterns, which, in turn, impacts successful implementation of the blended college courses.
Abstract: This paper describes the findings of an exploratory, qualitative case study and examines problems and impediments faculty members encountered in blended learning environments in Turkish Higher Education system. A total of 117 faculty members from 4 universities responded to 8 interview questions. Findings were based on content analyses of interview transcripts. The results show that faculty members' problems with blended teaching resulted in the identification of three inductive categories: instructional processes, community concerns and technical issues. The eight themes emerged from these three categories include the following: (1) complexity of the instruction, (2) lack of planning and organization, (3) lack of effective communication, (4) need for more time, (5) lack of institutional support, (6) changing roles, (7) difficulty of adoption to new technologies and (8) lack of electronic means. This study indicates that teaching blended courses can be highly complex and have different teaching patterns, which, in turn, impacts successful implementation of the blended college courses.

Journal ArticleDOI
TL;DR: The results indicated that lack of teacher anxiety was the most important dimension of attitudes, and that skill is the strongest predictor of classroom integration of technology for the teachers.
Abstract: Research has shown that will (positive attitudes), skill (technology competency), and tool (access to technology tools) are all essential ingredients for a teacher to effectively integrate information technology into classroom practices. This study focuses on the will, skill and tool as essential measures for the predictability of technology integration, reported by the study participants and measured by stages of adoption of teachers in Ghana. Attempts are made to explore the extent to which these parameters differ among the teachers and also influence technology integration. Furthermore, the parameters are proposed for use in modelling the process of technology integration for these teachers. Well validated instruments spanning the areas of attitudes, competencies, access and technology integration proficiencies were used to collect data from 120 mathematics prospective teachers and 60 practicing mathematics teachers from Ghana. The data was analyzed using regression analysis. The results indicated that lack of teacher anxiety was the most important dimension of attitudes, and that skill is the strongest predictor of classroom integration of technology for the teachers. Significant differences existed between practicing and prospective teachers' computer anxieties, competencies, and access levels.

Journal ArticleDOI
TL;DR: In this paper, a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students were implemented.
Abstract: This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A quasi-experimental design was used. The data shows that the experimental group achieved a higher perception of their own collaboration skills and a higher score in the plan execution dimension of the problem solving cycle than did the non-equivalent control group, revealing that MSG-based learning activities may contribute to such learning improvements. This challenges future research to identify under which conditions learning activities based on mobile serious games can promote the development of higher order skills.

Journal ArticleDOI
TL;DR: The experimental results of one-way ANCOVA show that matching the learning styles of students with the appropriate teaching styles can significantly improve students' reflection levels in a u-learning environment.
Abstract: Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on investigating the learning attitudes and learning achievements of students, while the causations such as learning style and teaching style were usually ignored. This study aims to investigate the effects of teaching styles and learning styles on reflection levels of students within the context of u-learning. In particular, we investigated the teaching styles at the dimensions of brainstorming and instruction and recall and the learning styles at the dimensions of active and reflective learning. The experiment was conducted with 39 fifth grader students at an elementary school in southern Taiwan. A u-learning environment was established at a butterfly ecology garden to conduct experiments for natural science courses. The experimental results of one-way ANCOVA show that those students who received a matching teaching-learning style presented a significant improvement in their reflection level. That is, matching the learning styles of students with the appropriate teaching styles can significantly improve students' reflection levels in a u-learning environment.