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Showing papers in "Computer Education in 2014"


Journal ArticleDOI
TL;DR: Results suggest games show higher learning gains than simulations and virtual worlds, and for simulation studies, elaborate explanation type feedback is more suitable for declarative tasks whereas knowledge of correct response is more appropriate for procedural tasks.
Abstract: The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N?=?3081) in the category of games, 29 studies (N?=?2553) in the category of games, and 27 studies (N?=?2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came from K-12 or higher education settings, used experimental or quasi-experimental research designs, and used a learning outcome measure to evaluate the effects of the virtual reality-based instruction.Results suggest games (FEM?=?0.77; REM?=?0.51), simulations (FEM?=?0.38; REM?=?0.41), and virtual worlds (FEM?=?0.36; REM?=?0.41) were effective in improving learning outcome gains. The homogeneity analysis of the effect sizes was statistically significant, indicating that the studies were different from each other. Therefore, we conducted moderator analysis using 13 variables used to code the studies. Key findings included that: games show higher learning gains than simulations and virtual worlds. For simulation studies, elaborate explanation type feedback is more suitable for declarative tasks whereas knowledge of correct response is more appropriate for procedural tasks. Students performance is enhanced when they conduct the game play individually than in a group. In addition, we found an inverse relationship between number of treatment sessions learning gains for games.With regards to the virtual world, we found that if students were repeatedly measured it deteriorates their learning outcome gains. We discuss results to highlight the importance of considering instructional design principles when designing virtual reality-based instruction. A comprehensive review of virtual reality-based instruction research.Analysis of the moderation effects of design features in a virtual environment.Using an advance statistical technique of meta-analysis to study the effects.Virtual reality environment is effective for teaching in K-12 and higher education.Results can be used by instructional designers to design the virtual environments.

1,040 citations


Journal ArticleDOI
TL;DR: Overall, the study demonstrates that kindergartners were both interested in and able to learn many aspects of robotics, programming, and computational thinking with the TangibleK curriculum design, and suggest effective curricular designs and areas warranting redesign.
Abstract: By engaging in construction-based robotics activities, children as young as four can play to learn a range of concepts. The TangibleK Robotics Program paired developmentally appropriate computer programming and robotics tools with a constructionist curriculum designed to engage kindergarten children in learning computational thinking, robotics, programming, and problem-solving. This paper documents three kindergarten classrooms' exposure to computer programming concepts and explores learning outcomes. Results point to strengths of the curriculum and areas where further redesign of the curriculum and technologies would be appropriate. Overall, the study demonstrates that kindergartners were both interested in and able to learn many aspects of robotics, programming, and computational thinking with the TangibleK curriculum design. We explore the efficacy of an early childhood robotics and programming curriculum.53 kindergarteners used developmentally appropriate robotics and programming tools.Children's concept mastery tended to be high but varied with concept difficulty.Results suggest effective curricular designs and areas warranting redesign.

639 citations


Journal ArticleDOI
TL;DR: It is demonstrated that in an active learning classroom, student faculty contact could be reduced by two-thirds and students achieved learning outcomes that were at least as good, and in one comparison significantly better than, those in a traditional classroom.
Abstract: This study examines the effect of reducing the seat time of a large lecture chemistry class by two-thirds and conducting it in an active learning classroom rather than a traditional amphitheater. To account for the reduced lecture, didactic content was recorded and posted online for viewing outside of the classroom. A second experimental section, also in a blended and flipped format, was examined the following semester as a replication. To measure student subject-matter learning, we used a standardized multiple-choice exam, and to measure student perceptions of the classroom, we used a validated survey instrument. Our findings demonstrated that in an active learning classroom, student faculty contact could be reduced by two-thirds and students achieved learning outcomes that were at least as good, and in one comparison significantly better than, those in a traditional classroom. Concurrently, student perceptions of the learning environment were improved. This suggests that pedagogically speaking, active learning classrooms, though they seat fewer students per square foot, are actually a more efficient use of physical space.

618 citations


Journal ArticleDOI
TL;DR: The proposed research and design model named "FLIPPED" adds three extra letters-P-E-D (Progressive Activities, Engaging Experiences, and Diversified Platforms)-to the F-L-I-P?
Abstract: The flipped learning model, which "flips" traditional in-class lectures with collaborative activities, has gained many followers and converts in K-12 education. However, a review of previous studies shows that the flipped model is still underutilized and underexplored in the higher education context. Research and design models for flipped learning in higher education are also insufficient. This study attempts to fill this gap by developing a model that can provide a foundation for further research and practice for flipped learning in higher education. Building from the four pillars of F-L-I-P? (Flexible Environments, Learning Culture, Intentional Content, and Professional Educators), the proposed research and design model named "FLIPPED" adds three extra letters-P-E-D (Progressive Activities, Engaging Experiences, and Diversified Platforms)-to the F-L-I-P? acronym. This model was implemented in a "Holistic Flipped Classroom" environment and evaluated based on a student survey, interviews, and an analysis of computer system logs. Findings demonstrated that the proposed model was effective; students reported that they were satisfied with the course, their attendance improved, and their study efforts increased. Results also suggested that the transactional distance changed during the learning process: highly motivated students performed much better than less motivated students. However, some students retained their former passive learning habits, and this resulted in an obstruction to full adoption. Reflections on the achievements and challenges of the "FLIPPED" model have culminated in various examples, guidelines, and suggestions for practitioners as they consider their own design, implementation, and adoption.1 Develops the FLIPPED research & design model for higher education.Uses the Holistic Flipped Classroom approach to implement the model.Research was conducted using a survey, interviews, and system log analysis.Identifies challenges and problems during the implementation.Provides strategies, examples, and guidelines for future practitioners.

498 citations


Journal ArticleDOI
TL;DR: The study suggests that augmented reality can be exploited as an effective learning environment for learning the basic principles of electromagnetism at high school provided that learning designers strike a careful balance between AR support and task difficulty.
Abstract: Educational researchers have recognized Augmented Reality (AR) as a technology with great potential to impact affective and cognitive learning outcomes. However, very little work has been carried out to substantiate these claims. The purpose of this study was to assess to which extent an AR learning application affects learners' level of enjoyment and learning effectiveness. The study followed an experimental/control group design using the type of the application (AR-based, web-based) as independent variable. 64 high school students were randomly assigned to the experimental or control group to learn the basic principles of electromagnetism. The participants' knowledge acquisition was evaluated by comparing pre- and post-tests. The participants' level overall-state perception on flow was measured with the Flow State Scale and their flow states were monitored throughout the learning activity. Finally, participants' perceptions of benefits and difficulties of using the augmented reality application in this study were qualitatively identified. The results showed that the augmented reality approach was more effective in promoting students' knowledge of electromagnetic concepts and phenomena. The analysis also indicated that the augmented reality application led participants to reach higher flow experience levels than those achieved by users of the web-based application. However, not all the factors seem to have influence on learners' flow state, this study found that they were limited to: concentration, distorted sense of time, sense of control, clearer direct feedback, and autotelic experience. A deeper analysis of the flow process showed that neither of the groups reported being in flow in those tasks that were very easy or too difficult. However, for those tasks that were not perceived as difficult and included visualization clues, the experimental group showed higher levels of flow that the control group. The study suggests that augmented reality can be exploited as an effective learning environment for learning the basic principles of electromagnetism at high school provided that learning designers strike a careful balance between AR support and task difficulty.

422 citations


Journal ArticleDOI
TL;DR: According to the results, Social Influence is the most important factor in predicting the adoption of Facebook; students are influenced to adopt it to establish or maintain contact with other people with whom they share interests.
Abstract: Facebook is the most popular Social Network Site (SNS) among college students. Despite the popularity and extensive use of Facebook by students, its use has not made significant inroads into classroom usage.In this study, we seek to examine why this is the case and whether it would be worthwhile for faculty to invest the time to integrate Facebook into their teaching. To this end, we decided to undertake a study with a sample of 214 undergraduate students at the University of Huelva (Spain). We applied the structural equation model specifically designed by Mazman and Usluel (2010) to identify the factors that may motivate these students to adopt and use social network tools, specifically Facebook, for educational purposes.According to our results, Social Influence is the most important factor in predicting the adoption of Facebook; students are influenced to adopt it to establish or maintain contact with other people with whom they share interests. Regarding the purposes of Facebook usage, Social Relations is perceived as the most important factor among all of the purposes collected. Our findings also revealed that the educational use of Facebook is explained directly by its purposes of usage and indirectly by its adoption. Structural model to explain the educational usage of Facebook.Direct effect of purposes of Facebook usage on educational usage of Facebook.Indirect effect of Facebook adoption on educational usage of Facebook.Social Influence is the most important factor in predicting the adoption of Facebook.Social Relations is the most important factor among all of the purposes collected.

341 citations


Journal ArticleDOI
TL;DR: The results showed that compared to the audio- and nonguided participants, the AR guide effectively enhanced visitors' learning effectiveness, promoted their flow experience, and extended the amount of time the visitors spent focusing on the paintings.
Abstract: A mobile guide system that integrates art appreciation instruction with augmented reality (AR) was designed as an auxiliary tool for painting appreciation, and the learning performance of three groups of visiting participants was explored: AR-guided, audio-guided, and nonguided (ie, without carrying auxiliary devices) The participants were 135 college students, and a quasi-experimental research design was employed Several learning performance factors of the museum visitors aided with different guided modes were evaluated, including their learning effectiveness, flow experience, the amount of time spent focusing on the paintings, behavioral patterns, and attitude of using the guide systems The results showed that compared to the audio- and nonguided participants, the AR guide effectively enhanced visitors' learning effectiveness, promoted their flow experience, and extended the amount of time the visitors spent focusing on the paintings In addition, the visitors' behavioral patterns were dependent upon the guided mode that they used; the visitors who were the most engaged in the gallery experience were those who were using the AR guide Most of the visitors using the mobile AR-guide system elicited positive responses and acceptance attitudes

303 citations


Journal ArticleDOI
TL;DR: Low spatial ability learners' performance appeared to be more positively affected by the desktop VR-based learning environment which is supported by the ability-as-compensator hypothesis, and can be explained by the cognitive load theory.
Abstract: This study aims to verify the learning effectiveness of a desktop virtual reality (VR)-based learning environment, and to investigate the effects of desktop VR-based learning environment on learners with different spatial abilities. The learning outcome was measured cognitively through academic performance. A quasi pretest-posttest experimental design was employed for this study. A total of 431 high school students from four randomly selected schools participated in this study where they were randomly assigned to either experimental or control groups based on intact classes. Findings indicate a significant difference in the performance achievement between the two groups with students performed better using desktop virtual reality. A possible explanation is that the desktop virtual reality instructional intervention has helped to reduce extraneous cognitive load and engages learners in active processing of instructional material to increase germane cognitive load. A significant interaction effect was found between the learning mode and spatial ability with regard to the performance achievement. Further analysis shows a significant difference in the performance of low spatial ability learners in the experimental and control groups, but no statistically significant difference in the performance of high spatial learners in both groups. The results signify that low spatial ability learners' performance, compared with high spatial ability learners, appeared to be more positively affected by the desktop VR-based learning environment which is supported by the ability-as-compensator hypothesis, and can be explained by the cognitive load theory. Desktop VR-based learning environment shows positive effect on students' performance.Performance achievement varies as a function of spatial ability and learning mode.Low spatial ability learners benefit more in VR learning mode.

250 citations


Journal ArticleDOI
TL;DR: It is suggested that presenting the scaffold may have "problematized" learners' understandings of the game by connecting them to disciplinary knowledge, and implications for the design of scaffolds for game-based learning are discussed.
Abstract: One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the knowledge learned at school, while maintaining a high level of engagement with game narrative and gameplay. The current study evaluated the effect of supplementing a business simulation game with an external conceptual scaffold, which introduces formal knowledge representations, on learners' ability to solve financial-mathematical word problems following the game, and on learners' perceptions regarding learning, flow, and enjoyment in the game. Participants (Mage?=?10.10 years) were randomly assigned to three experimental conditions: a "study and play" condition that presented the scaffold first and then the game, a "play and study" condition, and a "play only" condition. Although no significant gains in problem-solving were found following the intervention, learners who studied with the external scaffold before the game performed significantly better in the post-game problem-solving assessment. Adding the external scaffold before the game reduced learners' perceived learning. However, the scaffold did not have a negative impact on reported flow and enjoyment. Flow was found to significantly predict perceived learning and enjoyment. Yet, perceived learning and enjoyment did not predict problem-solving and flow directly predicted problem solving only in the "play and study" condition. We suggest that presenting the scaffold may have "problematized" learners' understandings of the game by connecting them to disciplinary knowledge. Implications for the design of scaffolds for game-based learning are discussed. The effect of augmenting a game with an external conceptual scaffold was studied.Adding the scaffold before the game led to better problem-solving but lowered perceived learning.The scaffold did not reduce reported flow and enjoyment.Flow predicted perceived learning and enjoyment but these did not predict problem-solving.Flow predicted problem-solving only when the scaffold was presented after the game.

244 citations


Journal ArticleDOI
TL;DR: The empirical results show that museum visitors performed significantly better on knowledge acquisition and retention tests related to augmented exhibits than to non-augmented exhibits and that they perceived AR as a valuable and desirable add-on for museum exhibitions.
Abstract: Recent advances in mobile technologies (esp., smartphones and tablets with built-in cameras, GPS and Internet access) made augmented reality (AR) applications available for the broad public. While many researchers have examined the affordances and constraints of AR for teaching and learning, quantitative evidence for its effectiveness is still scarce. To contribute to filling this research gap, we designed and conducted a pretest-posttest crossover field experiment with 101 participants at a mathematics exhibition to measure the effect of AR on acquiring and retaining mathematical knowledge in an informal learning environment. We hypothesized that visitors acquire more knowledge from augmented exhibits than from exhibits without AR. The theoretical rationale for our hypothesis is that AR allows for the efficient and effective implementation of a subset of the design principles defined in the cognitive theory of multimedia learning. The empirical results we obtained show that museum visitors performed significantly better on knowledge acquisition and retention tests related to augmented exhibits than to non-augmented exhibits and that they perceived AR as a valuable and desirable add-on for museum exhibitions. We conducted a cross-over framed field experiment to measure the effect of augmented reality (AR) on learning outcomes.The field experiment was situated in a mathematics exhibition.Participants learned significantly better from augmented exhibits than from non-augmented exhibits.Participants perceived AR as a valuable add-on to the exhibition and wish to see more AR applications in museums in the future.

233 citations


Journal ArticleDOI
TL;DR: The study findings indicated that participants developed significantly more positive dispositions toward mathematics after computer game making, and found that experience-driven game design processes helped to activate children's reflection on everyday mathematical experiences.
Abstract: This mixed-method case study examined the potential of computer-assisted, math game making activities in facilitating design-based math learning for school children. Sixty-four middle school children participated in Scratch-based, math game making activities. Data were collected via activity and conversation observation, artifact analysis, interviewing, and survey. The study findings indicated that participants developed significantly more positive dispositions toward mathematics after computer game making. The study also found that experience-driven game design processes helped to activate children's reflection on everyday mathematical experiences. Mathematical thinking and content experience were intertwined within the process of computer game authoring. On the other hand, children designers were involved in game-world and story crafting more than mathematical representation. And it was still challenging for them to perform computer game coding with abstract reasoning.

Journal ArticleDOI
TL;DR: The results show that closer connections among online CoP members can lead to greater recognition of and altruism towards others, and knowledge-sharing behaviors, in terms of knowledge giving and knowing receiving, are significantly predicted by prosocial commitment and performance expectation respectively.
Abstract: To facilitate professional development of teachers in the online context, the online community of practice (CoPs) has become an important platform in which individuals with similar interests or common goals get together to share their resources, develop working strategies, solve problems, and improve individual as well as organizational performance. In this study, we have collected self-reported knowledge-sharing behaviors from 321 members of the largest online professional CoP of teachers in Taiwan. The results show that closer connections among online CoP members can lead to greater recognition of and altruism towards others. Moreover, performance expectation and self-efficacy belief play essential roles in knowledge-sharing participation. Thus, the development of social relationships among online teacher members helps them obtain potential resources and reliable support through their social network. Also, teachers' membership in the online professional CoP fosters a prosocial attitude that heightens their willingness to share useful resources and solve other members' problems, both emotionally and instrumentally. Consequently, knowledge-sharing behaviors, in terms of knowledge giving and knowing receiving, are significantly predicted by prosocial commitment and performance expectation respectively. The implications to both research and practice are provided in this paper. The strength of ties and prosocial commitment help obtain resources and support in the online professional CoP.Self-efficacy reflects a mediating effect on knowledge sharing through prosocial commitment and performance expectation.Knowledge sharing as a form of social participation is predicted by prosocial commitment and performance expectation.

Journal ArticleDOI
TL;DR: This study examined the digital native-digital immigrant dichotomy based on the results of a study involving 1095 teachers from two states in the southeastern United States and indicated that the age of the teacher matters, however, not as suggested by Prensky (2001).
Abstract: This study examined the digital native-digital immigrant dichotomy based on the results of a study involving 1095 teachers from two states in the southeastern United States. The study focused on age as it relates to the relationship between the type of mobile phone they owned, their support for the use of mobile phones in the classroom, their perceptions of the benefits of specific mobile features for school-related work, and their perceptions of instructional barriers. The results indicated that the age of the teacher matters, however, not as suggested by Prensky (2001). There were no significant differences in the findings for the teachers who were less than 32 and the ones who were 33-49; however, they both significantly differed from those over 50 in mobile phone ownership and support for the use of mobile phones in the classroom as well as in their perceptions regarding the useful mobile features for school-related work and instructional barriers. In each instance, the older teachers were less likely to own smartphones, were less supportive on all items, were less enthusiastic about the features, and found the barriers to be more problematic.

Journal ArticleDOI
TL;DR: The overall weighted average effects of technology use on achievement and attitude outcomes is reported and moderator variables are explored in an attempt to explain how technology treatments lead to positive or negative effects.
Abstract: This meta-analysis is a study of the experimental literature of technology use in postsecondary education from 1990 up to 2010 exclusive of studies of online or distance education previously reviewed by Bernard et al. (2004). It reports the overall weighted average effects of technology use on achievement and attitude outcomes and explores moderator variables in an attempt to explain how technology treatments lead to positive or negative effects. Out of an initial pool of 11,957 study abstracts, 1105 were chosen for analysis, yielding 879 achievement and 181 attitude effect sizes after pre-experimental designs and studies with obvious methodological confounds were removed. The random effects weighted average effect size for achievement was g+ = 0.27, k = 879, p < .05, and for attitude outcomes it was g+ = 0.20, k = 181, p < .05. The collection of achievement outcomes was divided into two sub-collections, according to the amount of technology integration in the control condition. These were no technology in the control condition (k = 479) and some technology in the control condition (k = 400). Random effects multiple meta-regression analysis was run on each sub-collection revealing three significant predictors (subject matter, degree of difference in technology use between the treatment and the control and pedagogical uses of technology). The set of predictors for each sub-collection was both significant and homogeneous. Differences were found among the levels of all three moderators, but particularly in favor of cognitive support applications. There were no significant predictors for attitude outcomes.

Journal ArticleDOI
Marina Fridin1
TL;DR: Storytelling aided by a KindSAR robot exemplifies a constructivist educational activity and suggests that this activity improves the children's cognitive/motor performance.
Abstract: Kindergarten Social Assistive Robotics (KindSAR) is a novel technology that offers kindergarten staff an innovative tool for achieving educational aims through social interaction. Children in a preschool setting have previously been shown to benefit from playing educational games with the KindSAR robot. The experiment presented here was designed to examine how KindSAR can be used to engage preschool children in constructive learning. The basic principle of constructivist education is that learning occurs when the learner is actively involved in a process of knowledge construction. In this study, storytelling was used as a paradigm of a constructive educational activity. An interactive robot served as a teacher assistant by telling prerecorded stories to small groups of children while incorporating song and motor activities in the process. Our results show that the children enjoyed interacting with the robot and accepted its authority. This study demonstrates the feasibility and expected benefits of incorporating KindSAR in preschool education. Kindergarten Social Assistive Robotics (KindSAR) is an innovative educational technology.Preschool children play educational games with a socially interactive KAR robot.The robot then "tells" two prerecorded stories to small groups of children.Storytelling aided by a KindSAR robot exemplifies a constructivist educational activity.The results suggests that this activity improves the children's cognitive/motor performance.

Journal ArticleDOI
TL;DR: The research findings show that the students advanced their understanding of the anatomy of fish well beyond what was available in the textbook and they developed positive attitude toward seamless science inquiry supported by their own mobile devices.
Abstract: This paper reports a one-year study on the project of ''Bring Your Own Device (BYOD) for seamless science inquiry'' in a primary school in Hong Kong. BYOD in this study refers to ''the technology model where students bring a personally owned mobile device with various apps and embedded features to use anywhere, anytime for the purpose of learning''. The study aims at investigating (a) what advancement of content knowledge students made in their science inquiry in a seamless learning environment supported by their own mobile device; (b) how the students advanced their content knowledge in science inquiry; and (c) what students' perception is regarding their learning experience supported by their own mobile devices. The topic of inquiry was ''The Anatomy of Fish''. Data collection included pre- and post-domain tests, self-reported questionnaire, student artifacts, class observations and field notes. Content analysis and a student artifact tracing approach were adopted in the data analysis to examine and trace students' knowledge advancement. The research findings show that the students advanced their understanding of the anatomy of fish well beyond what was available in the textbook and they developed positive attitude toward seamless science inquiry supported by their own mobile devices.

Journal ArticleDOI
TL;DR: Investigation of the effects of a newly designed enhanced video learning environment, which was designed to support or scaffold students' self-regulated or self-directed learning on students' learning behaviors and outcomes, indicates that the newly designedEnhanced videoLearning environment was a superior instructional tool than the common video learning environments in terms students'learning performance.
Abstract: Online learning often requires learners to be self-directed and engaged. The present study examined students' self-regulatory behaviors in online video-based learning environments. Using an experimental design, this study investigated the effects of a newly designed enhanced video learning environment, which was designed to support or scaffold students' self-regulated or self-directed learning on students' learning behaviors and outcomes. In addition, correspondence between students' self-regulation strategies in traditional learning environments and observed self-regulated learning behaviors in the enhanced video environment were examined. A cross-sectional experimental research design with systematic random assignment of participants to either the control condition (common video) or the experimental condition (enhanced video) was utilized. Undergraduate and graduate students participated in the study (N = 80). Study results indicate that the newly designed enhanced video learning environment was a superior instructional tool than the common video learning environment in terms students' learning performance. In addition, there was correspondence between graduate students' self-reported self-regulation and observed self-regulation, with those high on seeking/learning information and managing their environment/behavior more likely to engage more in interactive note-taking.

Journal ArticleDOI
TL;DR: The hierarchical multiple regression revealed that the pre-service teachers with higher positive attitudes toward computers and greater ability for lesson planning showed higher increase in their levels of SETI, while lesson planning practice did not affect pre- service teachers' attitudinal growth.
Abstract: The purpose of this study was to identify how pre-service teachers' self-efficacy beliefs for technology integration (SETI) can be improved during the coursework intervention, and which of the course factors (instructional media development skills, knowledge on technology, and lesson planning practice) has the highest impact on the SETI. This research also attempted to explore a more inclusive path of the direct and indirect influences between SETI and other non-course variables (computer use, teachers' attitude towards computers (TAC), changes in TAC). A total of 136 undergraduate students at a teacher education university in Korea participated in the study. Our data analyses illustrated significant increase of prospective teachers' SETI after their completion of education technology course resulting mostly from lesson planning practice. The hierarchical multiple regression revealed that the pre-service teachers with higher positive attitudes toward computers and greater ability for lesson planning showed higher increase in their levels of SETI. The path analysis indicated that these two factors influenced the SETI directly, rather than indirectly. Lesson planning practice did not affect pre-service teachers' attitudinal growth. Implications on effectiveness of the lesson planning and attitudinal factors on SETI, and suggestions for teacher education course design are discussed.

Journal ArticleDOI
TL;DR: This study explored what social interactions students exhibited during collaborative learning, and analyzed how the social interactions evolved in a computer-supported collaborative learning (CSCL) environment.
Abstract: This study explored what social interactions students exhibited during collaborative learning, and analyzed how the social interactions evolved in a computer-supported collaborative learning (CSCL) environment. Six groups (n = 28) from an undergraduate online course were observed during a semester. Students' interactions were analyzed in two perspectives: group regulation and socioemotional. Cluster analysis was conducted to identify collaboration patterns of the groups. The analysis identified three collaborator clusters: one good and two poor. The good collaborators (named Early Active Collaborator) demonstrated: (1) intensive interactions among group members in the early collaboration phase, (2) positive socio-emotional interactions continuously, and (3) adaptive selections of group regulatory behaviors. The others showed dormant interactions throughout the projects and least socio-emotional interactions (named Passive Task-oriented Collaborator) and did not coordinate group process in a timely manner (named Late Collaborator). Comparisons of the interaction pattern and instructor intervention were discussed.

Journal ArticleDOI
TL;DR: The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved.
Abstract: This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children's engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children's engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved.

Journal ArticleDOI
TL;DR: An integrated pedagogical approach is described, aimed at advancing preservice teachers' learning on the use of technology and investigate its impact on participants' knowledge (i.e., TPACK) and practice.
Abstract: The purpose of this study is to describe an integrated pedagogical approach, aimed at advancing preservice teachers' learning on the use of technology and investigate its impact on participants' knowledge (i.e., TPACK) and practice. The integrated approach juxtaposes an educational technology course with methods courses and field experience through careful instructional design. Both quantitative and qualitative data were collected. Quantitative data were collected through a pre-post administration of the Survey of Preservice Teachers' Knowledge of Teaching and Technology. Qualitative data were collected through open-ended survey responses and preservice teacher case narratives reporting on the design and implementation of technology-integrated lessons in a field placement. Finding revealed that participants experienced significant gains in all TPACK constructs. Further, findings indicated that participants applied their knowledge in practice though there was variability in the ways in which knowledge domains were represented in participants' narratives. Findings have implications for teacher education programs and for researchers interested in the development and assessment of preservice teacher knowledge of teaching with technology.

Journal ArticleDOI
TL;DR: It is suggested that critical indices of an app's educational value are the extent to which the app supports opportunities for open-ended content and children's independent use of increasingly difficult features.
Abstract: This study investigates the effects of a story-making app called Our Story and a selection of other educational apps on the learning engagement of forty-one Spanish 4-5-year-olds. Children were observed interacting in small groups with the story-making app and this was compared to their engagement with a selection of construction and drawing apps. Children's engagement was analysed in two ways: it was categorised using Bangert-Drowns and Pyke's taxonomy for individual hands-on engagement with educational software, and using the concept of exploratory talk as developed by Mercer et al. to analyse peer engagement. For both approaches, quantitative and qualitative indices of children's engagement were considered. The overall findings suggested that in terms of the Bangert-Drowns and Pyke taxonomy, the quality of children's individual engagement was higher with the OS app in contrast to their engagement with other app software. The frequency of children's use of exploratory talk was similar with the OS and colouring and drawing apps, and a detailed qualitative analysis of the interaction transcripts revealed several instances of the OS and drawing apps supporting joint problem-solving and collaborative engagement. We suggest that critical indices of an app's educational value are the extent to which the app supports opportunities for open-ended content and children's independent use of increasingly difficult features.

Journal ArticleDOI
TL;DR: The results show that low intention to use an LMS can be explained by (1) low task importance or performance, and (2) low LMS usefulness, and/or (3)Low LMS ease of use level.
Abstract: Instructors in higher education perform some instructional tasks much more often using a learning management system (LMS) tool than other tasks. In studies that aim to explain these differences, the Technology Acceptance Model (TAM) perspective is missing. In this study, an adapted, task-level TAM questionnaire was used to measure task importance, task performance, LMS usefulness, LMS ease of use, and intention to use an LMS for 18 different instructional tasks among 180 instructors at a Dutch research university. The results show that low intention to use an LMS can be explained by (1) low task importance or performance, and/or (2) low LMS usefulness, and/or (3) low LMS ease of use level. The LMS tools and tasks within each of the three groups were not related substantively. This raises a question regarding whether an instructor's LMS intention level can best be explained by the combination of a specific tool, a specific instructional task, and a specific user interface.

Journal ArticleDOI
TL;DR: Gender is an important factor for feedback efficiency: Male students achieve significantly lower knowledge gains than female students under all tutoring feedback conditions (particularly, under feedback strategies starting with a conceptual hint), and results indicate that students skip further attempts more frequently after conceptual than after procedural feedback messages.
Abstract: Personalized tutoring feedback is a powerful method that expert human tutors apply when helping students to optimize their learning. Thus, research on tutoring feedback strategies tailoring feedback according to important factors of the learning process has been recognized as a promising issue in the field of computer-based adaptive educational technologies. Our paper seeks to contribute to this area of research by addressing the following aspects: First, to investigate how students' gender, prior knowledge, and motivational characteristics relate to learning outcomes (knowledge gain and changes in motivation). Second, to investigate the impact of these student characteristics on how tutoring feedback strategies varying in content (procedural vs. conceptual) and specificity (concise hints vs. elaborated explanations) of tutoring feedback messages affect students' learning and motivation. Third, to explore the influence of the feedback parameters and student characteristics on students' immediate post-feedback behaviour (skipping vs. trying to accomplish a task, and failing vs. succeeding in providing a correct answer). To address these issues, detailed log-file analyses of an experimental study have been conducted. In this study, 124 sixth and seventh graders have been exposed to various tutoring feedback strategies while working on multi-trial error correction tasks in the domain of fraction arithmetic. The web-based intelligent learning environment ActiveMath was used to present the fraction tasks and trace students' progress and activities. The results reveal that gender is an important factor for feedback efficiency: Male students achieve significantly lower knowledge gains than female students under all tutoring feedback conditions (particularly, under feedback strategies starting with a conceptual hint). Moreover, perceived competence declines from pre- to post-test significantly more for boys than for girls. Yet, the decline in perceived competence is not accompanied by a decline in intrinsic motivation, which, instead, increases significantly from pre- to post-test. With regard to the post-feedback behaviour, the results indicate that students skip further attempts more frequently after conceptual than after procedural feedback messages.

Journal ArticleDOI
TL;DR: Kolb's Experiential Learning Cycle is proposed as a framework to design hands-on activities in virtual computer laboratories and it is argued that hands- on activities designed based on this framework enhance student learning outcomes.
Abstract: In information security education, learning experiences that involve hands-on experimentation are extremely important. However, information security topics are challenging to teach in traditional computer laboratories mainly due to restrictive information technology policies. In the literature, virtual computer laboratories have been proposed to address the challenges of providing students with hands-on learning experiences in information security. While the literature mainly focuses on technical aspects of virtual computer laboratories and related hands-on activities, pedagogical aspects of hands-on activities are overlooked. Our experiences with a virtual computer laboratory have shown that hands-on activities which are designed based on a prescriptive, step-by-step approach do not always achieve the expected learning outcomes. In this paper, we propose Kolb's Experiential Learning Cycle as a framework to design hands-on activities in virtual computer laboratories, and we argue that hands-on activities designed based on this framework enhance student learning outcomes. We illustrate how the stages of Kolb's model can be incorporated into hands-on activities and present results from two empirical studies to test the effectiveness of the proposed framework. The empirical findings in the first study suggest that hands-on activities designed based on the proposed framework are more likely to increase student interest and competency compared to step-by-step hands-on activities. In the second study, the collected data is analyzed using structural equation modeling to determine the relationships among the factors affecting student learning outcomes as a result of hands-on activities. The results of the second study show that student-to-student interaction is an important factor determining student learning experiences. Hands-on learning is studied in virtual computer laboratories.Cookbook activities do not achieve comprehensive learning.To enhance student learning, Kolb's model is proposed to design hands-on activities.The benefits of Kolb's model are investigated in the information security domain.The proposed approach enhances student learning in virtual computer laboratories.

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TL;DR: The results showed that mobile polling along with the JiTT strategy and in-class polls reduce graduate students' anxiety, improve student outcomes in an environment comprising both graduate and undergraduate students, and increase students' attention during polling.
Abstract: This study compared clicker technology against mobile polling and the Just-in-Time Teaching (JiTT) strategy to investigate how these methods may differently affect students' anxiety, self-efficacy, engagement, academic performance, and attention and relaxation as indicated by brainwave activity. The study utilized a quasi-experimental research design. To assess the differences between the effects of clickers and mobile polling, the study collected data from two courses at a large research university in Taiwan in which 69 students used either clickers or mobile polling. The results showed that mobile polling along with the JiTT strategy and in-class polls reduce graduate students' anxiety, improve student outcomes in an environment comprising both graduate and undergraduate students, and increase students' attention during polling. However, brainwave data revealed that during the polling activities, students' attention in the clicker and mobile polling groups respectively increased and decreased. Students nowadays do not find smartphones a novelty; however, incorporating them into class is still a potentially effective way to increase student attention and provide a direct way for instructors to observe the learning effects of lectures and improve their teaching approach on that basis. Clicker technology and mobile polling with JiTT strategy were compared.Graduate students' anxiety reduced; attention during polling activities increased.Student outcomes in environment with graduate and undergraduate students improved.During polling, clicker polling group's students' attention increased.During polling, mobile polling group's students' attention decreased.

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TL;DR: TPACK-in-Action is described, a framework that can be used to visualize the interplay between TPACK and four contextual factors (Physical/Technological, Cultural/Institutional, Interpersonal, and Intrapersonal) that influence teachers' design of ICT lessons.
Abstract: In school-based environments, teachers need to consider contextual factors such as the availability of technology and school policies as they apply TPACK to address instructional problems. However, qualitative TPACK studies tend to exemplify the seven TPACK constructs whereas its contextual influences have not been articulated in detail. This study describes TPACK-in-Action, a framework that can be used to visualize the interplay between TPACK and four contextual factors (Physical/Technological, Cultural/Institutional, Interpersonal, and Intrapersonal) that influence teachers' design of ICT lessons. This was used to analyze the lesson design discussions of 24 school teachers from a Singapore primary school who were teaching the levels of Primary 1, 4, and 5. Content analysis of the transcribed audio-recordings of teachers' discussions and chi-square analysis of coding frequencies found that when the logistics of lesson implementation as per the Cultural/Institutional category dominated group discussions, it curtailed the emergence of TPACK. When Intrapersonal factors such as beliefs of teaching and students were articulated and its pedagogical implications considered, it facilitated TPACK. Furthermore, the team facilitated by an experienced educational technologist also demonstrated higher occurrences of TPACK. These results suggest that for ICT innovation to be effective, the composition of design teams need to be carefully considered. Teachers also need to develop competencies to facilitate and discourse about design such that contextual concerns can be turned into opportunities to support pedagogical improvement.

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TL;DR: E-Learning models with personalized dynamic assessment are significantly more effective in facilitating student learning achievement and improvement of misconceptions, especially for students with low-level prior knowledge.
Abstract: This research used Web-based two-tier diagnostic assessment and Web-based dynamic assessment to develop an assessment-centered e-Learning system, named the 'GPAM-WATA e-Learning system.' This system consists of two major designs: (1) personalized dynamic assessment, meaning that the system automatically generates dynamic assessment for each learner based on the results of the pre-test of the two-tier diagnostic assessment; (2) personalized e-Learning material adaptive annotation, meaning that the system annotates the e-Learning materials each learner needs to enhance learning based on the results of the pre-test of the two-tier diagnostic assessment and dynamic assessment. This research adopts a quasi-experimental design, applying GPAM-WATA e-Learning system to remedial Mathematics teaching of the 'Speed' unit in an elementary school Mathematics course. 107 sixth-graders from four classes in an elementary school participated in this research (55 male and 52 female). With each class as a unit, they were divided into four different e-Learning models: (1) the personalized dynamic assessment and personalized e-Learning material adaptive annotation group (n = 26); (2) the personalized dynamic assessment and non-personalized e-Learning material adaptive annotation group (n = 28); (3) the non-personalized dynamic assessment and personalized e-Learning material adaptive annotation group (n = 26); and (4) the non-personalized dynamic assessment and non-personalized e-Learning material adaptive annotation group (n = 27). Before remedial teaching, all students took the prior knowledge assessment and the pre-test of the summative assessment and two-tier diagnostic assessment. Students then received remedial teaching and completed all teaching activities. After remedial teaching, all students took the post-test of the summative assessment and two-tier diagnostic assessment. It is found that compared to the e-Learning models without personalized dynamic assessment, e-Learning models with personalized dynamic assessment are significantly more effective in facilitating student learning achievement and improvement of misconceptions, especially for students with low-level prior knowledge. This research also finds that personalized e-Learning material adaptive annotation significantly affects the percentage of reading time students spend on the e-Learning materials they need to enhance learning. However, it does not appear to predict student learning achievement and improvement of misconceptions.

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TL;DR: The experimental results indicated that using the MDAS system during outdoor observation activities effectively enhanced both the students' learning of astronomical observation content and their performance of astronomy observation skills, which had a substantial effect on retention.
Abstract: Based on kinesthetic learning style theory and interviews regarding teachers' experiences applying traditional astronomy teaching methods, a mobile digital armillary sphere (MDAS) using augmented reality (AR) was developed for use during astronomical observation instruction. The MDAS enables visual processes and limb movements similar to those that would occur in actual outdoor experiences to be employed in the classroom, thereby overcoming existing instructional limitations. A quasi-experimental design method was adopted, and 200 fifth-grade students were selected as participants. The use of the MDAS in astronomical observation courses affected students' learning effectiveness and interest. The experimental results indicated that using the MDAS system during outdoor observation activities effectively enhanced both the students' learning of astronomical observation content and their performance of astronomical observation skills. In addition, use of the MDAS effectively increased students' interest in astronomical observations and learning, which had a substantial effect on retention.

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TL;DR: It was found that the majority of changes proposed by peer assessors were scientifically accurate and assessee groups employed decision-making strategies to screen and process peer and expert feedback.
Abstract: Few studies have focused on peer assessment at the secondary school level. Consequently, we know very little about the quality of the feedback secondary school students can produce and its potential usefulness. This study was implemented in the context of reciprocal online peer assessment of web-portfolios in a secondary school science course. We evaluated both quantitative (grades) and qualitative (written comments) feedback on student science web-portfolios to assess the quality of peer feedback. We further investigated whether either peer or expert feedback led peer assesses to revise their work in any way. Participants (28 seventh-graders) anonymously assessed each other's web-portfolios on designing a CO"2-friendly house. Peer assessors and an expert assessor used the same pre-specified assessment criteria. Peer assessees made revisions as they saw fit after reviewing the feedback. The data sources were: the feedback produced, screen capture and video data and questionnaires. The quantitative feedback was found to differ between peer assessors and the expert and also between peer assessors assessing the same web-portfolio, which resulted in low validity and reliability. Qualitative written feedback from student and expert assessors appeared similar in its structural components. It differed in that students placed less emphasis on peer assessees' skills, provided fewer suggestions for changes, provided more positive judgments, and provided more negative/critical judgments that were not accompanied by evidence. Finally, we found that the majority of changes proposed by peer assessors were scientifically accurate and assessee groups employed decision-making strategies to screen and process peer and expert feedback. These findings yield a number of implications for practice and policy. The mere explanation of the assessment criteria or prior experience with peer assessment procedures is not enough; teachers, researchers and policy makers should focus on the type of training and scaffolding that peer assessors need in order to produce high quality feedback.