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JournalISSN: 1309-517X

Contemporary Educational Technology 

Bastas Publications
About: Contemporary Educational Technology is an academic journal published by Bastas Publications. The journal publishes majorly in the area(s): Computer science & Educational technology. It has an ISSN identifier of 1309-517X. Over the lifetime, 435 publications have been published receiving 6349 citations.


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Journal ArticleDOI
TL;DR: Castell as discussed by the authors presented an easily understandable and comprehensive analysis by examining the economic, social, and cultural changes that caused by the Network Society, and reached a clear conclusion by supporting all of his claims with various statistics and examples.
Abstract: Castell’s book is the first part of his milstone “The Information Age: Economy Society, and Culture” work. The author states that, the triology was prepared to be a single book, but then with the contributions of the editor, it was divided into three books by making each part of the study a separate book. In this particular book, Castells presents an easily understandable and comprehensive analysis by examining the economic, social, and cultural changes that caused by the Network Society. He does this by being as realistic as possible and reaching a clear conclusion by supporting all of his claims with various statistics and examples.

394 citations

Journal ArticleDOI
TL;DR: In this paper, the authors explored the effectiveness of using mobile technologies to support a blended learning course called Scientific Research Methods in Information Science (SRLISIS), and discussed the effects of WhatsApp mobile learning activities guided by activity theory on students' knowledge management.
Abstract: This research paper explores the effectiveness of using mobile technologies to support a blended learning course titled Scientific Research Methods in Information Science. Specifically, it discusses the effects of WhatsApp mobile learning activities guided by activity theory on students' knowledge Management (KM). During the 2014 academic year, the researcher adopted an experimental approach-based comparison between an experimental group (34 students) and a control group (34 students). The learning process of the experimental group was based on continuity between 2 hours of in-class learning and 1 hour of learning activities that were mediated by WhatsApp instant messaging each week. The control group’s experience was 100% in-class with no app mediation. The researcher used the t-test to compare the means of the control and experimental groups in the test and the students’ attitudes at 0.05 alpha levels. This research paper is useful for exploring the effectiveness of mobile technologies in supporting blended learning courses.

226 citations

Journal ArticleDOI
TL;DR: In this paper, the authors examine the past and present research trends, with emphasis on the role and contribution of research evidence for informing instructional practices and policies to improve learning in schools, and suggest directions for future research.
Abstract: Today, the exponential growth of technology usage in education, via such applications of distance education, Internet access, simulations, and educational games, has raised substantially the focus and importance of educational technology research. In this paper, we examine the past and present research trends, with emphasis on the role and contribution of research evidence for informing instructional practices and policies to improve learning in schools. Specific topics addressed include: (a) varied conceptions of “effective” technology uses in classroom instruction as topics for research, (b) historical trends in research approaches and topics of inquiry; (c) alternative research designs for balancing internal (rigor) and external (relevance) validity; and (d) suggested directions for future research. Attention is devoted to describing varied experimental designs as options for achieving appropriate rigor and relevance of research evidence, and using mixed-methods research for investigating and understanding technology applications in complex real-life settings.

205 citations

Journal ArticleDOI
TL;DR: In this paper, the authors explored some uptakes of social media platforms by prospective secondary school teachers and found that prospective teachers in clusters with low scores are more likely to exhibit low skill levels in the use of mobile technology and the adoption of socialmedia in relation to mathematics pedagogy during the COVID-19 crisis.
Abstract: Digital learning has reshaped education in many ways. The purpose of this study is to respond to the question of whether COVID-19 is the gateway for digital-learning in mathematics education. To this end, this study explores some uptakes of social media platforms by prospective secondary school teachers. Data was collected from 102 prospective mathematics teachers from the Copperbelt University (CBU). Cluster analysis approach was used. Results revealed that participants’ scores for digital learning in mathematics in cluster 2 were higher than those in both cluster 1 and 3. This is a clear indication that prospective teachers in clusters with low scores are more likely to exhibit low skill levels in the use of mobile technology and the adoption of social media in relation to mathematics pedagogy during the COVID-19 crisis. Results show different patterns. However, overall results show that digital learning could be a positive response to COVID-19 closure period.

182 citations

Journal ArticleDOI
TL;DR: In this article, the authors analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education in higher education, and find that the main benefits brought to the education context include greater involvement of students in projects, development of their skills and its application in a real context.
Abstract: Education 4.0 is a new educational paradigm that intends to address the needs and potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation. This study intends to analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education 4.0 in higher education. A qualitative methodology was employed based on 25 case studies of innovative projects in Portuguese higher education institutions. The results indicate a residual adoption of serious games and gamification approaches only appear in less than 20% of the projects. It was also possible to identify that most projects involve several stakeholders such as teachers, students and university managers, and typically involve multidisciplinary competencies fields. The main benefits brought to the education context include greater involvement of students in projects, development of their skills and its application in a real context. On the other hand, the main challenges are the simplification of the real world made by these applications, the difficulties inherent to their inclusion in the didactical system and the limited capacities to offer greater interactivity without predefined external stimuli.

130 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
202358
202255
202147
202031
201938
201824