scispace - formally typeset
Search or ask a question

Showing papers in "Contemporary Educational Technology in 2016"


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: Results indicate that participants in the experimental group performed significantly better in the posttest, demonstrating the effectiveness of the mobile application used in this study on learning idioms.
Abstract: Smartphones are increasingly becoming an ordinary part of our daily lives. With their remarkable capacity, applications used in these devices are extremely varied. In terms of language teaching, the use of these applications has opened new windows of opportunity, innovatively shaping the way instructors teach and students learn. This 4 week-long study aimed to investigate the effectiveness of a mobile application on teaching 40 figurative idioms from the Michigan Corpus of Academic Spoken English (MICASE) corpus compared to traditional activities. Quasi-experimental research design with pretest and posttest was employed to determine the differences between the scores of the control (n=25) and the experimental group (n=25) formed with convenience sampling. Results indicate that participants in the experimental group performed significantly better in the posttest, demonstrating the effectiveness of the mobile application used in this study on learning idioms. The study also provides recommendations towards the use of mobile applications in teaching vocabulary.

79 citations


Journal ArticleDOI
TL;DR: A new taxonomy to position MOOCs on two dimensions: massiveness and openness is proposed, which brings a fresh perspective for understanding varieties ofMOOCs based on the two definitional elements.
Abstract: Massive Open Online Courses (MOOCs) as a new approach to distance education, which originated from the open education resources (OER) movement, are becoming widespread throughout the world. Over time, early versions of cMOOCs have undergone changes in terms of use, name and structure. In their short life, MOOCs have been categorized into different taxonomies depending on, for example, their types, pedagogies, orientations, target participants, resources and content. This article proposes a new taxonomy to position MOOCs on two dimensions: massiveness and openness, which brings a fresh perspective for understanding varieties of MOOCs based on the two definitional elements. The dimensions of massiveness and openness are identified and discussed. Based on these, we conclude two dimensional matrix with four categories: (i) small scale and less open, (ii) small scale and more open, (iii) large scale and less open, (iv) large scale and more open. This classification provides a comprehensive description of different types of MOOCs which could be helpful to answer the necessities of MOOC providers, educators, students, and researchers.

61 citations


Journal ArticleDOI
TL;DR: In this paper, a quantitative study using 4th grade participants from a Title 1 elementary school in Central Illinois was conducted to determine whether one to one technology (1:1 will be used hereafter) truly impacts and effects the academic achievement of students.
Abstract: This research was a quantitative study using 4th grade participants from a Title 1 elementary school in Central Illinois. This study set out to determine whether one to one technology (1:1 will be used hereafter) truly impacts and effects the academic achievement of students. This study’s second goal was to determine whether 1:1 Technology also effects student motivation to learn. Data was gathered from students participating in this study through the Pearson enVision Math series with Topic Tests, Discovery Education Assessment results, and attendance records being used. The results show that 1:1 Technology could be a factor in student academic achievement and motivation to be at school. These findings are important due to the technological shift that schools are currently facing. With more technology exposure for students and more professional development for teachers to hone their newly acquired teaching methods, 1:1 Technology may be the catalyst needed for school districts to help their students achieve at higher levels.

42 citations


Journal ArticleDOI
TL;DR: Insight is provided into likely future trends of substituting traditional learning modes such as lecture and practical laboratory classes with gamified content.
Abstract: Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were explored in a year-long research project which saw the development of a web based learning tool that visualized Enzyme Linked Immunosorbent Assays (ELISAs) in a digital laboratory. A cohort of 30 students from the Bachelor of Medical Laboratory Science trialed the first prototype and provided feedback in a survey on their learning experience and the extent to which the learning tool enhanced their learning. This article provides additional insights into likely future trends of substituting traditional learning modes such as lecture and practical laboratory classes with gamified content.

29 citations


Journal ArticleDOI
TL;DR: It was shown that when students wrote notes that could be assessed for correctness, their answers were predominately right, indicating that mathematical sense-making was taking place, and that multimodal writing may help them surmount difficulties often associated with learning math.
Abstract: This article reports the findings of a study designed to examine the influence of multimodal writing on the communication of mathematical ideas. Elementary school students (ages 8-13) were required to write mathematics notes using two digital writing technologies, a personal digital notepad and a social mathematics blog, in the context of a formal intervention. Fortytwo students participated, across three schools. The study showed that when students wrote notes that could be assessed for correctness, their answers were predominately right, indicating that mathematical sense-making was taking place. It also showed that the digital notepad and blog were used differently and that the type of technology influences the writing content. Moreover, students’ mathematical writing were understandable by their peers and students collaboratively explored solutions. Younger students were more likely to draw pictures to represent their ideas than older students. These findings show that writing can help students acquire mathematical understanding, and suggest that multimodal writing may help them surmount difficulties often associated with learning math. Although this research demonstrated that writing can help teachers gain an awareness of their students’ mathematical understanding, it also revealed that writing environments need to be monitored and students require close guidance to bring about systematic improvement.

24 citations


Journal ArticleDOI
TL;DR: In this article, the authors determine the levels of ICT knowledge on e-course design through blended learning approach among science teachers of secondary schools in Yemen using the Technological Pedagogical Content Knowledge (TPACK) framework.
Abstract: A theoretical framework has emerged recently to guide research in the teachers’ use of ICT and it is the technological pedagogical content knowledge (TPACK). Early research indicates that Blended learning is increasingly being adopted at all levels of educational system. It is considered as a way to foster engaging in interactive learning experiences. The purpose of this article was to determine the levels of ICT knowledge on e-course design through blended learning approach among science teachers of secondary schools in Yemen. The study was conducted on the sample of 60 science teacher trainees in Ibb city. The ICT knowledge scale was used based on TPACK. To analyze the data t-test was used. The findings in this study indicated that TPACK has provided a valuable tool for assessing teacher knowledge in the area of technology integration, the teachers’ ICT knowledge was above average in two groups, and there is significant difference between experimental and control groups on ICT knowledge scale. Recommendations are made for future research on online collaboration activities to raise awareness of factors related to online group work and to determine the in-service training needs of teachers on ICT use to follow-up support and to ensure successful utilization of new technologies.

23 citations


Journal ArticleDOI
TL;DR: In this article, the impact of increased education level on the ICT use competence perception and the influence of ICT knowledge level and skills on the adoption of blended learning contents was examined.
Abstract: The purpose of this study was to describe instances of pedagogical practices of teachers using ICTs and the enhancements of practices using traditional methods, to more fundamental changes in their approach to teaching. Using a mixed method, the research examined the impact of increased education level on the ICT use competence perception and the influence of ICT knowledge level and skills on the adoption of blended learning contents. Four schools were used for this study; two picked out of 50 that are enhanced with ICT infrastructures while the other two were picked from schools without enough ICT infrastructures. Three research questions guided the study. Data collection included teachers, schools inspection officers, curriculum development experts, teacher trainees and policy makers’ interviews, questionnaires, classroom observations, and document reviews. Data analysis concentrated on the central questions of the study. The results suggested that teachers’ education level couldn’t determine their ICT knowledge level. Either, the ICT knowledge level has influences on the decision to use blended learning. Barriers to ICT use in education were revealed as: internal -more of personal attitudes and perceptions about a technology, and external -lack of availability and accessibility to the relevant resources (hardware and software), lack of framework that address integration of ICTs in teaching and learning and unreliable Internet connection. Resulting from the results, this study suggests a goal oriented teacher training framework which should address a complex integration of technology, content, pedagogy, school infrastructures, and the overall objectives of the education systems as trivial of ICT use determining factors.

18 citations


Journal ArticleDOI
TL;DR: Findings indicated that students taught physics using computerassisted Jigsaw II performed better and retained the physics concepts longer than those taught using individualized computer instruction.
Abstract: This study investigated the effects of computer-assisted jigsaw II cooperative strategy on physics achievement and retention. The study also determined how moderating variables of achievement levels as it affects students' performance in physics when Jigsaw II cooperative learning is used as an instructional strategy. Purposive sampling technique was used to select two senior secondary school class II (SSSII) physics students from two intact classes in Minna, Niger State, Nigeria. Eighty students from two intact classes were assigned into Jigsaw II and Individualized Computer Instruction (ICI) groups. ComputerAssisted Learning Package (CALP) on physics and Physics Achievement Test (PAT) were used as treatment and test instruments. Analysis of Covariance and Scheffe’s test were used for data analysis. Findings indicated that students taught physics using computerassisted Jigsaw II performed better and retained the physics concepts longer than those taught using individualized computer instruction. In addition, achievement levels had significant influence on their performance. Based on the findings, it was recommended among other that physics teachers should be encouraged use computer-assisted Jigsaw II cooperative strategy to enhanced students’ performance.

17 citations


Journal ArticleDOI
TL;DR: It was found that the learners had positive opinions about the DLP as it offers flexibility, contains elements enhancing their motivation, enables the learners to communicate easily with the instructor, provides the learners with instant feedback, and enables them to access to the course materials easily.
Abstract: The purpose of the study was to investigate the views of learners experienced in the Distance Learning Platform (DLP), which was prepared according to an online course design model. The participants of the study were 19 learners who took the programming languages course (via the DLP for 14 weeks). Before the application, the preparation of the DLP took nearly 500 hours. A pilot study was performed with the learners during the summer school. The design of the DLP was improved through the views of those learners. The data were obtained through face-to-face interviews with the learners. The following themes emerged from analysis of the data: factors in preferring the DLP, general characteristics of the DLP, the effectiveness of the DLP, and expansion of the DLP. These themes are further analyzed on the basis of “Diffusion of Innovations” and “Uses and Gratifications” theories. As a result of the interviews conducted with the learners, it was found that the learners had positive opinions about the DLP as it (1) offers flexibility, (2) contains elements enhancing their motivation, (3) enables the learners to communicate easily with the instructor, (4) provides the learners with instant feedback, and (5) enables them to access to the course materials easily.

14 citations


Journal ArticleDOI
TL;DR: The outcome of this study revealed that students taught with CSIP performed better than those in CTIP and CTM groups and were found also to be gender friendly.
Abstract: The role of computer-assisted instruction in promoting intrinsic and extrinsic motivation among Nigerian secondary school chemistry students was investigated in this study. The study employed two modes of computer-assisted instruction (computer simulation instruction and computer tutorial instructional packages) and two levels of gender (male and female) using pretest-posttest experimental group design. Ninety (45 males and 45 females) senior secondary one (SS1) students from three secondary schools in Minna, Nigeria, made up the sample. The schools were purposively sampled and randomly assigned to experimental and control groups. The Experimental Group I was taught two selected concepts of chemistry using computer simulation instructional package (CSIP), Experimental Group II was exposed to computer tutorial Instructional package (CTIP) while conventional teaching method (CTM) was used for the Control Group. Validated Chemistry Achievement Test (CAT) and Chemistry Motivation Questionnaire (CMQ) with reliability coefficient of 0.89 and 0.94 respectively were used for data collection. Classroom observations as well as interview schedules were also conducted. Data from CAT and CTM were analyzed using One-way ANOVA and Scheffe’s post-hoc test, while the data from the classroom observations and interview schedules were thematically analyzed. The outcome of this study revealed that students taught with CSIP performed better than those in CTIP and CTM groups. The CSIP and CTIP were found also to be gender friendly. Moreover, students taught with CSIP had higher intrinsic and extrinsic motivation than their counterparts in CTIP and CTM respectively. Based on the findings, it was recommended that chemistry teachers should employ computer simulation for improving their students’ performance and motivation in the subject.

Journal ArticleDOI
TL;DR: The results suggested that design and development in virtual worlds has many challenges but a broad experience for novice instructional designers.
Abstract: Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the aim was to investigate design issues and the concerns of novice instructional designers who were developing a virtual learning environment with a gaming approach. Active Worlds (AW), an immersive virtual environment, was selected as a platform to develop virtual world projects that presented instructional materials. Twenty-three novice instructional designers participated in this study. Data were collected through observations, interviews, document analysis, and a questionnaire. The results indicate that the novice instructional designers were most challenged when attempting to incorporate motivational and assessment features in their project designs. They ignored collaboration opportunities of the design platform. They also accepted that they could not achieve to provide a feel of real game. The results suggested that design and development in virtual worlds has many challenges but a broad experience for novice instructional designers.

Journal ArticleDOI
TL;DR: This study determined how graduate pre-service teacher education students perceive the interactivity, engagement, and value of customized course eTexts, and revealed that students overwhelmingly prefer a free, customized open-access text for use in their course, no matter what eText format is used.
Abstract: The purpose of this article is to add to the collective body of research regarding the use of digital books (or eTexts) and their preference by students in higher education. Although there have been many studies in this area, the findings are not necessarily consistent. One reason for this inconsistency is the rapid evolution of e-reading capabilities through recent advances in tablet computing. No empirical studies currently exist to describe the impact of multi-touch interactive eTexts, which are only accessible on these latest tablet computers. The purpose of this study was to determine how graduate pre-service teacher education students perceive the interactivity, engagement, and value of customized course eTexts. Participants in this quasi-experimental study rated the level of interactivity, engagement, and value of three eText formats: page fidelity (Adobe PDF), reflowable text (Kindle ePub), and multi-touch (Apple iBooks). Users of the multi-touch eText reported a significantly more interactive and engaging experience with their text than the other eText users. The experiment also revealed that students overwhelmingly prefer a free, customized open-access text for use in their course, no matter what eText format is used.

Journal ArticleDOI
TL;DR: A literature review of the research concerning the role of faculty perspectives about instructional technology shows how important understanding user attitudes can be in the technology deliberation process.
Abstract: This article provides a literature review of the research concerning the role of faculty perspectives about instructional technology. Learning management systems, massive open online courses (MOOCs), cloud-based multimedia applications, and mobile apps represent the tools and the language of academia in the 21st century. Research examined illustrates how important understanding user attitudes can be in the technology deliberation process. Consequently, the faculty opinions should not be underestimated in technology acceptance discussions as coupled with ongoing education technological developments is the challenge of innovation adoption.

Journal ArticleDOI
TL;DR: In this paper, the authors examined whether, through the development of the digital stories, students could understand how the school functions and whether this process helped them to change their attitudes and behaviors, thus achieving a smoother adaptation to the school environment.
Abstract: When coming to school for the first time, children might face a number of adjustment problems. The study presents the results of a project which used digital storytelling for helping first-grade primary school students during this transitional period. It was examined whether, through the development of the digital stories, students could understand how the school functions and whether this process helped them to change their attitudes and behaviors, thus achieving a smoother adaptation to the school environment. Students’ active participation and behavioral modeling to enhance positive behaviors provided the theoretical basis. Due to the students' young age, their teachers functioned as their "hands", executing their instructions when developing the stories. At the same time, however, they indirectly guided them to certain key-points that had to be highlighted, without openly lecturing them. Observations and interviews with the classes' teachers and with the students that presented significant adaptation problems were used for data collection purposes. The results are considered satisfactory. Adaptation issues ceased to pose a significant problem and the overall classes' climate was improved. Finally, due to the project's short duration, it can be applied relatively easily, without altering the school’s timetable.

Journal ArticleDOI
TL;DR: This article explores how one aspect of computer-based learning, electronic support tools (ESTs), influences students’ mathematical reasoning over the course of an online supplemental mathematics program, the Math Learning Companion (MLC).
Abstract: Mathematical reasoning involves comprehending mathematical information and concepts in a logical way and forming conclusions and generalizations based on this comprehension. Computer-based learning has been incorporated into classrooms across the country, and specific aspects of technology need to be studied to determine how programs are influencing student reasoning and learning. This article explores how one aspect of computer-based learning, electronic support tools (ESTs), influences students’ mathematical reasoning over the course of an online supplemental mathematics program, the Math Learning Companion (MLC). Students in Grades 3, 4, and 5 (N = 31) from two private schools participated in MLC, and their reasoning was assessed before and after participating in the program. EST use was measured by using frequency counts for each tool. Results describe students’ tool use and reflect an overall change in their reasoning over the course of the intervention, indicating that students use ESTs as needed to individualize the learning program. Students specifically used ESTs as needed to improve their mathematical reasoning, their correctness of response, and their mathematical explanations of their answers over the course of the intervention.

Journal ArticleDOI
TL;DR: This case study aims to investigate tertiary education students’ acceptance of and engagement in a Moodle-hosted writing course, and shows that almost all the students perceived Moodle as a useful tool for sharing, collaboration and learning.
Abstract: In the past fifteen years, Web 2.0 social networking technologies have ushered in a new era of information production, distribution and consumption with significant implications for language teaching and learning. An example of such technology is Moodle, which is a learning management system with several useful features that can transform the learning environment into a site for interactivity, connectivity and great amounts of extensive learning. With this in mind, the present case study aims to investigate tertiary education students’ acceptance of and engagement in a Moodle-hosted writing course. Using case study methodology, qualitative data were elicited from 24 semester-two students on the basis of focus group interviews constructed in line with Technology Acceptance Model 2. Another source of data is Moodle log reports, which offered a detailed account of students’ contributions and activities in the online writing course. The results showed that almost all the students perceived Moodle as a useful tool for sharing, collaboration and learning. The results also uncovered three different categories of students in terms of level of engagement; namely, highly engaged, moderately engaged and poorly engaged. The implications of these results for an effective implementation of Moodle are discussed.

Journal ArticleDOI
TL;DR: In this paper, the authors explored the use of a cognitive apprenticeship framework to mentor new librarians and found the need for flexibility when utilizing a cognitive apprentice model, based on participant prior knowledge and experience, the importance of the modeling and coaching stages of the model, participant desire for working with other programmers being trained.
Abstract: The majority of research that has been conducted on structuring mentorship programs has been on career support in terms of transferring tacit and explicit knowledge from the supervisor to the protege. While the instructional design literature touts that cognitive apprenticeships provide a great framework for constructivist and situated learning environments, little research has been done examining how much time should be allocated to the various phases of the apprenticeship framework. The purpose of this study was to explore whether the use of a cognitive apprenticeship framework could be used to mentor new librarians. Data was collected and analyzed in three phases. Phase 1 consisted of a needs assessment to determine the skills necessary for programmers to deliver a curriculum based storytime. Phase 2 data collected during the implementation of the cognitive apprenticeship included observation and reflective journals. Data collected during Phase 3 consisted of participant interviews immediately following the implementation of the cognitive apprenticeship, and three months after the conclusion of the study. All data was coded and analyzed using a phenemonological approach. The researchers found the need for flexibility when utilizing a cognitive apprenticeship model, based on participant prior knowledge and experience, the importance of the modeling and coaching stages of the model, participant desire for working with other programmers being trained.

Journal ArticleDOI
Fırat Tufan1
TL;DR: In this paper, a focus group interview was conducted with students who were randomly selected from various areas/majors at the Department of Distance Education in Istanbul University in order to determine the relationship between their general Internet usage habits and their Internet usage as a part of distance learning and in line with their expectations.
Abstract: Within the scope of this study, which deals with distance education method as a communication process, a focus group interview was conducted with voluntary students who were randomly selected from various areas/majors at the Department of Distance Education in Istanbul University in order to determine the relationship between their general Internet usage habits and their Internet usage as a part of distance learning and in line with their expectations. The questions posed for the students during the interview process were drawn up on the basis of Internet medium serving a mass medium and for multi-purposes. The study revealed a positive relationship between general Internet usage habits of distance education students and their particular Internet usage habits during their education. It is concluded that the ability of students to adapt to social media applications and especially to social networks, which are the latest Internet applications based on interactive communications, is considerably high. The expectations of the students from the latest Internet applications are also high when it comes to distance education process.

Journal ArticleDOI
TL;DR: In this article, the authors discuss and evaluate the tendencies and understandings in relation to the notion of edutainment primarily with reference to “edutainment” studies carried out in Turkey.
Abstract: There have been a wide range of studies on the interplay between education and technology. Furthermore, there are many other studies aimed at analyzing the scholarly output on this subject with a holistic approach. However the studies are mostly focused on the facilitator role of technology. Although the idea that educational processes have become more fun, thanks to the widespread use of technology, there is a strong need for the critical analysis of the interplay among education, entertainment and technology. Taking this need into account, and drawing on Neil Postman’s critical approach on this trio, this article aims to discuss and evaluate the tendencies and understandings in relation to the notion of “edutainment” primarily with reference to “edutainment” studies carried out in Turkey. It is expected that this evaluation would contribute to similar future studies, thus helping the policy development. According to findings of the study, although the edutainment studies in Turkey reflect the general tendency throughout the world, there only a few of them quantitatively. There is no consensus on the designation and definition of the concept of edutainment. From Postman’s point of view, it could be said that edutainment studies in Turkey lack a critical perspective with regard to technology and entertainment, and there is a quite limited framework.

Journal ArticleDOI
Esra Barut1
TL;DR: This book presents the things that should be done in an empirical human-computer interaction (HCI) study in a sequential way, each step is presented in relation to other steps in the process.
Abstract: This book presents the things that should be done in an empirical human-computer interaction (HCI) study in a sequential way. Each step is presented in relation to other steps in the process. The book can help scholars interested in empirical HCI studies in their scientific research. Although the work is quite powerful with respect to the research process, it has limitations in providing theoretical field knowledge. The conversational writing style of the author adds to the comprehensibility of the book. Experiments and discussions are visualized using charts, tables or figures, and therefore, the narrative was materialized to increase retention.

Journal ArticleDOI
Yu-Fang Yeh1
TL;DR: Investigating if an interaction approach supports weak learners, who have poor domain knowledge and comprehension difficulty of the learning subject, in complex animation learning finds that the reason-predict-combination interactions approach led to the greatest transfer performance and was rated by students as the most useful interaction approach for understanding the animation content.
Abstract: Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have poor domain knowledge and comprehension difficulty of the learning subject, in complex animation learning. Three interaction approaches were designed and evaluated in an educational animation program teaching a complex subject of data structures. Participants were 70 undergraduate students performed poorly in the experimental course of introductory data structures. They were randomly assigned into one of the three interaction approaches: pure-reason-dialogue, predict-oriented, and reason-predict-combination interactions. Learning effects of these interaction approaches were measured by near-transfer and far-transfer tests as well as learning process surveys including perceived content difficulty, mental effort expenditure, and usefulness of the interaction approach. Findings indicate that the reason-predict-combination interactions approach led to the greatest transfer performance and was rated by students as the most useful interaction approach for understanding the animation content. The findings generally recommend that for weak learners, interactions of reasoning dialogue is effective to develop near-transfer ability at the initial learning phase, whereas when learners’ knowledge grows to be capable of near-transfer task, the predict-oriented interactions become more helpful to gain far-transfer knowledge. Implications for design principles for interactive instructional animations and recommendations for future research are discussed.