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Showing papers in "Education and Information Technologies in 2017"


Journal ArticleDOI
TL;DR: Students found that they use their smartphones to access teaching materials or supporting information, which are normally accessible through the Internet, which is a challenging task in a classroom-teaching environment.
Abstract: Many educational institutions, especially higher education institutions, are considering to embrace smartphones as part of learning aids in classes as most students (in many cases all students) not only own them but also are also attached to them. The main question is whether embracing smartphones in classroom teaching enhances the learning or perhaps an interference. This paper presents the finding of our study on embracing smartphone in classroom teaching. The study was carried out through a survey and interview/discussion with a focus group of students. We found that they use their smartphones to access teaching materials or supporting information, which are normally accessible through the Internet. Students use smartphones as learning aids due many reasons such as they provide convenience, portability, comprehensive learning experiences, multi sources and multitasks, and environmentally friendly. They also use smartphones to interact with teachers outside classes and using smartphones to manage their group assignments. However, integrating smartphones in a classroom-teaching environment is a challenging task. Lecturers may need to incorporate smartphones in teaching and learning to create attractive teaching and optimum interaction with students in classes while mitigating or at least minimising distractions that can be created. Some of the challenges are distraction, dependency, lacking hands on skills, and the reduce quality of face-to-face interaction. To avoid any disturbances in using smartphones within a classroom environment, proper rules of using smartphones in class should be established before teaching, and students need to abide to these rules.

314 citations


Journal ArticleDOI
TL;DR: A survey was conducted of over 300 teachers who were currently teaching Computing to elicit their perspectives on challenges and strategies and five key themes emerged: unplugged type activities, contextualisation of tasks, collaborative learning, developing computational thinking, and scaffolding programming tasks.
Abstract: Computing is being introduced into the curriculum in many countries. Teachers' perspectives enable us to discover what challenges this presents, and also the strategies teachers claim to be using successfully in teaching the subject across primary and secondary education. The study described in this paper was carried out in the UK in 2014 where teachers were preparing for the mandatory inclusion of Computing into the curriculum. A survey was conducted of over 300 teachers who were currently teaching Computing to elicit their perspectives on challenges and strategies. From the analysis of the data, extrinsic and intrinsic challenges were identified for both teachers and students. In addition, a variety of pedagogical strategies were recommended by teachers from their own practice. In categorising approaches taken by teaching to support students five key themes emerged: unplugged type activities, contextualisation of tasks, collaborative learning, developing computational thinking, and scaffolding programming tasks. Further investigation could support whether these strategies can alleviate the challenges of teaching and learning of Computing for students and teachers. In particular developing student resilience in Computing is seen as a challenge while not many strategies are suggested. The results of this study will be useful for teachers who are new to the teaching of Computing.

221 citations


Journal ArticleDOI
TL;DR: This paper surveys the educational research literature to examine: How such technologies are perceived and used by K-12 learners and teachers with what impacts on pedagogy or students' learning.
Abstract: The increasingly widespread use of social network sites to expand and deepen one's social connections is a relatively new but potentially important phenomenon that has implications for teaching and learning and teacher education in the 21st century. This paper surveys the educational research literature to examine: How such technologies are perceived and used by K-12 learners and teachers with what impacts on pedagogy or students' learning. Selected studies were summarized and categorized according to the four types introduced by Roblyer (2005) as studies most needed to move the educational technology field forward. These include studies that establish the technology's effectiveness at improving student learning; investigate implementation strategies; monitor social impact; and report on common uses to shape the direction of the field. We found the most prevalent type of study conducted related to our focal topic was research on common uses. The least common type of study conducted was research that established the technology's effectiveness at improving student learning. Implications for the design of future research and teacher education initiatives are discussed.

187 citations


Journal ArticleDOI
TL;DR: The position and roles of Computer Science in curricula in the light of recent calls for curriculum change are examined and proposed principles and issues to consider in curriculum design as well as identifying priority areas for further research.
Abstract: In this paper we have examined the position and roles of Computer Science in curricula in the light of recent calls for curriculum change and we have proposed principles and issues to consider in curriculum design as well as identifying priority areas for further research. The paper is based on discussions within and beyond the International Federation of Information Processing (IFIP) Education Community since 2012 as well as an analysis of curriculum developments in five different countries. Emerging themes have been discussed with reference to important perspectives from curriculum theory including "powerful knowledge" as a key element of entitlement and management of the growth of expertise. Based on this analysis we have identified areas of consensus as well as constraints, risks and issues that are still subject to controversy. There is an emerging consensus of the importance of Computer Science and the nature of its "powerful knowledge". Furthermore current understanding of the opportunities and benefits for starting to learn Computer Science early in primary schools has identified this early start as an entitlement and equity issue. There is a strong consensus that teacher professional development in Computer Science Education is critical for supporting curriculum change and is currently a major challenge in many countries. Other key issues include understanding how the growth of expertise affects potential structure and sequencing in the curriculum and the balance of content. Further considerations include how new technological opportunities interact with pedagogical approaches and can provide new potential for the growth of expertise.

180 citations


Journal ArticleDOI
TL;DR: The positives of lecture recordings outweigh the negatives and its continued use in higher education is recommended, however, further research is needed to evaluate lecture recordings in different contexts and to develop approaches that enhance its effectiveness.
Abstract: Web-based lecture technologies are being used increasingly in higher education. One widely-used method is the recording of lectures delivered during face-to-face teaching of on-campus courses. The recordings are subsequently made available to students on-line and have been variously referred to as lecture capture, video podcasts, and Lectopia. We examined the literature on lecture recordings for on-campus courses from the perspective of students, lecturers, and the institution. Literature was drawn from major international electronic databases of Elsevier ScienceDirect, PsycInfo, SAGE Journals, SpringerLink, ERIC and Google Scholar. Searches were conducted using key terms of lecture capture, podcasts, vodcasts, video podcasts, video streaming, screencast, webcasts, and online video. The reference sections of each article were also searched and a citation search was conducted. Institutions receive pressure from a range of sources to implement web-based technologies, including from students and financial imperatives, but the selection of appropriate technologies must reflect the vision the institution holds. Students are positive about the availability of lecture recordings. They make significant use of the recordings, and the recordings have some demonstrated benefits to student learning outcomes. Lecturers recognise the benefits of lecture recordings for students and themselves, but also perceive several potential disadvantages, such as its negative effect on attendance and engagement, and restricting the style and structure of lectures. It is concluded that the positives of lecture recordings outweigh the negatives and its continued use in higher education is recommended. However, further research is needed to evaluate lecture recordings in different contexts and to develop approaches that enhance its effectiveness.

148 citations


Journal ArticleDOI
TL;DR: Analysis of data from Israeli elementary schools towards the end of the third and the fourth years of the gradual National ICT program indicated that between the 3rd and 4th years of ICT integration significant changes still occur in the general school ICT culture and most of its components.
Abstract: This study examines how the leaders of technology integration in educational institutions - school principals and ICT facilitators - assess systemic changes that occurred in their schools. The study collected the data from Israeli elementary schools towards the end of the third and the fourth years of the gradual National ICT program. The research questions explored (1) the predictors of the general school ICT culture and (2) changes over time in the general school ICT culture and its components. An online questionnaire was distributed to all elementary schools in the Northern District and filled out jointly by the school principal and ICT facilitator. A total of 392 questionnaires (91.2 % response rate) were analyzed. The following predictors explained 63 % of variance in general school ICT culture: the percent of teachers who frequently use ICT in lessons, using technology for enhance pedagogy, teachers' digital competence, digital content use, its design by teachers, pedagogical update of class website, school portal update (negative predictor), e-communication within school staff, and teacher-parents e-communication. Regarding the impact of time, the results indicated that between the 3rd and 4th years of ICT integration significant changes still occur in the general school ICT culture and most of its components.

126 citations


Journal ArticleDOI
TL;DR: Some of the implications that the use of social network sites have for schools and academic activities when they are used as tools able to modify and innovate teaching/learning practices and academic culture are dealt with.
Abstract: This conceptual paper deals with some of the implications that the use of social network sites, though not originally developed and conceived for learning purposes, have for schools and academic activities when they are used as tools able to modify and innovate teaching/learning practices and academic culture. Beside the differences that characterize the two contexts, the attention that social network tools are progressively gaining in schools and higher education practices and pedagogies requires adjustments in learning and teaching that should be constantly considered by educators and policy makers. These environments are also presenting new and crucial opportunities for teacher training and teachers' professional development. The purpose of the study is to reflect on some significant challenges and opportunities offered by social network sites, and how to exploit the latter, in relation to a number of themes. These themes have been identified as those that deserve better comprehension and further research investigation: communication between students and teachers and appropriate professional behaviours; pedagogical and technological challenges related to incorporating social networking practices into teaching and academic practices; how social networking can be exploited for teachers' professional training and development. The study also provides some implications for policy and practice.

124 citations


Journal ArticleDOI
TL;DR: Analysis of multiple regression analyses of the teachers’ frequency of computer use for instruction in five countries to get an idea of how to support the frequency of the use of computers in class shows that there are more country-specific results than similarities between the countries selected.
Abstract: This paper is based on the research question of what predictors (school characteristics, teachers' attitudes, teacher collaboration and background characteristics) determine secondary school teachers' frequency of computer use in class. The use of new technologies by secondary school teachers for educational purposes is an important factor regarding school and teaching processes. The use of digital media in schools is, among other things, associated with the goal of supporting learning processes and improving the quality of education. This contribution identifies relevant factors by means of multiple regression analyses of the teachers' frequency of computer use for instruction in five countries (the Netherlands, Denmark, Australia, Poland and Germany) to get an idea of how to support the frequency of the use of computers in class. The analyses and findings are based on the International Association for the Evaluation of Educational Achievement (IEA) study of International Computer and Information Literacy Study 2013 (ICILS), which investigates the computer and information literacy (CIL) of secondary school students and the contexts in which students develop CIL in 21 countries. Antecedents concerning school characteristics, teachers' attitudes and teacher collaboration on the process level and background characteristics of secondary school teachers (N = 8.920) are examined in order to gain further insight into the nature and effect of predictors for secondary school teachers' in-class use of information and communications technology. The analyses show that there are more country-specific results than similarities between the countries selected. In all countries, antecedents concerning teachers' attitudes are more relevant for teachers' in-class use of computers than school characteristics or teacher collaboration on the process level.

121 citations


Journal ArticleDOI
TL;DR: Analysis from Friedman test, Mann-Whitney U test, and Wilcoxon Signed Rank test show that the GBL application has a positive influence on student engagement, however, GBLApplication was not equally effective for all students since girls outperformed boys in terms of engagement and learning outcomes.
Abstract: This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major concerns in Pakistan Education system. This leads to student disengagement in science lessons eventually resulting in student absenteeism and dropouts from the schools. This study consisted of five stages: (1) examining the impact of Digital Game-Based Learning (DGBL) and gamification on engagement, learning and gender difference, and literature related to using DGBL models for instructional design; (2) planning learning activities and developing a GBL application based on a specific content in Science; (3) conducting an intervention with a sample of 72 participants of 8th grade (aged 12---15) in a low cost private school of Pakistan following quasi-experimental research framework; (4) observing behaviour and emotions of the participants during science lessons; (5) conducting pre and post tests to assess the learning outcomes of participants followed by focus groups discussion. Analysis from Friedman test, Mann-Whitney U test, and Wilcoxon Signed Rank test show that the GBL application has a positive influence on student engagement. However, GBL application was not equally effective for all students since girls outperformed boys in terms of engagement and learning outcomes. This study gives insights into the development of better educational games to promote student learning.

113 citations


Journal ArticleDOI
TL;DR: This paper discusses the known problems in using educational apps and a review of relevant literature, as well as the process of formulating REVEAC, a rubric to evaluate educational mobile apps in four areas: contents, design, functionality, and technical quality.
Abstract: International studies indicate that the use of smart mobile devices and their accompanying educational applications (apps) can revolutionize young children's learning experiences. Although there is a vast array of educational apps for preschoolers, they are not actually educational in their majority. In this context, it is important for preschool teachers to be able to assess each app for its effectiveness in educational practice. To evaluate educational mobile apps, this paper presents a rubric (abbreviated as REVEAC) in four areas: contents, design, functionality, and technical quality, each having multiple aspects. In this paper, we discuss the known problems in using educational apps and we present a review of relevant literature, as well as the process of formulating REVEAC. Finally, the paper concludes with a brief discussion of REVEAC limitations and future work.

106 citations


Journal ArticleDOI
TL;DR: Teachers are in society’s spotlight in terms of examples of inappropriate use of social media but also under peer pressure to connect and the implications of such teachers' identities in relation to the future of social social media use in education are reflected.
Abstract: Social media are a group of technologies such as Twitter, Facebook and LinkedIn which offer people chances to interact with one another in new ways. Teachers, like other members of society, do not all use social media. Some avoid, some experiment with and others embrace social media enthusiastically. As a means of communication available to everyone in modern society, social media is challenging teachers, as other professionals in society, to decide whether to engage with these tools and, if so, on what basis --- as an individual (personally), or as a teacher (professionally). Although teachers are guided by schools and codes of practice, teachers as individuals are left to decide whether and how to explore social media for either their own or their students' learning. This paper analyses evidence from interviews with 12 teachers from England about their use of social media as to the challenges they experience in relation to using the media as professional teachers.. Teachers are in society's spotlight in terms of examples of inappropriate use of social media but also under peer pressure to connect. This paper explores their agency in responding. The paper focuses on how teachers deal with tensions between their personal and professional use of social media. These tensions are not always perceived as negative and some teachers' accounts revealed a unity in their identities when using social media. The paper reflects on the implications of such teachers' identities in relation to the future of social media use in education.

Journal ArticleDOI
TL;DR: It is argued for the use of the term “ludicization” to emphasize that transforming a situation into a game does not consist of using elements that have a game-like aspect, but rather of a non-essentialistic vision of play, generating a metaphor around the situation to build a reflexive space where the nature and meaning of interactions are modified.
Abstract: In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using Classcraft, a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments in France and Quebec and also from an online survey that was made available on the Classcraft platform. These results promote a model of gamification that consists of considering the experience of the students, rather than the game itself, and they confirm that a game is consubstantial to its player. Therefore, we argue for the use of the term "ludicization" to emphasize that transforming a situation into a game does not consist of using elements that have a game-like aspect, but rather of a non-essentialistic vision of play, generating a metaphor around the situation to build a reflexive space where the nature and meaning of interactions are modified.

Journal ArticleDOI
TL;DR: Gains of studying CS, the learning environment, degree’s usefulness, and barriers are identified as important predictors of students’ intention to complete their studies in CS (retention), which aims to identify reasons that may contribute to dropout.
Abstract: Researchers have been working to understand the high dropout rates in computer science (CS) education. Despite the great demand for CS professionals, little is known about what influences individuals to complete their CS studies. We identify gains of studying CS, the (learning) environment, degree’s usefulness, and barriers as important predictors of students’ intention to complete their studies in CS (retention). The framework aims to identify reasons that may contribute to dropout, using responses from 344 CS students. The eight-predictor model accounts for 39 % of the explained variance in student retention. A high level for degree’s usefulness has a positive effect on retention. Further, cognitive gains and supportive environment positively impact degree’s usefulness, while non-cognitive gains hinder it. Lastly, negative feelings (personal values) are found to reduce student retention. The overall outcomes are expected to contribute to theoretical development, in order to allow educators and policy makers to take appropriate measures to enhance students’ experience in CS studies and increase retention.

Journal ArticleDOI
Don Passey1
TL;DR: Evidence of current implementation of CSE in school curricula, the six main arguments for wider-scale introduction of the subject, the implications for researchers, schools, teachers and learners, the state of current discussions in a range of countries, and evidence of outcomes of C SE in compulsory curricula are considered.
Abstract: The subject of computer science (CS) and computer science education (CSE) has relatively recently arisen as a subject for inclusion within the compulsory school curriculum. Up to this present time, a major focus of technologies in the school curriculum has in many countries been on applications of existing technologies into subject practice (both software such as office applications, and hardware such as robots and sensors). Through uses of these applications, information and communications technologies (ICT) have focused on activities to support subject and topic learning (across wide age and subject ranges). Very recently, discussions for including computers in the curriculum have shifted to a much greater focus on computing and CS, more concerned with uses of and development of programming, together with fundamental principles of problem-solving and creativity. This paper takes a policy analysis approach; it considers evidence of current implementation of CSE in school curricula, the six main arguments for wider-scale introduction of the subject, the implications for researchers, schools, teachers and learners, the state of current discussions in a range of countries, and evidence of outcomes of CSE in compulsory curricula. The paper concludes by raising key questions for the future from a policy analysis perspective.

Journal ArticleDOI
TL;DR: This review is the first to identify and define the attributes that support self-regulation in blended learning environments and thus to support the design of blendedlearning environments that meet learners’ self-regulatory needs.
Abstract: Blended forms of learning have become increasingly popular. Learning activities within these environments are supported by a large variety of online and face-to-face interventions. However, it remains unclear whether these blended environments are successful, and if they are, what makes them successful. Studies suggest that blended learning challenges the self-regulatory abilities of learners, though the literature does little to explain these findings; nor does it provide solutions. In particular, little is known about the attributes that are essential to support learners and how they should guide course design. To identify such attributes and enable a more thoughtful redesign of blended learning environments, this systematic literature review (nź=ź95) examines evidence published between 1985 and 2015 on attributes of blended learning environments that support self-regulation. The purpose of this review is therefore to identify and define the attributes of blended learning environments that support learners' self-regulatory abilities. Seven key attributes were found (authenticity, personalization, learner-control, scaffolding, interaction, cues for reflection and cues for calibration). This review is the first to identify and define the attributes that support self-regulation in blended learning environments and thus to support the design of blended learning environments. This study may serve to facilitate the design of blended learning environments that meet learners' self-regulatory needs. It also raises crucial questions about how blended learning relates to well-established learning theories and provides a basis for future research on self-regulation in blended learning environments.

Journal ArticleDOI
TL;DR: A new recommendation approach based on collaborative and content-based filtering is presented: NPR_eL (New multi-Personalized Recommender for e Learning), which was integrated in a learning environment in order to deliver personalized learning material.
Abstract: Traditional e-Learning environments are based on static contents considering that all learners are similar, so they are not able to respond to each learner's needs. These systems are less adaptive and once a system that supports a particular strategy has been designed and implemented, it is less likely to change according to student's interactions and preferences. New educational systems should appear to ensure the personalization of learning contents. This work aims to develop a new personalization approach that provides to students the best learning materials according to their preferences, interests, background knowledge, and their memory capacity to store information. A new recommendation approach based on collaborative and content-based filtering is presented: NPR_eL (New multi-Personalized Recommender for e Learning). This approach was integrated in a learning environment in order to deliver personalized learning material. We demonstrate the effectiveness of our approach through the design, implementation, analysis and evaluation of a personal learning environment.

Journal ArticleDOI
TL;DR: This mixed-method study explores the relationships between student grade and key learning engagement factors using a large sample from an online undergraduate business course at an accredited American university.
Abstract: This mixed-method study focuses on online learning analytics, a research area of importance. Several important student attributes and their online activities are examined to identify what seems to work best to predict higher grades. The purpose is to explore the relationships between student grade and key learning engagement factors using a large sample from an online undergraduate business course at an accredited American university (n = 228). Recent studies have discounted the ability to predict student learning outcomes from big data analytics but a few significant indicators have been found by some researchers. Current studies tend to use quantitative factors in learning analytics to forecast outcomes. This study extends that work by testing the common quantitative predictors of learning outcome, but qualitative data is also examined to triangulate the evidence. Pre and post testing of information technology understanding is done at the beginning of the course. First quantitative data is collected, and depending on the hypothesis test results, qualitative data is collected and analyzed with text analytics to uncover patterns. Moodle engagement analytics indicators are tested as predictors in the model. Data is also taken from the Moodle system logs. Qualitative data is collected from student reflection essays. The result was a significant General Linear Model with four online interaction predictors that captured 77.5 % of grade variance in an undergraduate business course.

Journal ArticleDOI
TL;DR: Insight is provided into student perspectives on the inclusion of social media in higher education, whether they believe motivation and goals to have been affected by it, and the broader reaching consequences of its inclusions with regard to departmental interaction.
Abstract: The traditional teaching methodologies employed within universities, comprising of lectures and seminars, have come to be scrutinised for their impersonal approach. Recently, social media and networking sites have become increasingly popular as learning and teaching resources in higher education, providing students with increased opportunities for educational engagement. Whilst research has examined the effects of including social media in class and whether it assists students in academic engagement, it remains to be seen whether social media is understood to affect student attitudes towards their learning experiences. Subsequently, this research endeavours to understand student perspectives on the inclusion of social media in higher education and seeks to establish whether the inclusion of social media sites, such as Facebook and Twitter, can impact on student motivation and goal orientation. Whilst research in this area is increasing, this paper provides valuable insight into student perspectives on the inclusion of social media in higher education, whether they believe motivation and goals to have been affected by it, and the broader reaching consequences of its inclusions with regard to departmental interaction.

Journal ArticleDOI
TL;DR: The results indicate that in 3D simulation game, patient-related experiences were supported by audiovisual authenticity, the authenticity of scenarios, and interactivity, and feedback triggered students to reflect on their own learning processes.
Abstract: The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and evaluate an online 3D simulation game for use in game-based simulation in healthcare education, the present study applied Kolb's experiential learning theory to investigate nursing students' experiential learning processes during a 3D simulation game. The data, collected from eight nursing students, comprised audio and video recordings from gaming sessions and focus group interviews. The results indicate that in 3D simulation game, patient-related experiences were supported by audiovisual authenticity, the authenticity of scenarios, and interactivity. Feedback triggered students to reflect on their own learning processes. Students conceptualised knowledge by applying nursing theory, and they internalised procedures that can be used in real life. They also had an opportunity to experiment by exploring and making decisions in the gaming environment. One of the main issues arising from these findings is that 3D simulation games used in game-based simulation should share familiar characteristics of leisure games to ensure an engaging learning experience.

Journal ArticleDOI
TL;DR: This study includes the three entities of the didactic triangle, instructors, students and curriculum, to explore the learning difficulties that students encounter when studying introductory programming.
Abstract: High failure and drop-out rates from introductory programming courses continue to be of significant concern to computer science disciplines despite extensive research attempting to address the issue. In this study, we include the three entities of the didactic triangle, instructors, students and curriculum, to explore the learning difficulties that students encounter when studying introductory programming. We first explore students' perceptions of the barriers and affordances to learning programming. A survey is conducted with introductory programming students to get their feedback on the topics and associated learning resources in the introductory programming course. The instructors' perceptions are included by analyzing current teaching materials and assessment tools used in the course. As a result, an ADRI based approach is proposed to address the problems identified in the teaching and learning processes of an introductory programming course.

Journal ArticleDOI
TL;DR: 3-D multi-user virtual worlds have many instructional and technological affordances as candidate learning platforms for different educational levels, influencing to a large extent students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience and positive attitudes in laboratory experimental exercises.
Abstract: The present literature review builds on the results of 50 research articles published from 2000 until 2016. All these studies have successfully accomplished various learning tasks in the domain of Science, Technology, Engineering, and Mathematics (STEM) education using three-dimensional (3-D) multi-user virtual worlds for Primary, Secondary and Higher education, in order to: (a) present an overview about the potential contribution of this technology in practice-based perspectives on knowledge and learning; (b) identify the theoretical underpinnings based on contemporary learning theories and pedagogical approaches that leverage content design characteristics, with the respect to the constructs of their instructional design methods; (c) suggest a synthesis of the relevant literature about how the utilization of 3-D multi-user virtual worlds have affected positively learning outcomes based on students’ achievements; (d) concretize the educational potential and instructional affordances covering the pedagogical (socio-) cognitive, technological-operational and financial perspectives; and lastly (e) propose an instructional design workflow to contextualize pedagogical content design principles for the implementation of different learning scenarios in STEM courses. The overviewed articles ascertained that 3-D multi-user virtual worlds have many instructional and technological affordances as candidate learning platforms for different educational levels, influencing to a large extent students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience and positive attitudes in laboratory experimental exercises. This technology gives to users the opportunity to manage learning materials more effectively and efficiently during the teaching process. The vast majority of educational benefits and potential enhanced the degree of their engagement and participation, contributing positively to their achievements.

Journal ArticleDOI
TL;DR: Seven free Google Play medical apps with seven assistive technology devices at the level of functionality and affordability are compared, of relevance to cases of physical as well as mental disabilities, namely hearing impairment, visual impairment, autism and speech articulation disorders.
Abstract: Assistive Technology (AT) revolutionized the process of learning for special needs students during the past three decades. Thanks to this technology, accessibility and educational inclusion became attainable more than any time in the history of special education. Meanwhile, assistive technology devices remain unreachable for a large number of students with disabilities, especially in under-developed and developing countries like Morocco due to a number of factors, especially, availability and affordability. Mobile learning, using smartphones and tablets in particular, may provide alternative solutions as special education tools in such countries. Additionally, open source platforms, particularly Google play store with all the applications it accommodates for disabled people, may obviate the need for monofunctional, sometimes expensive, AT devices. The present paper sets out to investigate potentials of using smartphones and tablets as alternative learning tools for assistive technology devices within formal and informal learning environments. It compares seven free Google Play medical apps with seven assistive technology devices at the level of functionality and affordability. The apps are of relevance to cases of physical as well as mental disabilities, namely hearing impairment, visual impairment, autism and speech articulation disorders.

Journal ArticleDOI
TL;DR: Characteristics at school level do play a major role in the integration of ICT into teaching and learning and turn out to be relevant across the educational systems and point to cross-national future challenges in the field of using technologies to enhance teaching andLearning.
Abstract: By means of an international comparison, the research presented in the article aims to identify supporting and hindering school level factors for the use of ICT in secondary school mathematics lessons. The relationship between ICT use and the performance of Grade 9 students in mathematics is examined and further integrated into a multi-level model including school level factors. Against the background of a theoretical allocation (1) the IT equipment of schools, (2) school leadership, (3) aspects of school goals and educational strategies as well as (4) teachers' attitudes will be analyzed by means of a multi-level regression model as well as a multi-level path model including the mathematics achievement of students as measured in the context of PISA 2012. Representative school and student data from five countries, namely Australia, Germany, the Netherlands, Norway and Singapore are taken into consideration, as the integration of ICT in teaching and learning is firmly emphasized in these countries (overall 24,579 students in 1263 schools). By modeling the complex structure, school characteristics are examined with respect to their effect on the use of ICT for mathematics teaching. Moreover, the relation between different factors and students' mathematics achievement will be synchronously assessed in the different educational systems. The results show that characteristics at school level do play a major role in the integration of ICT into teaching and learning and turn out to be relevant across the educational systems. In addition to further in-depth country-specific findings, the results point to cross-national future challenges in the field of using technologies to enhance teaching and learning.

Journal ArticleDOI
TL;DR: It seems that ubiquitous mobile data management is a modeling process in which students and parents learn from teachers, and mothers are still more actively involved than fathers in mobile monitoring of how their children function in school.
Abstract: Digital educational data management has become an integral part of school practices. Accessing school database by teachers, students, and parents from mobile devices promotes data-driven educational interactions based on real-time information. This paper analyses mobile access of educational database in a large sample of 429 schools during an entire academic year. Using learning analytics approach, the study compares students, their mothers' and fathers' mobile logins onto the database between schools with frequent, occasional, and no mobile (i.e., computer only) teacher access. In addition, this paper explores gender differences in parental involvement through mobile monitoring of their children' function in school. The results supported both study hypotheses. (1) Mobile accessing of the database by teachers promoted mobile accessing of the database by their students, mothers, and fathers. It seems that ubiquitous mobile data management is a modeling process in which students and parents learn from teachers. (2) Compared to fathers, significantly more mothers used the mobile school database. Moreover, among parents-uses, mothers accessed educational data of their children significantly more frequently than fathers. The results suggest that mothers are still more actively involved than fathers in mobile monitoring of how their children function in school. The results are discussed in terms of School Community of Innovation model and technological determinism approach.

Journal ArticleDOI
TL;DR: This paper examined recent studies on TPACK in various countries and reports findings from a study conducted with student teachers in the UAE.
Abstract: Teaching in the classroom today can no longer sustain the interest of students and be effective if the process involves traditional approach - teachers as sole provider of content information. In recent years technology has played a significant role in transforming education to more progressive and interactive activities. However the use of technology itself does not produce positive results in quality of learning and students’ achievement. Teachers must be competent in subject knowledge, pedagogical skills and technological know-how. The Technological Pedagogical Content Knowledge or TPACK as a conceptual framework can guide teachers to understand the complex relations between the six components of the model. There has been numerous studies on TPACK in international contexts beyond cultural and language boundaries. This paper examined recent studies on TPACK in various countries and reports findings from a study conducted with student teachers in the UAE.

Journal ArticleDOI
Marcy Zipke1
TL;DR: Although digital storybooks are not a substitute for adult interaction, these preschoolers learned surprisingly well on their own, and word recognition and story comprehension scores were higher in the independent condition than in the guided condition.
Abstract: Two experiments explored the effects of reading digital storybooks on tablet computers with 25 preschoolers, aged 4---5. In the first experiment, the students' word recognition scores were found to increase significantly more when students explored a digital storybook and employed the read-aloud function than when they were read to from a comparable print book. Their comprehension scores did not change significantly in the two conditions. In Experiment 2, the same students explored digital storybooks with more animation embedded in them. The students listened to the read aloud function on the tablet computer and explored digital storybooks in both conditions, but in one condition a teacher guided the talk about the story. Contrary to expectations, the students' word recognition and story comprehension scores were higher in the independent condition than in the guided condition. One explanation for the higher word recognition scores when students were reading with the tablet computer is the effect of multimedia, like hotspots and/or text tracking. Although digital storybooks are not a substitute for adult interaction, these preschoolers learned surprisingly well on their own. The importance of digital storybook design, as well as what elements to look for in an e-book to encourage literacy learning are discussed.

Journal ArticleDOI
TL;DR: It is clear that social learning strategies and self-regulated learning, which were a unique layer in the pedagogical layout of the program, have assisted in promoting the learning in MOOCs.
Abstract: The goal of the research was to examine the contribution of learning strategies as a mediator for motivation and a sense of achievement in a Massive Open Online Course (MOOC), among students who participate in a unique program in Israel, called "Academy Online --- MOOCs in the Israeli Education System". The goal of the program was to integrate an innovative distant teaching-learning strategy in science and technology into the education system. 163 students participated in the study, of whom 70 were students in an astronomy-related sciences program, and 93 were students in mechatronics-robotics course. At the end of the course, the students answered a Motivated Strategies for Learning Questionnaire (MSLQ), and a Sense of Achievement in a MOOC questionnaire, which was based on the principles of the pedagogical model of the program. The findings of the SEM path analysis show that the variable `Learning Strategies' is a significant mediator for motivation and a sense of academic achievement in a MOOC for both groups, and a stronger mediator for the astronomy-related sciences students. It may be concluded that using a variety of learning strategies in a curriculum which integrates a MOOC affects the sense of academic achievement. It is clear that social learning strategies and self-regulated learning, which were a unique layer in the pedagogical layout of the program, have assisted in promoting the learning in MOOCs.

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TL;DR: A pattern that emerges is a shift away from distribution of content towards social networking applications, and some areas that have been addressed are usability problems due to small screens and keyboards, with costs of devices and data plans making ownership unfeasible for certain activity types or groups of students.
Abstract: The use of mobile devices is increasing rapidly in society, and student device ownership is becoming more or less ubiquitous in many parts of the world. This might be an under-utilised resource that could benefit the educational practices of institutions of higher education. This review examines 91 journal articles from 28 countries published in the years of 2009–2015 with regards to the applications of Bring Your Own Device (BYOD) in higher education to take inventory of how it is applied where blurring of boundaries of time and place can be observed, and to observe problems or obstacles regarding these applications. Research interests do not seem to shift, as much as they are becoming more diverse. The five applications that were identified in 2009 were in discussion during all of the examined years, whereas the total number of applications in discussion increased to 12 in 2015. A methodological concern with regard to trend analysis is that more than half of the articles lack a stated year of data collection. As this can differ greatly from the year of publication, any trend analysis will be burdened with uncertainty. That said, a pattern that emerges is a shift away from distribution of content towards social networking applications. Much less focus has been placed on obstacles and problems in later years, but some areas that have been addressed are usability problems due to small screens and keyboards, with costs of devices and data plans making ownership unfeasible for certain activity types or groups of students.

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TL;DR: This paper focuses on characterizing three learning attributes associated with reflective learning i.e. metacognition, analogical reasoning and transfer of knowledge and assessed college laboratory education blended with ICT-enabled virtual laboratories.
Abstract: Learning theories converge on the principles of reflective learning processes and perceive them as fundamental to effective learning. Traditional laboratory education in science and engineering often happens in highly resource-constrained environments that compromise some of the learning objectives. This paper focuses on characterizing three learning attributes associated with reflective learning i.e. metacognition (M), analogical reasoning (A) and transfer of knowledge (T) and assessed college laboratory education blended with ICT-enabled virtual laboratories. Key contributions of this study include: 1) Development of assessment of MAT attributes using a combination of multiple choice questions, True/False statements and descriptive questions 2) assessment of conceptual learning occurring in the laboratory environment and of learning attributes using Virtual Laboratories (VLs) in classroom education. Feedback data indicated using virtual laboratories in classrooms for training students before using physical laboratories demonstrated a significant improvement (>100% change) in learning in comparison to physical laboratories without VLs. We also show using VLs as pre-lab or post-lab exercise augmented reflective learning and information retention among 145 students in this blended learning case study, compared to an independent control group of 45 students who had no virtual laboratory training.

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TL;DR: Results show that the Facebook strategy is useful in promoting collaborative learning alongside the face-to-face delivery of content and the development of further guidelines for the use of Facebook for education is encouraged.
Abstract: Many students are looking to appropriate social networking sites, amongst them, Facebook, to enhance their learning experience. A growing body of literature reports on the motivation of students and staff to engage with Facebook as a learning platform as well as mapping such activities to pedagogy and curricula. This paper presents student opinions of the use of a Facebook strategy within higher education through the use of focus groups. Results show that the Facebook strategy is useful in promoting collaborative learning alongside the face-to-face delivery of content. Participants rebuked the perceived blurring of educational and social purposes, which is prevalent in the literature, with the current structure allowing a clear divide between their different uses of the site. The development of further guidelines for the use of Facebook for education is encouraged and recommendations are provided.