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Showing papers in "Educational Technology Research and Development in 2012"


Journal ArticleDOI
TL;DR: In this article, the authors present a review of Facebook as an educational environment, as research on its use within education is relatively new, and they compare Facebook usage in Turkey to its use on a global scale.
Abstract: The purpose of this study is to present a review of Facebook as an educational environment, as research on its use within education is relatively new. The study is categorized into six sections: Facebook users; reasons people use Facebook; harmful effects of Facebook; Facebook as an educational environment; Facebook’s effects on culture, language, and education; and the relationship between Facebook and subject variables. Additionally, the study compares Facebook usage in Turkey to its use on a global scale. To conclude, there has been a serious lack of research on Facebook’s use as an educational resource, as current literature reflects how Facebook might more readily be utilized as an educational environment. Finally, the study ends with practical recommendations for researchers and educators.

296 citations


Journal ArticleDOI
TL;DR: In this article, a personalized game-based learning approach is proposed based on the sequential/global dimension of the learning style proposed by Felder and Silverman, and an experiment has been conducted on an elementary school natural science course.
Abstract: In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students’ learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning performance is often not as good as expected. Learning styles have been recognized as being an important human factor affecting students’ learning performance. Previous studies have shown that, by taking learning styles into account, learning systems can be of greater benefit to students owing to the provision of personalized learning content presentation that matches the information perceiving and processing styles of individuals. In this paper, a personalized game-based learning approach is proposed based on the sequential/global dimension of the learning style proposed by Felder and Silverman. To evaluate the effectiveness of the proposed approach, a role-playing game has been implemented based on the approach; moreover, an experiment has been conducted on an elementary school natural science course. From the experimental results, it is found that the personalized educational computer game not only promotes learning motivation, but also improves the learning achievements of the students.

235 citations


Journal ArticleDOI
TL;DR: This study concludes that such a tailor-made e-book learning system could achieve a better personalized learning experience for elementary school students.
Abstract: Today various types of tablet computers are used, including iPad and Android Tablets. These individual portable digital devices can be used as e-book readers to support mobile personalized learning. Though many studies have investigated e-books by targeting undergraduate students, yet less attention has been paid to children. Therefore, an Interactive E-book Learning System (IELS) was developed for elementary school students in this study. The interactive principles in multimedia learning were adopted to empower students’ personalized learning experiences with e-books. Meanwhile, in order to meet student’s learning needs, a group of in-service teachers were consulted for acquiring their domain expertise. Personalized learning functions, such as e-annotation and bookmarks, content searching, and learning process tracking, were designed to reinforce student learning. Two investigations were conducted for evaluation of the developed system. The first investigation was conducted with 166 elementary school students to evaluate the usability and functionality of the developed system and the feedback from the students. It was found that the usability and functionality of the developed system were well-suited for most of the students. The second investigation was to evaluate the learning effect of the developed system. The results showed that using an e-book or printed book made no significant difference to the students’ reading accuracy; however, the learning process tracking technique of IELS can provide detailed logs about the actual learning processes which can be used by the system to provide further assistance to individual learner. This study concludes that such a tailor-made e-book learning system could achieve a better personalized learning experience for elementary school students.

207 citations


Journal ArticleDOI
TL;DR: This methodological paper provides an introduction to cluster analysis for educational technology researchers and illustrates its use through two examples of mining click-stream server-log data that reflects student use of online learning environments.
Abstract: Cluster analysis is a group of statistical methods that has great potential for analyzing the vast amounts of web server-log data to understand student learning from hyperlinked information resources. In this methodological paper we provide an introduction to cluster analysis for educational technology researchers and illustrate its use through two examples of mining click-stream server-log data that reflects student use of online learning environments. Cluster analysis can be used to help researchers develop profiles that are grounded in learner activity—like sequence for accessing tasks and information, or time spent engaged in a given activity or examining resources—during a learning session. The examples in this paper illustrate the use of a hierarchical clustering method (Ward’s clustering) and a non-hierarchical clustering method (k-Means clustering) to analyze characteristics of learning behavior while learners engage in a problem-solving activity in an online learning environment. A discussion of advantages and limitations of using cluster analysis as a data mining technique in educational technology research concludes the article.

129 citations


Journal ArticleDOI
TL;DR: In this paper, a social network analysis application that uses learner discourse as input data is presented, called Knowledge Building Discourse Explorer (KBDeX), which can reveal potential points that are pivotal for social knowledge advancement in groups, and identify each individual's contribution to this advancement.
Abstract: In recent studies of learning theories, a new methodology that integrates two prevailing metaphors of learning (acquisition and participation) has been discussed. However, current analytical techniques are insufficient for analyzing how social knowl- edge develops through learners' discourse and how individual learners contribute to this development. In this paper, we propose a novel approach to analyzing learning from an integrative perspective and present a social network analysis application that uses learner discourse as input data: Knowledge Building Discourse Explorer (KBDeX). To investigate the utility of this approach, discourse data analyzed in a previous study is re-examined through social network analysis supported by KBDeX. Results suggest that social network analysis can qualitatively and quantitatively support the conclusions from the previous study. In addition, social network analysis can reveal potential points that are pivotal for social knowledge advancement in groups, and can identify each individual's contribution to this advancement. On the basis of these results, we discuss how social network analysis could be integrated into existing in-depth discourse analysis.

124 citations


Journal ArticleDOI
TL;DR: In this paper, the authors contrast normative (rational) with naturalistic approaches to decision making, and make recommendations about instructional designs to support both conceptions, followed by recommendations about assessing decisions and decision-making ability.
Abstract: Decision making is the most common kind of problem solving. It is also an important component skill in other more ill-structured and complex kinds of problem solving, including policy problems and design problems. There are different kinds of decisions, including choices, acceptances, evaluations, and constructions. After describing the centrality and importance of decision making to problem solving and everyday cognition, this paper contrasts normative (rational) with naturalistic approaches to decision making. Normative approaches, such as decision matrices, SWOT, and force field analyses, scaffold rational decision-making approaches. Naturalistic approaches such as constructing stories, mental simulations, scenarios, and arguments, emphasize the meanings of decision options and the role of unconscious emotions in decision making. Recommendations about instructional designs to support both conceptions are followed by recommendations about assessing decisions and decision-making ability. These recommendations provide many researchable questions.

120 citations


Journal ArticleDOI
TL;DR: This study describes the process of developing this technology, and contains an empirical analysis of students’ performance, perceptions, and achievements when using ALAS on both personal computers and mobile devices.
Abstract: Most personalized learning systems are designed for either personal computers (e-learning) or mobile devices (m-learning). Our research has resulted in a cloud-based adaptive learning system that incorporates mobile devices into a classroom setting. This system is fully integrated into the formative assessment process and, most importantly, coexists with the present e-learning environment. Unlike many mobile learning systems, this system provides teachers with real-time feedback about individual and group learners. Its scalable and extendable architectural framework includes the server-side pedagogical recommendation of content adaptation based on the users’ knowledge-levels and preferences. Content is also automatically adapted to the end device that is being used. This context-aware delivery allows users to switch between e-learning and m-learning, and between devices, without any loss in personalized content. Our work builds on a web-based Adaptive Learning and Assessment System (ALAS) that is built on the Knowledge Space Theory model. At present, this system is used at school computer labs and our goal was to widen this user-base by enhancing this system to support personalized learning on mobile devices. This study describes our process of developing this technology, and contains an empirical analysis of students’ performance, perceptions, and achievements when using ALAS on both personal computers and mobile devices.

111 citations


Journal ArticleDOI
TL;DR: In this paper, a mobile technology-assisted seamless learning process design where students were facilitated to develop their personalized and diversified understanding in a primary school's science topic of the life cycles of various living things was presented.
Abstract: In this paper, we present a mobile technology-assisted seamless learning process design where students were facilitated to develop their personalized and diversified understanding in a primary school’s science topic of the life cycles of various living things. A goal-based approach to experiential learning model was adopted as the pedagogical design to support the student’s personalized learning process. We chose to report the student’s inquiry into the life cycles of the spinach plant and the butterfly to pinpoint the how the student’s personalized learning was fostered in the experiential learning. The learning process consisted of (a) in-class enculturation and question posing; (b) out-of-class field trip observation; (c) on site reflection after observation; (c) data collection and conceptualization of life cycles in the field trip; (d) the hands-on experimentation of growing the spinach plant and rearing a butterfly after the trip at home; (e) creation of animations and composition based on the hands-on experience individually either at home or in class to re-conceptualize the life cycles of the spinach plant and the butterfly, and (f) sharing and evaluation of their work in class. Each student was assigned a smartphone on a 1:1, 24 × 7 basis, which was used by individuals to mediate their seamless learning experience across multiple contexts. Through our analysis of the learning content, processes and products, we illuminate how the goal-based approach applied to mobile-assisted experiential learning facilitates students’ personalized learning and helps them to fulfill their agency in such learning experiences.

109 citations


Journal ArticleDOI
TL;DR: This article presented an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects conceptual understanding and attitudes towards mathematics.
Abstract: This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7 weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p < 0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students’ confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game.

88 citations


Journal ArticleDOI
TL;DR: The structure strategy is explicit instruction about how to strategically use knowledge about text structures for encoding and retrieval of information from nonfiction and has consistently shown significant improvements in reading comprehension.
Abstract: Reading comprehension is a challenge for K-12 learners and adults. Nonfiction texts, such as expository texts that inform and explain, are particularly challenging and vital for students’ understanding because of their frequent use in formal schooling (e.g., textbooks) as well as everyday life (e.g., newspapers, magazines, and medical information). The structure strategy is explicit instruction about how to strategically use knowledge about text structures for encoding and retrieval of information from nonfiction and has consistently shown significant improvements in reading comprehension. We present the delivery of the structure strategy using a web-based intelligent tutoring system (ITSS) that has the potential to offer consistent modeling, practice tasks, assessment, and feedback to the learner. Finally, we report on statistically significant findings from a large scale randomized controlled efficacy trial with rural and suburban 4th-grade students using ITSS.

87 citations


Journal ArticleDOI
TL;DR: This article describes the analysis, design, development, and evaluation phases of the OSO in higher education and shows how the initially developed OSO program can be useful for future online students.
Abstract: Although orientation for online students is important to their success, little information about how to develop an online student orientation (OSO) has appeared in the literature; therefore, the purpose of this article was to describe the entire process of developing an OSO. This article describes the analysis, design, development, and evaluation phases of the OSO in higher education. The orientation consists of four modules titled as follows: (a) What is the nature of online learning? (b) How to learn in Blackboard (c) What are the technical requirements to take an online course? and (d) What learning skills and motivations are necessary for online learning? Formative evaluation was conducted to improve the initially developed OSO program. Summative evaluation showed the OSO program can be useful for future online students. Discussion and future direction of OSO program are provided.

Journal ArticleDOI
TL;DR: In this paper, the authors examined the effect of the student teaching experience on preservice elementary teachers' self-efficacy beliefs and the sources of their beliefs about technology integration in teaching in the UAE.
Abstract: This study examines the effect of the student teaching experience on preservice elementary teachers’ self-efficacy beliefs and the sources of their beliefs about technology integration in teaching in the UAE The participants were 62 pre-service elementary teachers at the United Arab Emirates University Pre- and post-survey was administered to examine participants’ self-efficacy beliefs for technology integration prior to and at the end of the teaching experience Additionally, a purposeful subset of the sample (n = 16) were interviewed based on their high self-efficacy belies to explore the sources of the high self-efficacy beliefs Results showed a significant effect of student teaching experiences on participants’ judgment of their self-efficacy about technology integration Mastery experience and vicarious experience reported to be the most influential sources of self-efficacy to integrate technology among preservice elementary teachers

Journal ArticleDOI
TL;DR: In this paper, the authors compared the impact of two technology-related teacher professional development (TTPD) designs, aimed at helping junior high school science and mathematics teachers design online activities using the rapidly growing set of online learning resources available on the Internet.
Abstract: This article presents a quasi-experimental study comparing the impact of two technology-related teacher professional development (TTPD) designs, aimed at helping junior high school science and mathematics teachers design online activities using the rapidly growing set of online learning resources available on the Internet. The first TTPD design (tech-only) focused exclusively on enhancing technology knowledge and skills for finding, selecting, and designing classroom activities with online resources, while the second (tech + pbl) coupled technology knowledge with learning to design problem-based learning (PBL) activities for students. Both designs showed large pre-post gains for teacher participants (N = 36) in terms of self-reported knowledge, skills, and technology integration. Significant interaction effects show that teachers in the tech + pbl group had larger gains for self-reported knowledge and externally rated use of PBL. Three generalized estimating equation (GEE) models were fit to study the impact on students’ (N = 1,247) self reported gains in behavior, knowledge, and attitudes. In the resulting models, students of tech + pbl teachers showed significant increases in gain scores for all three outcomes. By contrast, students of tech-only teachers showed improved gains only in attitudes.

Journal ArticleDOI
TL;DR: In this article, the authors present a mainly theoretical consideration of how persuasive technology could be used in educational contexts, particularly in school settings, and propose four design principles for the use of persuasive technology in instructional design, including credibility and Kairos.
Abstract: Persuasive technology is a sub-discipline of Human–Computer Interaction that has emerged within the last 10 years, and which has generated increasing interest in the application of persuasion to systems design. Most applications have to date been developed in commercial contexts, as well in the domain of health promotion. We present a mainly theoretical consideration of how persuasive technology could be used in educational contexts, particularly in school settings. We consider how persuasive technology design may need to be modified to meet the needs of complex educational settings. We propose four design principles for the use of persuasive technology in instructional design, including credibility and Kairos. We derive these from theoretical considerations, as well as from our experience with the HANDS project, which has developed a mobile persuasive application for positive behaviour change in young people with Autistic Spectrum Disorders. We conclude that persuasive technology has the potential to be used effectively to bring about positive behavior and attitude change in school settings.

Journal ArticleDOI
TL;DR: A conceptual model of the connection between these two constructs that was originally proposed in the dissertation work of the first author is offered and is called the Design/Creativity Loops (DCL) model, a representation of the iterative, looping problem-solving cycle that can include established stages of creative thinking.
Abstract: This article presents a discussion of research and theoretical perspectives on creativity and instructional design, offering a conceptual model of the connection between these two constructs that was originally proposed in the dissertation work of the first author (Clinton, Creativity and design: A study of the learning experience of instructional design and development graduate students, Unpublished doctoral dissertation, University of Georgia, Athens, 2007) and that we call the Design/Creativity Loops (DCL) model. Central to the model is a representation of the iterative, looping problem-solving cycle that can include established stages of creative thinking. As an instructional designer is routinely confronted with the next task or design problem in a project, these tasks or problems spawn iterative mental excursions that are opportunities for creative thinking. This article also explores ways that the design and development process can benefit from an emphasis on creativity and offers suggested directions for future research.

Journal ArticleDOI
TL;DR: In this article, the authors investigate the nature of faculty-student interactions through which students learn to think and act as designers in studio-based instruction, and find that students and faculty practice reflection-in-action and listening-in as a form of intentional participation, design knowledge is conveyed through modeling and meta-discussions, and focused assignments and in-progress critiques enhanced opportunities for the individual and group processes through which design knowledge was co-constructed.
Abstract: Studio-based instruction, as traditionally enacted in design disciplines such as architecture, product design, graphic design, and the like, consists of dedicated desk space for each student, extended time blocks allocated to studio classes, and classroom interactions characterized by independent and group work on design problems supplemented by frequent public and individual critiques. Although the surface features and pedagogy of the studio have been well-documented, relatively little attention has been paid to student and teacher participation structures through which design knowledge is co-produced among instructors and students within the studio. The purpose of this study was to investigate the nature of faculty–student interactions through which students learn to think and act as designers. To that end, we have collected and analyzed ethnographic data from five studio classrooms across three design disciplines (architecture, industrial design, and human–computer interaction). Our findings provide insight as to the ways that dialogue—the “right kind of telling”—and particular social practices in the studio support students as they learn to solve ill-structured design problems while being simultaneously inducted into practices that reflect the professional world of their discipline. In each of the studio classrooms, the instructors were able to create an environment where students and faculty practiced reflection-in-action and listening-in as a form of intentional participation, design knowledge was conveyed through modeling and meta-discussions, and focused assignments and in-progress critiques enhanced opportunities for the individual and group processes through which design knowledge was co-constructed in these studio classrooms.

Journal ArticleDOI
TL;DR: This article proposed three tenets to augment de-contextualized learning in schools by putting back the affordance structures associated with informal environments to help learners develop social, cognitive, and metacognitive dispositions that can be applied to learning in classrooms.
Abstract: The paper attempts to bridge informal and formal learning by leveraging on affordance structures associated with informal environments to help learners develop social, cognitive, and metacognitive dispositions that can be applied to learning in classrooms. Most studies focus on either learning in formal or informal contexts, but this study seeks to link the two. The paper proposes three tenets to augment de-contextualized learning in schools by putting back the: (a) tacit, (b) social-collective, and (c) informal. This paper seeks to advance the argument for a consideration of how formal learning might be made more authentic by leveraging the affordances of informal learning. Two case examples are illustrated. The first case shows learners operating in a virtual environment in which—through the collaborative manipulation of terrain—adopt the epistemic frame of geomorphologists. The case seeks to illustrate how the tacit and social-collective dimensions from the virtual environment might be incorporated as part of the formal geography curriculum. In the second case, interactions between members of a school bowling team highlight the contextualized and authentic metacognitive demands placed on learners/bowlers, and how these demands are re-contextualized—through metacognitive brokering—to the formal curriculum. Productive linkages are made between informal and formal learnings and anchored through learners’ authentic experiences.

Journal ArticleDOI
TL;DR: The PictoPal curriculum as discussed by the authors is a technology-rich curriculum with a focus on emergent literacy of Dutch kindergarteners, and a case study design was used to examine teacher technology integration within PictoPPal along with their perceptions about teaching/learning, technology and technology-based innovations.
Abstract: PictoPal is the name of a technology-rich curriculum with a focus on emergent literacy of Dutch kindergarteners. A case study design was used to examine teacher technology integration within PictoPal along with their perceptions about teaching/learning, technology and technology-based innovations. Observations were undertaken on pupils’ engagement and teachers’ technology integration within PictoPal. Interviews were used to examine teachers’ perceptions. Pupils’ emergent literacy learning was examined in a nonequivalent control quasi experimental design. Four kindergarten teachers and four classes (N = 95 pupils) participated in the use of PictoPal. The findings suggest that a high extent of technology integration is related to: a developmental approach to teaching/learning; positive attitudes and expectations towards technology-based innovations; and positive perceptions of support in stressful work conditions. Significant learning gains were found for the experimental group using PictoPal. High pupil learning gains were not related to a high extent of technology integration. Senior kindergarteners engaged to a higher extent with PictoPal than junior kindergarteners

Journal ArticleDOI
TL;DR: The SCY pedagogical design scenarios are described and a report on the experiences in designing four different SCY learning environments is reported on.
Abstract: Science Created by You (SCY) learning environments are computer-based environments in which students learn about science topics in the context of addressing a socio-scientific problem. Along their way to a solution for this problem students produce many types of intermediate products or learning objects. SCY learning environments center the entire learning process around creating, sharing, discussing, and re-using these learning objects. This instructional approach requires dedicated instructional designs, which are supplied in the form of what are called pedagogical scenarios. A SCY pedagogical scenario presents the learning process as an organized assembly of elementary learning processes, each associated with a specific learning object and a tool for creating this learning object. Designing a SCY learning environment is basically a two-step procedure: the first step is to select one of the available scenarios, and the second step is to define the domain content. The SCY technical infrastructure then handles the instantiation of the scenario as a SCY computer-based learning environment. In this article we describe the SCY pedagogical design scenarios and report on our experiences in designing four different SCY learning environments.

Journal ArticleDOI
TL;DR: In this paper, guidelines for designing virtual change agents (VCAs) are proposed to support students' affective and motivational needs in order to promote personalized learning in online remedial mathematics courses.
Abstract: In this paper, guidelines for designing virtual change agents (VCAs) are proposed to support students’ affective and motivational needs in order to promote personalized learning in online remedial mathematics courses. Automated, dynamic, and personalized support is emphasized in the guidelines through maximizing interactions between VCAs and individual students. The strategies that VCAs convey throughout the interactions are constructed to support emotion regulation and motivation based on theories and prior research on emotions and motivation. The availability and customizability of VCAs enable the strategies to be implemented in real-time and customized for individual students. Implications of the design guidelines for personalized, online learning contexts are discussed and future research directions are recommended as well.

Journal ArticleDOI
TL;DR: Roles designed to elicit the functions give direction, use theory, bring in source, respond, and summarize showed a greater degree of function fulfillment than roles which were not, and Implications for future research and practice in the design of online discussions are discussed.
Abstract: While assigning student roles is a popular technique in online discussions, roles and the responsibilities allocated to them have not been consistently assigned. This makes it difficult to compare implementations and generate principled guidance for role design. This study critically examined frequently assigned student roles and identified a set of seven common functions they ask learners to perform (motivate others to contribute, give direction to the conversation, provide new ideas, use theory to ground the discussion, bring in (relevant external) sources, respond to previous comments, and summarize existing contributions). The latter six functions were used to generate a targeted set of role descriptions (Traffic Director, Starter, Inventor, Importer, Mini-me, Elaborator, Questioner, Devil’s Advocate, Synthesizer, Wrapper) and refine a content analysis scheme to assess function fulfillment in online discussions. The roles were tested in a semester-long mixed-level blended educational technology course of 21 students; student feedback was solicited via survey. Roles designed to elicit the functions give direction, use theory, bring in source, respond, and summarize showed a greater degree of function fulfillment than roles which were not. Students found the Starter role very valuable for giving direction to the discussion, and saw moderate value in the Synthesizer and Wrapper role’s summaries. The Devil’s Advocate role did not fulfill its respond function but was valued by students, suggesting a new possible critique function. All roles were found to use theory, possibly due to task structure. Implications for future research and practice in the design of online discussions are discussed.

Journal ArticleDOI
TL;DR: In this article, the authors explored the relative contributions of autonomy support and the provision of structure in digital learning tasks and found that a digital learning task that combined autonomy support with structure had a positive effect on both intrinsic motivation and learning outcomes in students.
Abstract: In the present study, the ways in which digital learning tasks contribute to students’ intrinsic motivation and learning outcomes were examined. In particular, this study explored the relative contributions of autonomy support and the provision of structure in digital learning tasks. Participants were 320 fifth- and sixth-grade students from eight elementary schools throughout the Netherlands. The results show that a digital learning task that combined autonomy support and structure had a positive effect on both intrinsic motivation and learning outcomes in students. A digital learning task that only provided structure also had a positive effect on learning outcomes, but a digital learning task with only autonomy support did not yield a similar effect.

Journal ArticleDOI
TL;DR: This paper found that close collaboration between researchers and practitioners was prominent in all of the 18 design research reports focusing on the creation of instructional solutions, and nearly all projects reported on how designed solutions were anchored in research, either from literature or from in-house project data.
Abstract: This study portrays recent research–practice connections found in 18 design research reports focusing on the creation of instructional solutions. Solutions in different stages of development varied greatly in duration, ranging from one lesson to a whole year curriculum, spanned all levels of education, many subjects (science, math, language, culture, teacher education, etc.). Close collaboration between researchers and practitioners was prominent in all of the 18 projects studied. Participants in primary and secondary education projects have quite distinct roles regarding the teaching and researching, but they design their instruction solutions often collaboratively. Nearly all projects reported on how designed solutions were anchored in research, either from literature or from in-house project data. All articles indicated that research fed (re-)design, but few specified how. Based on our findings, we call for increased research and reporting on the specific strategies employed by design research participants to facilitate the production of new theoretical understanding through design of instructional solutions

Journal ArticleDOI
TL;DR: In this article, the impact of teacher-led heterogeneous group formation on students' teamwork is explored, based on learning styles, in a project-based course with two key organizational features: first, a web system (PEGASUS) was developed to help students identify their learning styles and distribute them to heterogeneous groups.
Abstract: This work explores the impact of teacher-led heterogeneous group formation on students’ teamwork, based on students’ learning styles. Fifty senior university students participated in a project-based course with two key organizational features: first, a web system (PEGASUS) was developed to help students identify their learning styles and distribute them to heterogeneous groups. Second, group facilitation meetings were introduced as a technique to help students reflect on their weak/strong traits and employ appropriate roles in their group. The study research questions focused mainly on students’ attitudes regarding the learning style-based group formation approach. By applying qualitative research method students’ views were recorded about the impact of styles awareness and group heterogeneity on group collaboration and possible benefits and drawbacks related to the style-based grouping approach. Evaluation data revealed that students gradually overcame their initial reservations for the innovative group formation method and were highly benefited since styles heterogeneity within the group emphasized complementarities and pluralism in students’ ways of thinking. Overall, this work provides evidence that the adoption of learning styles theories in practice can be facilitated by systems for automated group formation and supportive group facilitation meetings that help avoiding the trivial and discouraging approach of using learning styles to simply label students.

Journal ArticleDOI
TL;DR: Evidence is provided that ISR implemented through the use of instructional technology and cognitive tools has broad potential to address development in these areas and offers much-needed data on secondary students’ reading achievement and disposition.
Abstract: This research sought to add to a body of knowledge that is severely underrepresented in the scientific literature, the effects of technological tools on reading comprehension and reading motivation in diverse secondary students from lower socioeconomic backgrounds. The study implemented an independent silent reading (ISR) program across a 5-month semester in an urban public high school and included 145 participants from nine 10th grade literature classes. The control group took part in no ISR, one treatment group participated in weekly ISR read from a textbook, and another treatment group participated in weekly ISR read from a computer module designed to address essential components of reading. Students were measured on global reading comprehension, text-specific reading assessments, and reading motivation. After controlling for initial skill and disposition levels, the results indicated that students from both ISR groups made greater gains than the control group in global reading comprehension, while the computer reading module group outperformed the textbook group and the control on text-specific assignments and increased their reading motivation to a greater degree than those in the other conditions. This research offers much-needed data on secondary students’ reading achievement and disposition and provides evidence that ISR implemented through the use of instructional technology and cognitive tools has broad potential to address development in these areas.

Journal ArticleDOI
TL;DR: Analysis of the effects an experimental English as a Foreign Language (EFL) program in Second Life (SL) had on Chinese student EFL learning revealed that the SL_EFL Program had a positive impact on students’ EFLLearning.
Abstract: This paper reports on the effects an experimental English as a Foreign Language (EFL) program in Second Life (SL) had on Chinese student EFL learning. The study took an evaluative approach using quasi-experimental design with participants from one Chinese university and one American university in the southeastern United States. Results indicated significant main effects between a control group and the SL group on EFL measures, as well as significant gains in total score and several subcomponents between pre-test and post test. Further analysis using a post study survey, students’ blog posting, and interview transcripts revealed that the SL_EFL Program had a positive impact on students’ EFL learning.

Journal ArticleDOI
TL;DR: Online discussion in CSCL appeared to compensate for suboptimal timing of presentation of supportive information before the learning task clusters in IDLM, which led to better results than personal discussion.
Abstract: This study used a sequential set-up to investigate the consecutive effects of timing of supportive information presentation (information before vs. information during the learning task clusters) in interactive digital learning materials (IDLMs) and type of collaboration (personal discussion vs. online discussion) in computer-supported collaborative learning (CSCL) on student knowledge construction. Students (N = 87) were first randomly assigned to the two information presentation conditions to work individually on a case-based assignment in IDLM. Students who received information during learning task clusters tended to show better results on knowledge construction than those who received information only before each cluster. The students within the two separate information presentation conditions were then randomly assigned to pairs to discuss the outcomes of their assignments under either the personal discussion or online discussion condition in CSCL. When supportive information had been presented before each learning task cluster, online discussion led to better results than personal discussion. When supportive information had been presented during the learning task clusters, however, the online and personal discussion conditions had no differential effect on knowledge construction. Online discussion in CSCL appeared to compensate for suboptimal timing of presentation of supportive information before the learning task clusters in IDLM.

Journal ArticleDOI
TL;DR: Two experiments using the science topics of Magnetism and Light were conducted with younger learners who had no prior knowledge of the topics, and older learners (Year 6) who had studied the topics previously, and results indicated that older students with priorknowledge of the topic learned more from the auditory only presentation.
Abstract: Two experiments using the science topics of Magnetism and Light were conducted with younger learners (Year 5) who had no prior knowledge of the topics, and older learners (Year 6) who had studied the topics previously. Half of the learners were presented the information in auditory form only while the other half were presented the auditory information simultaneously with a visual presentation. Results indicated that older students with prior knowledge of the topic learned more from the auditory only presentation. For these students, the addition of visual information was redundant and so they were disadvantaged by the use of an audio-visual presentation. However, for younger students with no prior knowledge of the topic, the difference between means reversed. Some of these students might require a visual presentation to make sense of the auditory explanation. These two sets of results were discussed in the context of the redundancy and the expertise reversal effect.

Journal ArticleDOI
TL;DR: This study extends past research on the modality principle of multimedia learning by comparing the use of spoken- versus printed-text real-time feedback in an SBT environment and suggests that themodality principle can be extended to the presentation of real- time feedback during SBT of higher-order cognitive skills.
Abstract: Effectively presenting complex material is a crucial component of instructional design within simulation-based training (SBT) environments. One approach to facilitate the acquisition of higher-order knowledge is to embed instructional strategies within the systems themselves. Currently, however, there are few established guidelines to inform developers how best to implement such strategies. In response, this study aims to explore the presentation of one such strategy—feedback—during SBT of a complex decision-making task. Specifically, this study extends past research on the modality principle of multimedia learning by comparing the use of spoken- versus printed-text real-time feedback in an SBT environment. During two primarily visual training scenarios, participants received spoken-text (Spoken Group), printed-text (Printed Group), or no feedback (Control Group) based on their performance. Results indicated that the Spoken Group demonstrated greater decision-making performance during training and assessment compared to the Printed Group. These findings are consistent with those of past research and suggest that the modality principle can be extended to the presentation of real-time feedback during SBT of higher-order cognitive skills.

Journal ArticleDOI
Qing Li1
TL;DR: In this paper, a case study focusing on capturing and interpreting teachers' experiences and thinking resulting from game creation and sharing is presented, where data are collected from practicing teachers who enrolled in a graduate course and a significant finding is that the game design and building experience afforded opportunities for teachers to re-conceptualize pedagogy and teaching practice.
Abstract: This study is intended to deepen our understanding of enactivism, an emergent theoretical paradigm, through empirical exploration of teacher undertakings as digital game creators. Specifically, it explores the affordances and constraints, two important enactivism concepts, of practicing teachers’ experiences in designing and developing games for instructional purposes. This paper is guided by the following questions: what were the affordances perceived by the teachers in their design and building experience, and how did they enact to these affordances? What constraints presented challenges to teachers in the process? This is a case study focusing on capturing and interpreting teachers’ experiences and thinking resulting from game creation and sharing. Data are collected from practicing teachers who enrolled in a graduate course. A significant finding of this study is that the game design and building experience afforded opportunities for teachers to re-conceptualize pedagogy and teaching practice. Implications for design and limitations of the study are also discussed.