scispace - formally typeset
Search or ask a question

Showing papers in "Educational Technology Research and Development in 2020"


Journal ArticleDOI
TL;DR: In this paper, the authors present a conceptual framework for teacher digital competence (TDC), which moves beyond prevailing technical and literacies conceptualisations, arguing for more holistic and broader-based understandings that recognise the increasingly complex knowledge and skills young people need to function ethically, safely and productively in diverse, digitally-mediated environments.
Abstract: Over the years, a variety of frameworks, models and literacies have been developed to guide teacher educators in their efforts to build digital capabilities in their students, that will support them to use new and emerging technologies in their future classrooms. Generally, these focus on advancing students’ skills in using ‘educational’ applications and digitally-sourced information, or understanding effective blends of pedagogical, content and technological knowledge seen as supporting the integration of digital resources into teaching, to enhance subject learning outcomes. Within teacher education institutions courses developing these capabilities are commonly delivered as standalone entities, or there is an assumption that they will be generated by technology’s integration in other disciplines or through mandated assessment. However, significant research exists suggesting the current narrow focus on subject-related technical and information skills does not prepare students adequately with the breadth of knowledge and capabilities needed in today’s classrooms, and beyond. This article presents a conceptual framework introducing an expanded view of teacher digital competence (TDC). It moves beyond prevailing technical and literacies conceptualisations, arguing for more holistic and broader-based understandings that recognise the increasingly complex knowledge and skills young people need to function ethically, safely and productively in diverse, digitally-mediated environments. The implications of the framework are discussed, with specific reference to its interdisciplinary nature and the requirement of all faculty to engage purposefully and deliberately in delivering its objectives. Practical suggestions on how the framework might be used by faculty, are presented.

225 citations


Journal ArticleDOI
TL;DR: Cognitive load theory provides instructional recommendations based on the authors' knowledge of human cognition to design instructional procedures largely relevant to complex information that requires a reduction in working memory load.
Abstract: Cognitive load theory provides instructional recommendations based on our knowledge of human cognition. Evolutionary psychology is used to assume that knowledge should be divided into biologically primary information that we have specifically evolved to acquire and biologically secondary information that we have not specifically evolved to acquire. Primary knowledge frequently consists of generic-cognitive skills that are important to human survival and cannot be taught because they are acquired unconsciously while secondary knowledge is usually domain-specific in nature and requires explicit instruction in education and training contexts. Secondary knowledge is first processed by a limited capacity, limited duration working memory before being permanently stored in long-term memory from where unlimited amounts of information can be transferred back to working memory to govern action appropriate for the environment. The theory uses this cognitive architecture to design instructional procedures largely relevant to complex information that requires a reduction in working memory load. Many of those instructional procedures can be most readily used with the assistance of educational technology.

196 citations


Journal ArticleDOI
TL;DR: Five ways to increase the effectiveness of instructional video and one way not to use instructional video are reviewed.
Abstract: This paper reviews five ways to increase the effectiveness of instructional video and one way not to use instructional video. People learn better from an instructional video when the onscreen instructor draws graphics on the board while lecturing (dynamic drawing principle), the onscreen instructor shifts eye gaze between the audience and the board while lecturing (gaze guidance principle), the lesson contains prompts to engage in summarizing or explaining the material (generative activity principle), a demonstration is filmed from a first-person perspective (perspective principle), or subtitles are added to a narrated video that contains speech in the learner’s second language (subtitle principle). People do not learn better from a multimedia lesson when interesting but extraneous video is added (seductive details principle). Additional work is needed to determine the conditions under which these principles apply and the underlying learning mechanisms.

103 citations


Journal ArticleDOI
TL;DR: In this article, the authors explored 94 university students' online learning attitudes and experiences in a blended course and investigated the changes in the participants' attitudes toward online learning and the relationships between their self-regulated learning capability, online interactions, attitudes, and online learning intention.
Abstract: Studies have been conducted on university students’ continuous intention to learn online from the perspectives of learning motivation and capability, perceptions or attitudes, and online learning experiences. However, few have examined how the above factors will relate to each other and contribute to students’ online learning intention. This research explored 94 university students’ online learning attitudes and experiences in a blended course. The researchers investigated the changes in the participants’ attitudes toward online learning and the relationships between their self-regulated learning capability, online interactions, attitudes, and online learning intention. These students participated in a pre- and post-survey at the beginning and end of the course. They also completed six weekly reports commenting on their learning activities of the week. At the end of the course, interviews were administered to eight participants to gather detailed information about their online learning experiences. It was found that (a) the participants’ online learning attitudes were generally positive and increased when completing the course; and (b) the participants’ continuous intention to learn online was significantly predicted by four self-regulatory factors and attitudes, mediated through perceived online social interactions. The analysis of the interviewees’ further comments provided more insights about the potential factors contributing to their online learning attitude changes. The strategies for future online course design with a view of improving students’ self-regulated learning skills are discussed in this paper.

99 citations


Journal ArticleDOI
TL;DR: In this paper, the authors examined the use of learning analytics to support study success in higher education, and concluded that evidence can be found supporting support for learning analytics for higher education.
Abstract: This study examined the utilisation of learning analytics to support study success in higher education. The main research question was to identify whether there is a link between learning analytics and the respective intervention measures to increase study success at higher education institutions. The systematic review included empirical studies conducted during the past five years. Search terms identified 6,220 articles from various scientific sources. After duplicated articles were removed, there were 3,163 articles remaining. Each of the articles were screened and the inclusion criteria (e.g., peer-reviewed, rigorous research findings) limited the key studies to 41 articles. This paper presents an overview of the results of this systematic review. It is concluded that evidence can be found supporting the use of learning analytics to support study success in higher education. However, study success may not be exclusively the result of the use of learning analytics but also some additional means of technological or institutional support. The findings also suggest a wider adoption of learning analytics systems as well as work towards standardisation of learning analytics procedures which can be integrated into existing digital learning environments.

90 citations


Journal ArticleDOI
TL;DR: The Academic Communities of Engagement (ACE) framework as mentioned in this paper describes a student's ability to engage affectively, behaviorally, and cognitively in an online or blended course independently and with support.
Abstract: In this article we share the Academic Communities of Engagement (ACE) framework, which describes a student’s ability to engage affectively, behaviorally, and cognitively in an online or blended course independently and with support. Based on Vygotsky’s (Mind in society: the development of higher psychological processes, Harvard University Press, Cambridge, 1978) zone of proximal development, the framework examines how a student’s ability to engage in online or blended courses increases with support from two types of communities. The course community is organized and facilitated by those associated with the course or program. The personal community is comprised of actors not officially associated with the course who have typically formed relationships with the student before the course or program began and may extend well beyond its boundaries. Actors within each community have varying skills and abilities to support student engagement, and a student is most likely to reach the necessary engagement for academic success with active support from both. The framework identifies the community actors most likely to provide specific support elements, aligning them to the different types of student engagement. The article outlines implications for practice and research, concluding with illustrative examples.

84 citations


Journal ArticleDOI
TL;DR: In this article, a review of the literature on the use of flipped classroom in a university context was conducted, guided by interpreting the previous research findings according to the domain of utilization, opportunities, challenges, and extensions to the conventional flipped classroom model.
Abstract: The recent movement to integrate the flipped classroom model into higher education has resulted in significant changes that affected both teaching and learning practices in different ways. After almost a decade of research on the flipped classroom model, different emergent outcomes have been reported in a domain specific context. To gain a comprehensive understanding of the flipped classroom implementation in a university context, a review of the literature on the use of flipped classroom in a university context was conducted. This study was guided by interpreting the previous research findings according to the domain of utilization, opportunities, challenges, and extensions to the conventional flipped classroom model. This study found that the utilization of flipped classroom in various disciplines is mainly advocated to promote students’ engagement, metacognition, attitude, performance, understanding, and achievement, as well as other learning outcomes. The key challenges of this method, shared across all disciplines, were devoted to the length of the video/digital materials and time required for instructors to prepare the learning materials and for students to master it. Recommendations for policy makers and other crucial insights for the future studies were highlighted.

80 citations


Journal ArticleDOI
TL;DR: In this paper, a meta-analysis of the empirical, quantitative research on gamification in formal educational settings on student learning outcomes is presented, where the authors examined 14 different gamification design elements (e.g., leaderboards) and showed that each one leads to different effects on students' learning outcomes.
Abstract: Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on gamification in formal educational settings on student learning outcomes. This was achieved by examining the overall effect size, identifying which gamification design elements (e.g., badges) were used, and determining under what circumstances (e.g., engineering education) gamification works. The final corpus of data included 30 independent studies and associated effect sizes comparing gamification to non-gamification conditions while accounting for N = 3083 participants. The overall effect size using a random-effects model is g = .464 [.244 to .684] in favor of the gamification condition, which is a small to medium effect size. We examined 14 different gamification design elements (e.g., leaderboards) and showed that each leads to different effects on student learning outcomes. Further, the type of publication (e.g., journal article), student classification (e.g., undergraduate), and subject area (e.g., mathematics) are also investigated as moderators. We provide a discussion of our findings, some recommendations for future research, and some brief closing remarks.

80 citations


Journal ArticleDOI
TL;DR: In this paper, a course in programming a robot for elementary school students was designed and implemented for 155 Korean students in the fifth and sixth grades and the results showed that teaching programming by using a robot significantly improved computational thinking and creativity.
Abstract: Around the world, programming education is actively promoted by such factors as economic and technical requirements. The use of a robot in programming education could help students understand computer-science concepts more easily. In this study we designed a course in programming a robot for elementary school students and investigated its effectiveness by implementing it in actual classes. We further examined the effects of students’ prior skills and of gender on the outcomes. In addition, we reviewed the applicable teaching and learning strategies in the field of robotics programming. Our course in programming a robot was implemented for 155 Korean elementary school students in the fifth and sixth grades. The course was conducted for 11 weeks. Our results show that teaching programming by using a robot significantly improved computational thinking and creativity. Computational thinking, however, was not significantly improved in the group that initially showed high scores. Further, creativity was improved more in girls than in boys, and the mean difference was statistically significant, but the difference in computational thinking was not. The implication of this study is that the best approach is to design a course in programming a robot and apply it in actual classrooms in order to discuss teaching and learning strategies according to students’ prior skills and their gender.

80 citations


Journal ArticleDOI
TL;DR: In this article, the authors synthesize results from sixteen efficacy and twenty perceptions studies involving 121,168 students or faculty that examine either OER and student efficacy in higher education settings or the perceptions of college students and/or instructors who have used OER.
Abstract: Although textbooks are a traditional component in many higher education contexts, their increasing price have led many students to forgo purchasing them and some faculty to seek substitutes. One such alternative is open educational resources (OER). This present study synthesizes results from sixteen efficacy and twenty perceptions studies involving 121,168 students or faculty that examine either (1) OER and student efficacy in higher education settings or (2) the perceptions of college students and/or instructors who have used OER. Results across these studies suggest students achieve the same or better learning outcomes when using OER while saving significant amounts of money. The results also indicate that the majority of faculty and students who have used OER had a positive experience and would do so again.

75 citations


Journal ArticleDOI
TL;DR: In this article, the authors investigated the relationship among motivation, self-monitoring, and self-management in MOOCs by surveying 322 MOOC learners and found that motivation directly affected selfmonitoring.
Abstract: Given that massive open online learning courses (MOOCs) are considerably different from traditional classrooms in terms of roles and responsibilities of instructors and learners, successful learners are required to be self-directed in MOOC learning environments. One of the most popular self-directed learning (SDL) models proposed by Garrison (Adult Education Quarterly 48(1):18–33, https://doi.org/10.1177/074171369704800103 , 1997) includes three components: motivation, self-monitoring, and self-management. This model was originally discussed from traditional online and face-to-face learning environment. Thus, the present study investigated the relationship among motivation, self-monitoring, and self-management in MOOCs by surveying 322 MOOC learners. Using structural equation modeling, this study found that motivation directly affected self-monitoring and indirectly influenced self-management through self-monitoring. In addition, self-monitoring positively influenced self-management. Therefore, promoting student self-monitoring skills and motivating students is critical. Additional research is needed on the ways to facilitate and support self-monitoring of MOOC learners. Future research could examine the influence of the three elements of SDL on learning achievement and engagement. In addition, further exploration of learner behaviors in MOOCs could provide insights on facilitating learners’ SDL.

Journal ArticleDOI
TL;DR: In this paper, the authors explored the effectiveness of the strategies used to prepare pre-service teachers for technological pedagogical content knowledge (TPACK), focusing on the strategies included in the synthesis of qualitative evidence (SQD) model.
Abstract: The main aim of this two-step mixed-method study was to explore the effectiveness of the strategies used to prepare pre-service teachers for technological pedagogical content knowledge (TPACK). Specifically, we focused on the strategies included in the synthesis of qualitative evidence (SQD) model: (1) using teacher educators as role models, (2) reflecting on the role of technology in education, (3) learning how to use technology by design, (4) collaboration with peers, (5) scaffolding authentic technology experiences, and (6) providing continuous feedback. To explore the relation between the perceived occurrences of the SQD-strategies and TPACK (controlled for pre-service teachers’ general attitudes towards technology), survey data were collected from a sample of 688 final-year pre-service teachers in Belgium. In a next step, 16 telephone interviews and 6 in-depth interviews were conducted to gain a more in-depth insight into the nature of the 6 strategies and their influences on TPACK. The quantitative analyses indicated positive correlations between the SQD-strategies and TPACK, controlled for general attitudes towards technology. The findings from the qualitative analyses showed that teachers acknowledged the importance of the six strategies. However, the respondents emphasized that some of the six strategies are often underutilized. Based on the quantitative and qualitative results, the discussion provides recommendations to improve the potential of pre-service training to enhance future teachers’ TPACK.

Journal ArticleDOI
TL;DR: This paper examined the relationship among intrinsic motivation, critical variables related to technology adoption, and students' behavioral intention in mobile-assisted language learning (MALL) and found that proper instructional design that is aligned with and supports the language learning task was important to increase students’ behavioral intention to adopt mobile devices for language learning.
Abstract: This study examines the relationships among intrinsic motivation, critical variables related to technology adoption, and students’ behavioral intention in mobile-assisted language learning (MALL). To test the hypothesized model through a path analysis, 169 survey responses were collected from undergraduate students who were foreign language learners of English in a Chinese research university. The results indicated that although intrinsic motivation did not have a direct influence on students’ behavioral intention in MALL, it had a positive influence on students’ behavioral intention through the two intervening variables, perceived usefulness and task technology fit. Perceived ease of use, however, was not associated with students’ behavioral intention directly, nor was it predicted by intrinsic motivation. The findings suggested proper instructional design that is aligned with and supports the language learning task was important to increase students’ behavioral intention to adopt mobile devices for language learning.

Journal ArticleDOI
TL;DR: In this paper, a large-scale study used the extended technology acceptance model to examine the different factors influencing Chinese university students' intentions to use the Internet-based technology with a learning focus.
Abstract: This large-scale study used the extended technology acceptance model to examine the different factors influencing Chinese university students’ intentions to use the Internet-based technology with a learning focus. Specifically, the subject norm was conceptualised as a three-dimensional construct consisting of teacher influence, peer influence and institutional support. The data were collected from 4561 university students from 16 universities in China. The results indicated that 64% of the variance in Chinese university students’ behavioural intentions were explained by their perceptions of ease of use and that the subjective norm significantly influenced their perceptions of the usefulness of the Internet-based technology with a learning focus. Perceived usefulness, perceived ease of use and the subjective norm significantly influenced students’ attitudes towards using the Internet-based technology with a learning focus. In addition, Chinese university students’ intentions to use the Internet-based technology with a learning focus were significantly influenced by attitude, perceived usefulness and the subjective norm. This study identified both theoretical and practical explanations for these relationships.

Journal ArticleDOI
TL;DR: This systematic review of research on adaptive learning used a strategic search process to synthesize research based on publication trends, instructional context, research methodology components, research focus, adaptive strategies, and technologies and has implications for adaptive learning designers and future researchers regarding the gaps in adaptive learning research.
Abstract: This systematic review of research on adaptive learning used a strategic search process to synthesize research on adaptive learning based on publication trends, instructional context, research methodology components, research focus, adaptive strategies, and technologies. A total of 61 articles on adaptive learning were analyzed to describe the current state of research and identify gaps in the literature. Descriptive characteristics were recorded, including publication patterns, instructional context, and research methodology components. The count of adaptive learning articles published fluctuated across the decade and peaked in 2015. During this time, the largest concentration of adaptive learning articles appeared in Computers and Education. The majority of the studies occurred in higher education in Taiwan and the United States, with the highest concentration in the computer science discipline. The research focus, adaptive strategies, and adaptive technologies used in these studies were also reviewed. The research was aligned with various instructional design phases, with more studies examining design and development, and implementation and evaluation. For examining adaptive strategies, the authors examined both adaptive sources based on learner model and adaptive targets based on content and instructional model. Learning style was the most observed learner characteristic, while adaptive feedback and adaptive navigation were the most investigated adaptive targets. This study has implications for adaptive learning designers and future researchers regarding the gaps in adaptive learning research. Future studies might focus on the increasing availability and capacities of adaptive learning as a learning technology to assist individual learning and personalized growth.

Journal ArticleDOI
TL;DR: This analysis concludes by encouraging readers to consider conducting educational design research to address serious problems related to teaching, learning, and performance, collaborating more closely with teachers, administrators, and other practitioners in tackling these problems, and always striving to make a difference in the lives of learners around the world.
Abstract: The special issue "A Synthesis of Systematic Review Research on Emerging Learning Environments and Technologies" edited by Drs. Florence Martin, Vanessa Dennen, and Curtis Bonk has assembled a noteworthy collection of systematic review articles, each focusing on a different aspect of emerging learning technologies. In this conclusion, we focus on these evidence-based reviews and their practical implications for practitioners as well as future researchers. While recognizing the merits of these reviews, we conclude our analysis by encouraging readers to consider conducting educational design research to address serious problems related to teaching, learning, and performance, collaborating more closely with teachers, administrators, and other practitioners in tackling these problems, and always striving to make a difference in the lives of learners around the world.

Journal ArticleDOI
TL;DR: In this article, the authors examined the research methods, topics, and trends of empirical MOOC research to gain a comprehensive understanding of the MOOC phenomenon through reviewing 541 empirical studies published from 2009 to 2019.
Abstract: This study examines the research methods, topics, and trends of empirical MOOC research to gain a comprehensive understanding of the MOOC phenomenon through reviewing 541 empirical MOOCs research published from 2009 to 2019 The results indicate that: (1) the majority of studies adopted quantitative research methods followed by mixed research methods and qualitative research methods, (2) the most frequently adopted data collection method was survey, followed by platform database and interviews, (3) almost half of the studies used at least two data collection methods such as survey and interview, (4) the majority of researchers adopted descriptive statistics for data analysis, followed by inferential statistics and content analysis, (5) the research topics primarily focused on students, followed by design-focused, context and impact-focused, and instructor-focused Among these student-focused topics, learner retention, learning experience, social learning, and engagement were the most mentioned, and (6) the affiliations of the first authors of the MOOC studies were mainly from the US followed by China and Spain Implications and future research were discussed

Journal ArticleDOI
TL;DR: The authors explored approaches to manage the flipped classroom in a Chinese context and designed an approach to improve the mathematical learning performance of middle school students, where students took notes while watching videos at home and then teacher utilized the notes for in-class discussion.
Abstract: With advances in learning technologies, new pedagogical models are being developed to improve students’ learning performance. One notable model is the flipped classroom, which has attracted the attention of many researchers, particularly in K-12 education. However, research on effective approaches for managing the flipped classroom model to improve mathematics learning is lacking. This study explored approaches to manage the flipped classroom in a Chinese context and designed an approach to improve the mathematical learning performance of middle school students. In a flipped classroom teaching and learning, students took notes while watching videos at home and then teacher utilized the notes for in-class discussion. A total of 88 sixth-grade students in a secondary school in mainland China participated in this study. An experiment was conducted to evaluate the effectiveness of the proposed approach by situating the experimental and control groups in flipped and traditional classrooms, respectively. The results show that the proposed flipped classroom approach significantly improves the students’ mathematical learning performance. The proposed approach is more beneficial to students at the middle mathematics level comparing to those at high or low levels. Furthermore, some suggestions are provided for teachers to manage flipped classroom more effectively.

Journal ArticleDOI
TL;DR: In this article, a meta-analysis of 25 articles written between 2008 and 2019 revealed that DGBL has produced improvements for learning outcomes with an overall effect size of.386.
Abstract: Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners, contexts, game types, and learning outcomes. We found that competition in DGBL was effective for math, science and language, but not for social science and other subjects. It was effective for K12 students and college students. It was effective for puzzle, strategy, role-playing, and simulation, but not for action games. Finally, competition in DGBL was equally effective for cognitive and non-cognitive outcomes. Through the results of this study, we fill a critical gap in the research left by recent reviews, which do not examine the role of competition; a key gaming element. In addition, we offer a number of suggestions for future studies.

Journal ArticleDOI
TL;DR: It is argued that cognitive load theory can be applied to CSCL and can be used to formulate testable hypotheses for pressing issues in CSCL research by incorporating concepts such as collective working memory and mutual cognitive interdependence.
Abstract: Research on computer-supported collaborative learning (CSCL) has traditionally investigated how student-, group-, task-, and technological characteristics affect the processes and outcomes of collaboration. On the other hand, cognitive load theory has traditionally been used to study individual learning processes and to investigate instructional effects that are present during individual learning (e.g., expertise reversal effect). In this contribution we will argue that cognitive load theory can be applied to CSCL. By incorporating concepts such as collective working memory (i.e., individuals share the burden of information processing), mutual cognitive interdependence (i.e., individuals learn about each other’s expertise and become dependent on their partners’ expertise), and transaction costs (i.e., the burden placed on individuals working memory capacity when communicating and coordinating collaborative activities), collaborative cognitive load theory (CCLT) can be used to formulate testable hypotheses for pressing issues in CSCL research. The aim of this paper is to develop a research agenda to guide future CSCL research from a CCLT perspective. We highlight how variables associated with student-, group-, task-, and technological characteristics may be investigated using CCLT. We also address important steps CSCL research needs to make with respect to the measurement of variables and the methodologies used to analyze data.

Journal ArticleDOI
TL;DR: In this paper, a systematic review provides a current synthesis of research surrounding social media and professional development in higher education, concluding that research and practice on social media-supported professional learning is still in its infancy stage and challenges exist in sustaining faculty participation and engagement, as well as effectively navigating the social media space.
Abstract: In recent years, professional learning networks (PLNs) and online learning communities of practices (CoPs) enabled by social media have emerged as a conduit and communal space for faculty members to engage in professional learning. This systematic review provides a current synthesis of research surrounding social media and professional development in higher education. Articles published in peer-reviewed journals between 2009 and 2019 were reviewed and 23 articles that met our selection criteria were included for further analysis and synthesis in this review. Findings suggest that research and practice on social media-supported professional learning is still in its infancy stage. Despite that social media-supported PLNs and CoPs show potential for contributing to faculty professional learning, challenges exist in sustaining faculty participation and engagement, as well as effectively navigating the social media space, especially for novice social media users. Practical implications and future research recommendations are discussed.

Journal ArticleDOI
TL;DR: In this paper, the authors conducted a meta-analysis to examine the effects of signaling on learning outcomes and identify potential moderating variables, such as study, participant, presentation, and methodological features.
Abstract: Signals (or cues) are added to multimedia learning materials to guide learners’ attention to critical elements of the materials. Yet, research on signaling has produced mixed findings on learning outcomes. On the one hand, some studies have reported positive effects of signaling on the performance of learning outcomes (e.g., Jamet in Hum Behav 32:47–53, https://doi.org/10.1016/j.chb.2013.11.013 , 2014). On the other hand, some studies have found that signaling did not improve performance on learning-related outcomes (e.g., Mayer and DaPra in J Exp Psychol 18(3):239–252, https://doi.org/10.1037/a002861670 , 2012). The present meta-analysis seeks to (a) resolve the mixed findings in signaling research, (b) examine the effects on signaling on learning outcomes, and (c) identify potential moderating variables. Following an exhaustive search for studies meeting specified design criteria, 44 independent effect sizes were extracted from 29 experimental studies involving 2726 participants. Studies were coded on features, such as participants (e.g., grade level), presentation (e.g., pacing), and methodology (e.g., quality of the study). Results indicated that signaling is associated with increased learning outcomes (d = .38, p < .01), with effect sizes varying from small to large. This overall effect was moderated by study, participant, presentation, and methodological features. For example, beneficial effects on learning outcomes were found when studies were high in quality, reported the reliability of outcomes, use pretest, and control for differences in prior knowledge. The findings have significant implications for educators and instructional designers as well as for multimedia researchers.

Journal ArticleDOI
TL;DR: This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants’ characteristics, methodological features, gaming characteristics, and an association between game availability and gaming characteristics.
Abstract: Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants’ characteristics, methodological features, gaming characteristics, and an association between game availability and gaming characteristics. Our results indicate: (1) vocabulary is the most dominant practiced language skills; (2) methods employed were primarily quantitative with researcher-designed tests; (3) commercial games contain the most elements of a good game; (4) use of good gaming elements is inconsistent among digital games. We provide strategies for educational researchers to improve their rigor in research, along with explicit criteria that digital game designers can apply toward language-learning game development. As educational technology continues to transform language learning, we emphasize the need for continued research and development that investigates how gaming elements in mobile learning environments may improve language-learning outcomes.

Journal ArticleDOI
TL;DR: In this paper, the authors investigated a novel pedagogy for nursing school students' ECG learning performance using a contextual game and found that the students learning with the contextual game showed better learning performance, attitude, motivation, and critical thinking tendency than those who received the traditional instruction.
Abstract: The Electrocardiogram (ECG) is one of the important tools for diagnosing myocardial infarction. The ECG training course aims to help nurses establish basic competence in interpreting ECG readings. However, in traditional instruction, learners usually have difficulty memorizing the meanings of different ECG wave forms, which could represent clinical symptoms, or even life-threatening conditions/arrhythmia. Some serious problems could cause death if the nursing staff do not make correct judgments in time. This paper reports an explorative study which investigated a novel pedagogy for nursing school students’ ECG learning performance using a contextual game. A 2 week experiment was conducted to compare the learning performances of the nursing students who played the ECG contextual game and those who learned with traditional instruction. The experimental results show that the students learning with the contextual game showed better learning performance, attitude, motivation, and critical thinking tendency than those who received the traditional instruction.

Journal ArticleDOI
TL;DR: This article synthesizes research on seven primary areas of emerging learning environments and technologies that include: social media, massive open online courses, special education technology, mobile learning, game-based learning and gamification, adaptive learning, and learning analytics and introduces the thirteen articles that were included in this special issue.
Abstract: In this introduction to the special issue on systematic reviews on emerging learning environments and technologies, we introduce best practices for conducting systematic reviews and meta-analysis and discuss the need for a systematic review on emerging learning environments and technologies. We synthesize research on seven primary areas of emerging learning environments and technologies that include: (1) social media, (2) massive open online courses, (3) special education technology, (4) mobile learning, (5) game-based learning and gamification, (6) adaptive learning, and (7) learning analytics and introduce the thirteen articles that were included in this special issue. This article also provides implications for the readers on using and conducting systematic reviews.

Journal ArticleDOI
TL;DR: The purpose of this paper is to introduce the next evolution of the quest for technology integration, one that moves away from the product of teacher decision making towards their process of decision making and reflects how a teacher decides to integrate technology within a dynamic system.
Abstract: The purpose of this paper is to introduce the next evolution of our quest for technology integration, one that moves away from the product of teacher decision making (i.e., the type of use) towards their process of decision making. After presenting a brief history of our field’s quest, we bring together three ideas about teacher decision making with technology that have emerged through the research: technology integration is (1) value driven, (2) embedded in a dynamic system, and (3) a product of a teacher’s perception of what is possible. We then combine these ideas into a model of teacher decision making with technology that reflects how a teacher decides to integrate technology within a dynamic system. Implications for teacher beliefs research, professional development, and technology integration practice are discussed.

Journal ArticleDOI
TL;DR: The authors investigated the effects of learner expertise (novice vs advanced) and an emotional design incorporating a face-like shape and warm colours (with vs without) on developing skills in remembering and understanding in mathematics learning.
Abstract: Recent research on multimedia learning has considered the integration of cognitive and affective aspects of media processing. The literature suggests that learners’ emotions influence the effectiveness of multimedia learning, which is explained by the cognitive-affective theory of learning with media (CATLM). A multimedia design that changes learners’ emotional status can facilitate or suppress learning. Individual difference, which suggests that learners with different expertise levels respond differently to an emotional design, is an assumption of CATLM. However, how learner expertise influences the effectiveness of emotional designs remains unclear. This study investigated the effects of learner expertise (novice vs advanced) and an emotional design incorporating a face-like shape and warm colours (with vs without) on developing skills in remembering and understanding in mathematics learning. The novice group comprised younger learners who had no prior knowledge of the topic; the advanced group comprised older learners who had studied the topic previously. We randomly allocated 122 primary school students to four experimental groups to see how they learned geometrical patterns from videos with different designs. These results showed that (1) the emotional design group performed better in remembering, and (2) the emotional design benefited the advanced group, but not the novice group, in understanding. A plausible explanation is that the benefits of the emotional design do not outweigh its drawback in the novice group when developing understanding. Further analysis revealed that learner expertise and learning outcomes influence the designs’ effects. Our findings suggested that using emotional design can effectively facilitate lower-order thinking skills such as remembering, identifying and procedural skills, and drawing students interests and motivation may not lead to better learning outcomes.

Journal ArticleDOI
TL;DR: A meta-analysis based on a synthesis of 84 effect sizes from 80 experimental and quasi-experimental studies indicates that the use of mobile devices for language learning is more effective than conventional methods.
Abstract: Despite the rapid development of the field of Mobile-assisted Language Learning (MALL), research synthesis and systematic meta-analyses on MALL are still lacking It remains unclear how effective mobile devices are for language learning under different conditions Review studies on the overall effectiveness of the latest smart mobile devices are still scant In order to evaluate the learning outcomes of MALL and the impact of moderator variables, we systematically searched journal articles, conference proceedings, and doctoral dissertations published during 2008–2018 and performed a meta-analysis based on a synthesis of 84 effect sizes from 80 experimental and quasi-experimental studies A medium-to-high effect size of 0722 was found for the overall effectiveness of using mobile devices for language learning The findings indicate that the use of mobile devices for language learning is more effective than conventional methods The effects of nine moderator variables were analyzed The target language skill, target language and first/second language were found to be significant moderators Implications for language teaching and research are discussed

Journal ArticleDOI
TL;DR: The systematic review suggests that future research is needed to address the fundamental question of when mobile game-based learning is an appropriate approach for learning in STEM education and when is not.
Abstract: Research on mobile game-based learning has been gaining attention in the past few years To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included Analyses were conducted to identify the contexts of studies, research foci, research methodologies, measures, research instruments, the mobile game features and so on Based on the analyses, a comprehensive understanding of the research in mobile game-based learning in STEM education was presented, and insights and directions for future research were provided The systematic review suggests that, although current research has greatly increased our understanding of mobile game-based learning in STEM education, future research is needed to address the fundamental question of when mobile game-based learning is an appropriate approach for learning in STEM education and when is not

Journal ArticleDOI
TL;DR: This article investigated the influence of organisational culture and teachers' perception of the importance of policy on teachers' technology acceptance in China and found that perceived usefulness and perceived ease of use significantly influenced attitude, while perceived ease-of-use significantly influenced perceived usefulness, and organizational culture significantly influenced the perceived importance of school policy.
Abstract: This study aimed to investigate the influences of organisational culture and teachers’ perception of the importance of policy on teachers’ technology acceptance in China. A total of 502 teachers from 30 Chinese universities filled in the questionnaire designed for the cross-sectional study, which measured teachers’ perceptions of the organisational culture in the universities in which they work, their perception of the importance of school policy regarding technology use, and their intention to use technology in teaching. The results of the structural equation modelling indicated that perceived usefulness, attitude towards using technology, organisational culture, and teacher perceptions of the importance of school policy on technology use were significant antecedents to teachers’ behavioural intention to use technology. Perceived usefulness and perceived ease of use significantly influenced attitude, and perceived ease of use significantly influenced perceived usefulness. In addition, organisational culture significantly influenced the perceived importance of school policy. The findings enriched the understanding of technology acceptance theories by empirically proving the role of organisational culture and the perceived importance of policy on teachers’ technology acceptance in the Chinese context.