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Showing papers in "Educational Technology & Society in 2007"


Journal Article
TL;DR: The statistical Results indicated that the effect of the selfregulation variables on students’ success was statistically significant, and the interview results indicated that successful students generally used self-regulated learning strategies in the online course.
Abstract: This study analyzed the factors that affect student success in an online computer programming course. The study had two with two main objectives. The first was to examine relationships among selected variables (gender, age, educational level, locus of control, and learning style), motivational beliefs (intrinsic goal orientation, extrinsic goal orientation, control beliefs, task value, self-efficacy, and test anxiety), selfregulated learning components (cognitive strategy use, self-regulation), and student success in the online course. The second objective was to examine course instructors’ views about the factors that contribute to the students’ success in the online course. The study sample consisted of two course instructors and 80 voluntary participants who partook in this online course in 2005–2006. Both quantitative and qualitative methods were used to collect relevant data in this study. Four online questionnaires (Demographic Survey, Internal-External Locus of Control Scale, Learning Style Inventory, and Motivated Strategies for Learning Questionnaire) were used to gather data on quantitative variables, and semi-structured interviews were conducted to gather data on instructors’ views. The statistical results indicated that the effect of the selfregulation variables on students’ success was statistically significant, and the interview results indicated that successful students generally used self-regulated learning strategies in the online course.

420 citations


Journal Article
TL;DR: Their goal is always to offer you an assortment of cost-free ebooks too as aid resolve your troubles and the authors have got a considerable collection of totally free of expense Book for people from every single stroll of life.
Abstract: Our goal is always to offer you an assortment of cost-free ebooks too as aid resolve your troubles. We have got a considerable collection of totally free of expense Book for people from every single stroll of life. We have got tried our finest to gather a sizable library of preferred cost-free as well as paid files. Looking for competent reading resources? We have efficiency in learning evidence based guidelines to manage cognitive load to check out, not just read, yet also download them or even review online. Discover this great publication writtern by now, merely right here, yeah just below. Get the reports in the types of txt, zip, kindle, word, ppt, pdf, and rar. Again, never ever miss to review online as well as download this publication in our website right here. Click the link. GO TO THE TECHNICAL WRITING FOR AN EXPANDED TYPE OF THIS EFFICIENCY IN LEARNING EVIDENCE BASED GUIDELINES TO MANAGE COGNITIVE LOAD, ALONG WITH A CORRECTLY FORMATTED VERSION OF THE INSTANCE MANUAL PAGE ABOVE.

238 citations


Journal Article
TL;DR: The structure and theoretical foundations of the Learning Object Review Instrument (LORI), an evaluation aid available through the E-Learning Research and Assessment Network, are presented.
Abstract: This article presents the structure and theoretical foundations of the Learning Object Review Instrument (LORI), an evaluation aid available through the E-Learning Research and Assessment Network at http://www.elera.net. A primary goal of LORI is to balance assessment validity with efficiency of the evaluation process. The instrument enables learning object users to create reviews consisting of ratings and comments on nine dimensions of quality: content quality, learning goal alignment, feedback and adaptation, motivation, presentation design, interaction usability, accessibility, reusability, and standards compliance. The article presents research and practices relevant to these dimensions and describes how each dimension can be interpreted to evaluate multimedia learning resources.

233 citations


Journal Article
TL;DR: This paper reviews current work in pan-European initiatives that impact upon life-long learning via views of professional learning, learner competence and social networking and seeks to provide an overview of some of the critical research questions for the interdisciplinary field of social software research.
Abstract: Life-long learning is a key issue for our knowledge society. With social software systems new heterogeneous kinds of technology enhanced informal learning are now available to the life-long learner. Learners outside of learning institutions now have access to powerful social communities of experts and peers who are together forging a new web 2.0. This paper reviews current work in pan-European initiatives that impact upon life-long learning via views of professional learning, learner competence and social networking. It seeks to provide an overview of some of the critical research questions for the interdisciplinary field of social software research.

205 citations


Journal Article
TL;DR: The existing literature is reviewed to present the seven most commonly reported problems of online group learning, as identified by both researchers and practitioners, and offers practical solutions to each, in the hope that educators may be encouraged to “take the risk”.
Abstract: The benefits of online collaborative learning, sometimes referred to as CSCL (computer-supported collaborative learning) are compelling, but many instructors are loath to experiment with non-conventional methods of teaching and learning because of the perceived problems. This paper reviews the existing literature to present the seven most commonly reported such problems of online group learning, as identified by both researchers and practitioners, and offers practical solutions to each, in the hope that educators may be encouraged to “take the risk”.

187 citations


Journal Article
TL;DR: It is concluded that elaboration ability in creativity is a critical factor that affects student's multiple representation skills and teachers could design mathematical problem solving activities supported by a multimedia whiteboard system to improve studentmultiple representation skills.
Abstract: The aim of this study is to explore student multiple representation skills and creativity in solving mathematical problems when supported by a multimedia whiteboard system. The subjects were 6 th grade primary school students that were tested and selected as excellent students in mathematics. Twenty-one numerical and geometry problems were given to the students in the experiment. The learning activities including problem solving, peer criticizing and response improvement facilitated by the designed multimedia whiteboard system. The findings of this study are that student multiple representation skills are the keys to successful mathematical problem solving. Students with high elaboration ability can take better advantage from peer interactions and teacher guidance to generate more diversified ideas and solutions in mathematical problem solving. In contrast, students with low elaboration ability would have great difficulty in representation skills. We conclude that elaboration ability in creativity is a critical factor that affects student's multiple representation skills. The study suggests that teachers could design mathematical problem solving activities supported by a multimedia whiteboard system to improve student multiple representation skills.

184 citations


Journal Article
TL;DR: The Research Student's Guide to Success (Book Review) requires prior specific permission and/or a fee to copy, post on servers, or to redistribute to lists.
Abstract: 327 ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org. The Research Student's Guide to Success (Book Review)

183 citations


Journal Article
TL;DR: This approach aims to utilize contextualized attention metadata to capture behavioural information of users in learning contexts that can be used to deal with the information overload in user centric ways.
Abstract: The information overload in learning and teaching scenarios is a main hindering factor for efficient and effective learning. New methods are needed to help teachers and students in dealing with the vast amount of available information and learning material. Our approach aims to utilize contextualized attention metadata to capture behavioural information of users in learning contexts that can be used to deal with the information overload in user centric ways. We introduce a schema and framework for capturing and managing such contextualized attention metadata in this paper. Schema and framework are designed to enable collecting and merging observations about the attention users give to content and their contexts. The contextualized attention metadata schema enables the correlation of the observations, thus reflects the relationships that exists between the user, her context and the content she works with. We illustrate with a simple demo application how contextualized attention metadata can be collected from several tools, the merging of the data streams into a repository and finally the correlation of the data.

181 citations


Journal Article
TL;DR: The essential attributes of games and simulations are described, the distinctions between these two concepts are presented, and the methodology employed to conduct a systematic review of this literature is described.
Abstract: Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, research was undertaken to fill this methodological gap by identifying the essential attributes of games and simulations. This paper first introduces the context for our study. This is followed by a description of the analysis grid used to create a database of the literature, and the methodology employed to conduct our systematic review of this literature. The essential attributes of games and simulations are then described and the distinctions between these two concepts are presented.

171 citations


Journal Article
TL;DR: A systematic planning model for guiding ICT integration in the topic area is presented, and a sample of an ICT Integration plan is described to demonstrate how this model can be applied in practice.
Abstract: Integrating Information and Communication Technology (ICT) into teaching and learning is a growing area that has attracted many educators’ efforts in recent years. Based on the scope of content covered, ICT integration can happen in three different areas: curriculum, topic, and lesson. This paper elaborates upon the concept of ICT integration, and presents a systematic planning model for guiding ICT integration in the topic area. A sample of an ICT integration plan is described in this paper to demonstrate how this model can be applied in practice.

171 citations


Journal Article
TL;DR: This work presents some of the results in the last 10 years that have led to an ontology for designing competency-based learning and knowledge management applications, and presents a software framework for ontology-driven e-learning systems.
Abstract: The importance given to competency management is well justified. Acquiring new competencies is the central goal of any education or knowledge management process. Thus, it must be embedded in any software framework as an instructional engineering tool, to inform the runtime environment of the knowledge that is processed by actors, and their situation toward achieving competency-acquisition objectives. We present here some of our results in the last 10 years that have led to an ontology for designing competency-based learning and knowledge management applications. Based on this ontology, we present a software framework for ontology-driven e-learning systems.

Journal Article
TL;DR: The findings of the study showed that the way instructivist and constructivist elements are blended, the need for metacognitive support, authentic learning activities, collaboration, type and source of motivation, individualized learning, and access to the Internet played important roles in students’ learning in the hybrid course.
Abstract: This study investigates students’ perceptions of the “effective dimensions of interactive learning” in a hybrid course. A case-study design was used, and 25 students enrolled in “Computer Networks and Communication,” a course at a public university in Turkey, formed the sample of this study. The study lasted for 14 weeks. At the end of the study, interviews were conducted to gather data on the “effective dimensions of interactive learning”. Additionally, computer logs of the students were kept and analyzed to triangulate the interview data. The findings of the study showed that the way instructivist and constructivist elements are blended, the need for metacognitive support, authentic learning activities, collaboration, type and source of motivation, individualized learning, and access to the Internet played important roles in students’ learning in the hybrid course.

Journal Article
Jon Dron1
TL;DR: A model of e-learning is proposed that extends traditional concepts of learner-teacher-content interactions to include these emergent properties of the group, and a framework of principles is suggested to be used by designers of educationally-oriented social software.
Abstract: Social software, such as blogs, wikis, tagging systems and collaborative filters, treats the group as a first-class object within the system. Drawing from theories of transactional distance and control, this paper proposes a model of e-learning that extends traditional concepts of learner-teacher-content interactions to include these emergent properties of the group. It suggests that this feature of social software can facilitate an approach to elearning that is qualitatively different from and capable of significantly augmenting traditional methods, with especial benefits for lifelong learners and those outside institutional boundaries. The paper goes on to explore some of the dangers and issues that need to be addressed in order for this new model to fulfill its promise, and to suggest a framework of principles to be used by designers of educationally-oriented social software.

Journal Article
TL;DR: The role and impact that information technology has on the future and existing style of learning and teaching and various theoretical frameworks and methodologies designed to cope with progress in IT are discussed.
Abstract: This paper aims to discuss the role and impact that information technology (IT) has on the future and existing style of learning and teaching. It highlights the importance of acquiring computer skills and being literate in IT. The focus is put on certain areas related to IT and education which include pedagogy and training to build IT literacy among both educators and learners. Particularly, it covers the current trends in IT development and how it has started to change and will further influence the way learning and teaching will take place in the future. This paper also discusses various theoretical frameworks and methodologies designed to cope with progress in IT. In summary, this paper delivers a message that IT literacy is the key to today’s empowerment and that education is the best foundation for it.

Journal Article
TL;DR: The design, the implementation and the evaluation of this environment, called PERKAM (PERsonalized Knowledge Awareness Map), which utilizes the RFID ubiquities technology to detect the learner’s environmental objects and location, then recommends the best matched educational materials and peer helpers in accordance with the detected objects and the current location.
Abstract: This paper introduces a ubiquitous computing environment in order to support the learners while doing tasks; this environment is called PERKAM (PERsonalized Knowledge Awareness Map). PERKAM allows the learners to share knowledge, interact, collaborate, and exchange individual experiences. It utilizes the RFID ubiquities technology to detect the learner’s environmental objects and location, then recommends the best matched educational materials and peer helpers in accordance with the detected objects and the current location. This environment provides the learner with Knowledge Awareness Map, which visualizes the space of the environmental objects that surround the learner, the educational materials space, and the peer helpers’ space. PERKAM system was implemented and an experiment was done in order to evaluate the system performance and the learner’s satisfaction. This paper illustrates the design, the implementation and the evaluation of this environment, and it focuses on Knowledge Awareness Map, which is personalized according to the learner’s current need and location.

Journal Article
TL;DR: It is stressed that there is a need to place students in various situations in which they can engage in effortful interactions in order to build a shared understanding in higher education.
Abstract: In our recent research we have explored possibilities to scaffold collaborative learning in higher education with wireless networks and mobile tools. The pedagogical ideas are grounded on concepts of collaborative learning, including the socially shared origin of cognition, as well as self-regulated learning theory. This paper presents our three design experiments on mobile, handheld supported collaborative learning. All experiments are aimed at investigating novel ways to structure and regulate individual and collaborative learning with smartphones. In the first study a Mobile Lecture Interaction tool (M.L.I.) was used to facilitate higher education students’ self-regulated learning in university lectures. In the second study smartphones were used as regulation tools to scaffold collaboration by supporting externalization of knowledge representations in individual and collaborative levels. The third study demonstrates how face to face and social software integrated collaborative learning supported with smartphones can be used for facilitating socially shared collaboration and community building. In conclusion, it is stressed that there is a need to place students in various situations in which they can engage in effortful interactions in order to build a shared understanding. Wireless networks and mobile tools will provide multiple opportunities for bridging different contents and contexts as well as virtual and face to face learning interactions in higher education.

Journal Article
TL;DR: Direct system-based measures based on data produced by a collaborative learning system during the collaboration process are presented, and it is suggested that these measures can be enhanced by also considering participants’ perceptions of the process.
Abstract: Much of the research on collaborative work focuses on the quality of the group outcome as a measure of success. There is less research on the collaboration process itself, but an understanding of the process should help to improve both the process and the outcomes of collaboration. Understanding and analyzing collaborative learning processes requires a fine-grained analysis of group interaction in the context of learning goals. Taking into account the relationships among tasks, products and collaboration this paper presents a set of measures designed to evaluate the collaborative learning process. We emphasise: direct system-based measures based on data produced by a collaborative learning system during the collaboration process, and suggest that these measures can be enhanced by also considering participants’ perceptions of the process.


Journal Article
TL;DR: This work presents a method for domain experts rather than ontology engineers to develop ontologies for use in the delivery of courseware content, and will focus in particular on relationship types that allow us to model rich domains adequately.
Abstract: Ontologies have the potential to play an important role in instructional design and the development of course content. They can be used to represent knowledge about content, supporting instructors in creating content or learners in accessing content in a knowledge-guided way. While ontologies exist for many subject domains, their quality and suitability for the educational context might be unclear. For numerous subjects, ontologies do not exist. We present a method for domain experts rather than ontology engineers to develop ontologies for use in the delivery of courseware content. We will focus in particular on relationship types that allow us to model rich domains adequately.

Journal Article
TL;DR: The quality adaptation model identifies steps and instruments to bring the abstract standard into practice and is compared to existing approaches, showing the methodology and its advantages for educational organizations.
Abstract: In 2005, the new quality standard for learning, education, and training, ISO/IEC 19796-1, was published. Its purpose is to help educational organizations to develop quality systems and to improve the quality of their processes, products, and services. In this article, the standard is presented and compared to existing approaches, showing the methodology and its advantages for educational organizations. However, since the standard is a reference model, it has to be adapted to the needs and requirements of an organization. Hence, the main aspect is the adoption and implementation process: How can ISO/IEC 19796-1 successfully be implemented in educational organizations and support the variety of involved actors? To answer this question, the quality adaptation model identifies steps and instruments to bring the abstract standard into practice. The article closes with a case study evaluating the use and adequacy of the model.

Journal Article
TL;DR: The results of this study indicate that students may learn efficiently at the introductory level by using e-lecturing material and they are also satisfied by the flexibility of the experience.
Abstract: This study investigates the level of students’ learning when using e-lectures to increase the flexibility of the learning experience. Two cohorts of students were presented with the same material in lecture format. The control group attended a traditional live lecture, while the treatment group was offered an e-lecture with the same content. Both groups were asked to work on specific review questions and encouraged to pose their own, as preparation for a knowledge-acquisition post-test. There were no significant differences in postintervention measures regarding students’ level of knowledge, but students in the e-lecture group (lacking immediate teacher-student communication) employed a strongly acquisitive mode of learning, thus undermining teacher-student dialogue later in classroom. The results of this study indicate that students may learn efficiently at the introductory level by using e-lecturing material and they are also satisfied by the flexibility of the experience. However, the adoption of e-lectures to support flexible learning should be explored in close relationship to models of course re-engineering that also foster instructional cohesiveness, by integrating the various learning events as interrelated nodes of a productive learning network.

Journal Article
TL;DR: In this paper, a desktop virtual reality earth motion system (DVREMS) is designed and developed to assist elementary school students to clarify earth motion concepts using virtual reality principles.
Abstract: In this study, a desktop virtual reality earth motion system (DVREMS) is designed and developed to be applied in the classroom. The system is implemented to assist elementary school students to clarify earth motion concepts using virtual reality principles. A study was conducted to observe the influences of the proposed system in learning. Twenty-one sixth-grade students participated in the study. Statistical results show that the scores in the pre-test and post-test significantly differ and using virtual reality can assist students in understanding the concepts. Besides, four design recommendations – information, spatial behavior, manipulation and concept representation – for improving the desktop VR system in education are also presented.

Journal Article
TL;DR: An adaptive personalized recommendation model is proposed in order to help recommend SCORM-compliant learning objects from repositories in the Internet by adopting an ontological approach to perform semantic discovery and both preference-based and correlation-based approaches to rank the degree of relevance of learning objects to a learner’s intension and preference.
Abstract: With vigorous development of the Internet, especially the web page interaction technology, distant E-learning has become more and more realistic and popular. Digital courses may consist of many learning units or learning objects and, currently, many learning objects are created according to SCORM standard. It can be seen that, in the near future, a vast amount of SCORM-compliant learning objects will be published and distributed cross the Internet. Facing huge volumes of learning objects, learners may be lost in selecting suitable and favorite learning objects. In this paper, an adaptive personalized recommendation model is proposed in order to help recommend SCORM-compliant learning objects from repositories in the Internet. This model adopts an ontological approach to perform semantic discovery as well as both preference-based and correlation-based approaches to rank the degree of relevance of learning objects to a learner’s intension and preference. By implementing this model, a tutoring system is able to provide easily and efficiently suitable learning objects for active learners.

Journal Article
TL;DR: The aim of a VLC built on the theories of constructivism, situated learning, and knowledge building, etc., is to apply individual intelligence to online learning, bring the advantages of collaborative learning and collective wisdom into play, solve difficult problems in independent learning and lead to the integration and sublimation of collective wisdom through long-term individual interactions.
Abstract: This study represents an effort to construct a learning framework for knowledge building and collective wisdom advancement in a virtual learning community (VLC) from the perspectives of system wholeness, intelligence wholeness and dynamics, learning models, and knowledge management. It also tries to construct the zone of proximal development (ZPD) of VLCs based on the combination of Vygotsky’s theory of zone of proximal development and the trajectories of knowledge building. The aim of a VLC built on the theories of constructivism, situated learning, and knowledge building, etc., is to apply individual intelligence to online learning, bring the advantages of collaborative learning and collective wisdom into play, solve difficult problems in independent learning, and lead to the integration and sublimation of collective wisdom through long-term individual interactions, collaborative learning and knowledge building.

Journal Article
TL;DR: The results support the view that computer experience is gender-based as the increase in IT confidence over time assumed different patterns for females and males.
Abstract: This article presents a quantitative study on gender differences in attitudes toward the usage of Information Technology (IT) related tools and applications. The study was conducted at Universiti Putra Malaysia, Malaysia, with 73 female and 29 male student teachers involved as participants. They were each presented with a questionnaire to relate their attitudes toward IT before and after undergoing a discrete IT course for the duration of one semester (14 weeks). The attitudes of the respondents were measured in terms of three dimensions, namely, usefulness, confidence and aversion. There were no significant differences between female and male student teachers when the pre- and post-test mean scores were compared. Both genders exhibited the same levels of attitudes before and after undergoing the comprehensive IT course. This suggests that the exposure to IT did not contribute to any significant gender disparity. The paired sample t-test results showed improved attitudes toward IT usage in both females and males after the exposure to IT. The biggest improvement for both females and males was in the aversion dimension which showed that their initial strong dislike toward IT was greatly reduced at the end of the course. In terms of confidence, female participants exhibited an enhanced confidence level after the course as opposed to the male participants. The results support the view that computer experience is gender-based as the increase in IT confidence over time assumed different patterns for females and males.

Journal Article
TL;DR: The results from present study indicate that concept mapping has a noticeable impact on student achievement in science classes.
Abstract: The purpose of this research project was to determine the effects of incorporating concept mapping on the achievement of fifth grade students in science class. The study was conducted with twenty-three students at Ata Elementary School, Trabzon, Turkey. The students were tested with teacher-constructed pre- and post tests containing 20 multiple-choice questions. The pupils in the experimental and control groups were exposed to the same teaching techniques covering a unit on heat and temperature. They were given the same pretest after the initial lessons. However, after the pretest, the control group was given a traditional oral review of the material and the experimental group was exposed to the review by the use of Inspiration, which is computer based concept mapping tool. After these reviews, the students on both groups were given the posttest. Test scores were analyzed for any statistically significantly difference in the scores on the test. The results from present study indicate that concept mapping has a noticeable impact on student achievement in science classes.

Journal Article
TL;DR: It is shown that the nature of the question impacts on discussion outcomes and that it is therefore important for tutors to pose a range of different types of questions to students in line with learning objectives.
Abstract: This paper is concerned with teaching and learning in a blended e-learning course that supports students in reflecting on and transforming their practice. In this paper we focus on two key aspects of the online learning environment: (i) the selection of the topic of discussion (the discussion question) by the tutor and how this influences the quality of the discussion; (ii) the interventions of the tutor within the online discussion. The aim is to understand why some online discussions ‘take off’’ in terms of numbers of postings and quality of engagement whilst others are less successful. Our findings show that the nature of the question impacts on discussion outcomes and that it is therefore important for tutors to pose a range of different types of questions to students in line with learning objectives. If the tutor structures discussion and chooses questions carefully there may be less need to intervene to stimulate discussion or keep it on track than is sometimes assumed. This shifts the role of the tutor somewhat toward more preparatory and plenary work with less tutor participation required to support the development of discussion skills amongst students, particularly during later stages of the course.

Journal Article
TL;DR: Anytime, Anywhere Learning Supported by Smart Phones: Experiences and Results from the MUSIS project.
Abstract: Anytime, Anywhere Learning Supported by Smart Phones: Experiences and Results from the MUSIS project

Journal Article
TL;DR: In this article, the authors examined the use of digital resources by academic staff in a single UK University and its influence on academic practice over a two to three year period, focusing on the impact of electronic resources.
Abstract: This paper examines the use of digital resources by academic staff in a single UK University and its influence on academic practice over a two to three year period. The paper describes two linked studies that address several of the themes regarding the impact of electronic resources identified in this special edition. In particular it provides findings that contribute to our understanding of changing roles and practices in academic teaching (Oliver this edition). The themes explored in this paper include the way disciplinary differences affect the use of digital resources, and how academic progression is understood by academic staff in different disciplines, and its role in informing staff choices in deploying digital resources for student use. The paper also addresses the issue of changing academic practice and the adoption life cycle in relation to use of digital resources.

Journal Article
TL;DR: This paper investigates the correlation between the quality of instructional design and learning outcomes for early childhood students in the online synchronous cyber classroom and identifies ‘best practice’ in the instructional design of synchronous lessons delivered through the 3C learning platform at the National Sun Yat-sen University, Taiwan.
Abstract: This paper investigates the correlation between the quality of instructional design and learning outcomes for early childhood students in the online synchronous cyber classroom. Today’s generation of e-learners has access to highly engaging and well-designed multi-media synchronous classrooms. However little data exists on what constitutes ‘good practice’ in instructional design for online synchronous cyber lessons. The synchronous cyber classroom outperforms all other modes of instruction in enabling students to simultaneously integrate visual, auditory and kinaesthetic processes. The online synchronous cyber classroom provides learners with more authentic and engaging learning activities enabling higher levels of learning compared to purely asynchronous modes of self-paced learning. During 2001-2007 a group of students aged 5 to 8 years collaborated with their teacher at Brisbane School of Distance Education, Australia in a trial of online synchronous learning. The trial identified ‘best practice’ in the instructional design of synchronous lessons delivered through the Collaborative Cyber Community (3C) learning platform at the National Sun Yat-sen University, Taiwan. A guideline for ‘best practice’ in the instructional design of online synchronous cyber lessons for early childhood students has been developed and discussed.