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Showing papers in "International Journal of Educational Technology in Higher Education in 2017"


Journal ArticleDOI
TL;DR: In this article, the authors present a review of the use of gamification in education, highlighting the need for systematically designed studies and rigorously tested approaches to confirm the educational benefits of gamified learning.
Abstract: Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in gamifying education. The discussion is structured around the used gamification mechanisms, the gamified subjects, the type of gamified learning activities, and the study goals, with an emphasis on the reliability and validity of the reported outcomes. To improve our understanding and offer a more realistic picture of the progress of gamification in education, consistent with the presented evidence, we examine both the outcomes reported in the papers and how they have been obtained. While the gamification in education is still a growing phenomenon, the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited. The review highlights the need for systematically designed studies and rigorously tested approaches confirming the educational benefits of gamification, if gamified learning is to become a recognized instructional approach.

555 citations


Journal ArticleDOI
TL;DR: In this paper, the effectiveness of a blended learning environment through analyzing the relationship between student characteristics/background, design features and learning outcomes was investigated through a survey administered to 238 respondents.
Abstract: This paper investigates the effectiveness of a blended learning environment through analyzing the relationship between student characteristics/background, design features and learning outcomes. It is aimed at determining the significant predictors of blended learning effectiveness taking student characteristics/background and design features as independent variables and learning outcomes as dependent variables. A survey was administered to 238 respondents to gather data on student characteristics/background, design features and learning outcomes. The final semester evaluation results were used as a measure for performance as an outcome. We applied the online self regulatory learning questionnaire for data on learner self regulation, the intrinsic motivation inventory for data on intrinsic motivation and other self-developed instruments for measuring the other constructs. Multiple regression analysis results showed that blended learning design features (technology quality, online tools and face-to-face support) and student characteristics (attitudes and self-regulation) predicted student satisfaction as an outcome. The results indicate that some of the student characteristics/backgrounds and design features are significant predictors for student learning outcomes in blended learning.

366 citations


Journal ArticleDOI
TL;DR: The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives, and results indicate that games and/or simulations have a positive impact on learning goals.
Abstract: The focus of higher education institutions is the preparation of future professionals. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subject of this paper. As the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. On balance, results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the benefit of academics and practitioners in higher education interested in the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research.

331 citations


Journal ArticleDOI
TL;DR: In this article, the authors used a combination of statistical analyses such as Principal Component Analysis (PCA) and Structural Equation Modeling (SEM) in analysing the complex relationships between determinants of these technologies.
Abstract: The purpose of this paper is to extend the understanding of the drivers of social media in higher education institutions (HEIs) in an emerging economy. This research adopts the Technology Acceptance Model but included subjective norm, perceived playfulness, Internet reliability and speed as additional constructs. With these inclusions, the model is appropriate and relevant in explaining users’ adoption and usage behavior of social media. Data from 500 students from public and private HEIs in the Philippines were collected and analyzed. We used a combination of statistical analyses such as the Principal Component Analysis (PCA) and Structural Equation Modeling (SEM) in analysing the complex relationships between determinants of these technologies. The research demonstrated that perceived usefulness, perceived ease of use, subjective norm, and perceived playfulness (happiness) are robust predictors of usage behavior of students. However, Internet reliability and speed were only significant in (some) public HEIs. This evidence may be explained by the fact that information and communications technology (ICT) infrastructure in public HEIs is not a priority or underinvested in developing countries. On the other hand, the analysis between public and private HEIs undertaken here extends our understanding towards the different behaviors of users. The findings, though preliminary, suggest that private HEIs should initiate or continue the use of social media in classrooms, because intention to use translate to actual use of these tools. Public institutions, however, should improve Internet reliability and speed and should reassess their use of social media in order to fully take advantage of the benefits of ICT.

200 citations


Journal ArticleDOI
TL;DR: In this paper, the authors investigated how social media facilitates teaching and learning and found that if appropriately deployed, Twitter and blogs are catalysts for the much hyped learner-centered approach to teaching because using these technologies, students shared and discussed course materials, posted their course reflections and interacted amongst themselves and with their lecturer 24/7.
Abstract: Social media has taken many sectors including the higher education by storm. However, with wide spread fears that social media may be a distractor to pedagogy, this paper investigated how social media facilitates teaching and learning. Unlike most prior studies which relied much on soliciting mere views from students and lecturers about their intentions to use or not to use social media, this study incorporated Twitter and blogs into two undergraduate courses offered in the Department of Library and Information Science at Mzuzu University which is a public university in Malawi. Data were collected in two ways: first, analysis of blog and Twitter posts by students and second, a questionnaire was sent to 64 students to find out their perception towards the use of blogs and Twitter in a classroom environment. Results suggest that if appropriately deployed, Twitter and blogs are catalysts for the much hyped learner-centred approach to teaching because using these technologies, it emerged that students shared and discussed course materials, posted their course reflections and interacted amongst themselves and with their lecturer 24/7. Challenges faced include cost of internet data bundles, inaccessible Wi-Fi, poor bandwidths and insufficient computers.

196 citations


Journal ArticleDOI
TL;DR: In this paper, the authors present a critical review of the literature from the past 5 years related to how web-conferencing software, blogs, wikis, social networking sites (Facebook and Twitter), and digital games influence student engagement.
Abstract: Computer-based technology has infiltrated many aspects of life and industry, yet there is little understanding of how it can be used to promote student engagement, a concept receiving strong attention in higher education due to its association with a number of positive academic outcomes. The purpose of this article is to present a critical review of the literature from the past 5 years related to how web-conferencing software, blogs, wikis, social networking sites (Facebook and Twitter), and digital games influence student engagement. We prefaced the findings with a substantive overview of student engagement definitions and indicators, which revealed three types of engagement (behavioral, emotional, and cognitive) that informed how we classified articles. Our findings suggest that digital games provide the most far-reaching influence across different types of student engagement, followed by web-conferencing and Facebook. Findings regarding wikis, blogs, and Twitter are less conclusive and significantly limited in number of studies conducted within the past 5 years. Overall, the findings provide preliminary support that computer-based technology influences student engagement, however, additional research is needed to confirm and build on these findings. We conclude the article by providing a list of recommendations for practice, with the intent of increasing understanding of how computer-based technology may be purposefully implemented to achieve the greatest gains in student engagement.

179 citations


Journal ArticleDOI
TL;DR: The need for a human assessment of creative programming while pointing the limits of an automated analytical tool, which does not reflect the creative diversity of the Scratch projects and overrates algorithmic complexity is suggested.
Abstract: Creative and problem-solving competencies are part of the so-called twenty-first century skills. The creative use of digital technologies to solve problems is also related to computational thinking as a set of cognitive and metacognitive strategies in which the learner is engaged in an active design and creation process and mobilized computational concepts and methods. At different educational levels, computational thinking can be developed and assessed through solving ill-defined problems. This paper introduces computational thinking in the context of Higher Education creative programming activities. In this study, we engage undergraduate students in a creative programming activity using Scratch. Then, we analyze the computational thinking scores of an automatic analysis tool and the human assessment of the creative programming projects. Results suggested the need for a human assessment of creative programming while pointing the limits of an automated analytical tool, which does not reflect the creative diversity of the Scratch projects and overrates algorithmic complexity.

116 citations


Journal ArticleDOI
TL;DR: The results indicate that university students, even when they are frequent users of digital technology, they tend not to use these technologies to regulate their own learning process.
Abstract: Analysing the process by which students—whether at university or not—manage and facilitate their own learning has been a recurrent educational research problem. Recently, the question arises about how the development of strategies taking place during the aforementioned process could be made easier by using technologies. In an effort to know whether university students really use digital technologies to plan, organize and facilitate their own learning, we have proposed three research questions. Which technologies do university students use to self-regulate their learning? What self-regulated learning strategies do they develop using technologies? What profiles could be identified among students based on their use of self-regulation strategies with technology? To answer these questions, the “Survey of Self-regulated Learning with Technology at the University” was designed. Information from a sample group with 711 students from various universities located in the region of Andalusia (Spain) was collected with this survey. The results indicate that university students, even when they are frequent users of digital technology, they tend not to use these technologies to regulate their own learning process. Of all technologies analysed, Internet information search and instant communication tools are used continually. In turn, the most generalised self-regulation learning strategies are those relative to social support. Nevertheless, students differ from each other regarding their use and frequency. There are groups of students who make use of self-regulation strategies when learning with technologies. In this regard, two distinctive groups of students have been identified, who show differentiated self-regulated levels.

102 citations


Journal ArticleDOI
TL;DR: It is suggested that following the app’s introduction, student retention rates and academic performance increased, and there was a positive correlation between students’ scoring highly on the app and achieving higher academic grades.
Abstract: This study investigated whether the use of a gamified mobile learning app influenced students’ academic performance and boosted their engagement in the subject. Created to better engage students in lecture content, the app was used to deliver multiple-choice content-based quizzes directly to students’ personal mobile devices post-lecture and pre-tutorial. After measuring the relationships between students’ app usage and their engagement, retention and academic achievement in the subject, it is suggested that following the app’s introduction, student retention rates and academic performance increased, and there was a positive correlation between students’ scoring highly on the app and achieving higher academic grades. While the app’s affordances for learning are promising, the causal relationship between the app usage and improved student outcomes requires further investigation. Conclusions made in the context of the wider scholarship of mobile app enhanced learning and applied game principles in HE.

87 citations


Journal ArticleDOI
TL;DR: The Fully Online Learning Community (FOLC) model as discussed by the authors is one of the most popular learning models in higher education. But it does not address the challenges of distance education and MOOCs as learning models.
Abstract: The integration of digital technologies at institutions of higher education are profoundly influencing formal learning on a global scale. Social-constructivist models of fully online learning are well-positioned to address the demands of government, and economic and social-development organizations for civically-engaged individuals with strong problem-solving, critical-thinking and collaboration competencies. With an established record of performance at the University of Ontario Institute of Technology (UOIT), Canada, the Fully Online Learning Community (FOLC) is one such model. This paper theorizes FOLC as a response to several problematics, including (a) the aforementioned demand for greater educational focus on higher-order competency development, (b) the deficiencies of distance education and MOOCs as learning models, and (c) a quest for new learning models that strengthen deliberation skills and deepen democratic experience. As a divergent fork of the Community of Inquiry model, FOLC describes collaborative learning as a symbiosis of social and cognitive interactions amplified through effective use of synchronous and asynchronous digital affordances. Furthermore, it models democratized learning communities that reduce transactional distance between learners and educators, incorporates authentic assessment, and encourages negotiated technology affordances and cognitive outcomes while distributing responsibility for constructive criticality. Having positioned FOLC conceptually, and addressed current limitations, a research agenda for extending its empirical foundations, and leveraging UOIT’s EILAB affordances, is presented. The underlying argument is that self-regulating and transformative learning communities can be established and sustained in fully online environments, and that such communities (a) produce a diversity of beneficial learning outcomes, and (b) deepen the democratic functioning of learners and their social contexts.

83 citations


Journal ArticleDOI
TL;DR: This paper examines the speed at which students employ concepts which they are being taught during a semester and presents a basic classification system for early detection of poor performers and shows how it can be improved by including data on when students use a concept for the first time.
Abstract: Apart from being able to support the bulk of student activity in suitable disciplines such as computer programming, Web-based educational systems have the potential to yield valuable insights into student behavior. Through the use of educational analytics, we can dispense with preconceptions of how students consume and reuse course material. In this paper, we examine the speed at which students employ concepts which they are being taught during a semester. To show the wider utility of this data, we present a basic classification system for early detection of poor performers and show how it can be improved by including data on when students use a concept for the first time. Using our improved classifier, we can achieve an accuracy of 85% in predicting poor performers prior to the completion of the course.

Journal ArticleDOI
TL;DR: A framework for constructivist pre-service teacher training in Technology Enhanced Learning is presented, adopting a view of teachers as designers of innovative content, working individually and/or collaboratively, discussing and interacting with the instructor, technology and their peers.
Abstract: This paper presents a framework for constructivist pre-service teacher training in Technology Enhanced Learning, adopting a view of teachers as designers of innovative content, working individually and/or collaboratively, discussing and interacting with the instructor, technology and their peers. In such a context, a challenging issue is the content and structure of appropriate activities for cultivating various types of synthetic knowledge combining technology, pedagogy and content through asynchronous collaboration. In this paper, we elaborate on the social orchestration of a training course around collaborative design activities and on the emerging challenges from two successive cycles of implementation. We highlight the elements used to expand and augment online interaction, drawn from two known approaches in teacher training and online learning, the TPACK (Technological, Pedagogical and Content Knowledge) framework and the CoI (Community of Inquiry) model. We specifically examine a) the impact of synthetic design activities to the development of pre-service teachers’ synthetic knowledge (of Technology, Pedagogy and Content) and b) the relationships among specific elements of TPACK and CoI. Findings drawn from the examination of pre-service teachers’ perspectives through two structured questionnaires reveal important potential of synthetic activities for teachers’ TPACK development and highlight specific connections among elements of the TPACK and CoI frameworks.

Journal ArticleDOI
TL;DR: This paper examined the relationship between students showing anxiety when speaking a FL and feedback as a potential anxiety inhibitor in an online oral synchronous communication task and found that Recast and Metalinguistic feedback were better rated by the students who reported higher levels of anxiety in oral communication classes.
Abstract: Research about the interrelation between anxiety and corrective feedback has mostly been conducted in face-to-face environments. The present study examines the relationship between students showing anxiety when speaking a FL and feedback as a potential anxiety inhibitor in an online oral synchronous communication task. Two questionnaires, the Foreign Language Anxiety Scale (FLAS) and the Corrective Feedback Belief Scale (CFBS), were administered to 50 students from the School of Languages in an online learning environment. T-test analysis showed a significant difference between the learners’ preferences in two methods of CF. Recast and Metalinguistic feedback were better rated by the students who reported higher levels of anxiety in oral communication classes. Additionally, the High-level anxiety group rated teacher feedback as more effective than the other sources of feedback when compared to the Low-level anxiety group. These results indicate the need to take into account individual differences in terms of anxiety foreign language learning and students’ beliefs about CF in order to help them achieve their learning goals in an interactive online environment.

Journal ArticleDOI
TL;DR: This paper investigated how the use of information and communication technology (ICT) and a more collaborative pedagogy could improve supervision and found that students and supervisors were competent in using ICT, sometimes initiating the uptake of new technologies.
Abstract: The supervision journey is often a bumpy one. Students and supervisors should welcome making it smoother. This study investigated how the use of information and communication technology (ICT) and a more collaborative pedagogy could improve supervision. We interviewed eight supervisors and nine students in two Australian universities to explore the current use of ICT and its integration with supervision pedagogy. Recent literature demonstrated new forms of supervision pedagogy emerging that embraced the idea of creating communities, involving greater connectedness, collaboration and more intense relationships. Not all studies found movement away from the traditional form of supervision dyads. The students and supervisors in our study used email, mobile phones, Skype and Dropbox; some used social media like Twitter. Students reported their supervisors were competent in using ICT, sometimes initiating the uptake of new technologies. Overall, they identified the need for an increased use of ICT and its integration with supervision pedagogy.

Journal ArticleDOI
TL;DR: This paper reviews the literature around the benefits and draw backs to the creation and incorporation of virtual field guides in geoscience education.
Abstract: Virtual Field Guides are a way for educators to tackle the growing issue of funding pressures in areas of higher education, such as geography. Virtual Field Guides are however underutilised and can offer students a different way of learning. Virtual Field Guides have many benefits to students, such as being more inclusive, building student skills and confidence in a controlled environment pre fieldtrip and can increase engagement in the topic studied. There are also benefits to the educator, such as reduced cost, more efficient students on fieldwork tasks and the ability to tailor and update their field guides to suit their needs. However there are drawbacks in the challenge of creation and their outcome as educational standalone tools. This paper reviews the literature around the benefits and draw backs to the creation and incorporation of virtual field guides in geoscience education.

Journal ArticleDOI
TL;DR: In this article, the effects of digital competence, along with other personal factors on students' digital informal learning behavior were investigated. But the results revealed students' personal innovativeness and digital competence are mediated by attitude to DIL to affect students' DIL, and all these personal factors demonstrated important direct effects.
Abstract: Although informal learning with digital technology is a near universal activity among university students, the processes that influence and regulate digital informal learning (DIL) is not given. Meanwhile, digital competence is of growing importance for our current information society, and also it plays an essential role in the process of digital informal learning. However, the measurement for digital competence is a critical challenge for further understanding its development in practice. This study contributes to our understanding of students’ digital informal learning behavior by examining the effects of digital competence, along with other personal factors. Partial least square (PLS) path modeling was employed to explain the interaction and effects of these factors on students’ DIL. Students from a large-sized public university in Beijing participated in this study. The results revealed students’ personal innovativeness and digital competence are mediated by attitude to DIL to affect students’ DIL, and all these personal factors demonstrated important direct effects on students’ DIL. Additionally, significant gender differences between female and male students in certain aspects of digital competence were observed.

Journal ArticleDOI
TL;DR: In this article, an online pilot program that provided tertiary education to refugees in Africa and the Middle East, using a unique blend of brick-and-mortar and virtual instruction, was presented.
Abstract: Online distance learning is rapidly becoming a mainstay in higher education. Yet, there still exists unequal access to internet technology among the world’s most vulnerable populations. This article reviews the implementation of an online pilot program that provided tertiary education to refugees in Africa and the Middle East, using a unique blend of brick-and-mortar and virtual instruction. Faculty experiences mirrored much of the experiences of instructors in more traditional online education – while onsite staff provided a unique perspective on the embedded nature of the program, based in local contexts. The results of this study helped point the way towards important program modifications to increase the quality of faculty communication and the cultural relevance of the curriculum. Future research is needed to identify whether such programs lead to improved outcomes for refugees.

Journal ArticleDOI
TL;DR: In this paper, the authors investigate whether pre-service teachers' attitudes are influenced by their experience of playing video games (taking into account the number of years they have played video games, the frequency at which they play video games and their gender).
Abstract: Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools is still far from mainstream practice, which could be because of the barriers such as the price of video games, schools’ technological infrastructures and teachers’ attitudes. This article focuses on pre-service primary school teachers’ attitudes (future primary school teachers currently studying at university) towards collaborative learning with video games, which employs video games in collaborative learning activities. Because playing video games is a common form of entertainment for higher education students, we investigate whether pre-service teachers’ attitudes are influenced by their experience of playing video games (taking into account the number of years they have played video games), the frequency at which they play video games and their gender. This study takes a quantitative approach, using a questionnaire with a 5-point Likert attitude scale. The results indicate that pre-service primary teachers have a positive attitude towards collaborative learning with video games. Furthermore, students who have played video games for more years, who play more frequently and the male students have more positive attitudes to using video games in collaborative learning activities. Overall, pre-service teachers have positive attitudes towards collaborative learning with video games, which could affect the use of these resources in educational practices. As the main characters in the educational process, both teachers and children need to be comfortable with new practices to achieve the objective of the educational system, which is the complete formation of children.

Journal ArticleDOI
TL;DR: In this paper, the authors evaluated Japanese learners' perceived e-readiness for learning English online prior to designing and developing an online EGAP (English for General Academic Purposes) course at Osaka University.
Abstract: Assessing learner readiness for online learning is the starting point for online course design. This study thus aimed to evaluate Japanese learners’ perceived e-readiness for learning English online prior to designing and developing an online EGAP (English for General Academic Purposes) course at Osaka University. A sample of 299 undergraduate Japanese students completed a translated and adapted version of the Technology Survey developed by Winke and Goertler (CALICO Journal 25(3): 482–509, 2008). The questionnaire included items about respondents’ ownership of and access to technology tools, their ability in performing user tasks from basic to advanced, their personal educational use of Web 2.0 tools, and their willingness to take online English courses. The informants were found to have personal ownership and/or adequate access to technological devices and the Internet at home or at the university. While their keyboarding skills have been reported as relatively low, the self-assessment data indicates that the participants know about general Web 2.0 tools and utilize them in daily life but not within educational settings. The students were also in general unwilling to take online courses, either fully online or blended. This finding further highlights the necessity of digital literacy training before implementing the prospective online course with a focus on EGAP.

Journal ArticleDOI
TL;DR: This article evaluated the acceptance and use of virtual learning environments in higher education by using the unified theory of acceptance and usage of technology (UTAUT) model and found that the behavioral intention and use behavior regarding the utilization of a virtual learning environment differed between the two countries, and that the level of impact of the factors that shape behavioral intention This article also differed from one factor to another.
Abstract: This study evaluated the acceptance and use of a virtual learning environment in higher education by using the unified theory of acceptance and use of technology (UTAUT) model. Study data were collected by means of a questionnaire form, completed by 1032 students receiving undergraduate education in Turkey and the United Kingdom, who currently use similar virtual learning environments. The role of performance expectancy, effort expectancy, social influence and facilitating conditions were evaluated and tested for both countries. The study results demonstrated that the behavioral intention and use behavior regarding the utilization of a virtual learning environment in higher education differed between the two countries, and that the level of impact of the factors that shape behavioral intention and use behavior also differed from one factor to another.

Journal ArticleDOI
TL;DR: In this article, the authors analyzed the differences in basic digital competences of male and female university students on Social Education, Social Work and Pedagogy courses, and found that men have greater perceived competence in digital cartography and online presentations, whereas women prefer to request personal tutorials to resolve doubts about technology and have greater competence in corporate emailing.
Abstract: This article analyses the differences in basic digital competences of male and female university students on Social Education, Social Work and Pedagogy courses. The study of gender differences in university students’ acquisition of digital competence has considerable didactic and strategic consequences for the development of these skills. The study was carried out at two public universities in Spain (UNED – the National Distance-Learning University, and the Universidad Pablo de Olavide) on a sample of 923 students, who responded to a questionnaire entitled “University Students’ Basic Digital Competences 2.0” (COBADI – registered at the Spanish Patent and Trademark Office). The research applied a quantitative methodology based on a Bayesian approach using multinomial joint distribution as prior distribution. The use of Bayes factors also offers advantages with respect to the use of frequentist p-values, like the generation of information on the alternative hypothesis, that the evidence is not dependent on the sample size used. The results show that men have greater perceived competence in digital cartography and online presentations, whereas women prefer to request personal tutorials to resolve doubts about technology and have greater perceived competence in corporate emailing. There is also evidence that the men have greater perceived competence in developing “online presentations” than women do. Regarding to, “Interpersonal competences in the use of ICT at university”, we observed that the female students opted for personal sessions with tutors in greater numbers than the male students did.

Journal ArticleDOI
TL;DR: A software architecture to fill the gap and enable the development of fully customizable CAT tools with respect to domain-specific item design and visualization as well as deployed CAT algorithms is introduced.
Abstract: Computerized Adaptive Testing (CAT) is a field of research originating in psychometrics that has been adopted in the last years for formative and summative assessment activities in educational settings in general and in online learning in particular. While a variety of platforms is available for designing and deploying CAT the challenge of providing the flexibility in test and item design required for domain-specific assessment formats in education has hardly been addressed so far. The present article introduces a software architecture to fill this gap and enable the development of fully customizable CAT tools with respect to domain-specific item design and visualization as well as deployed CAT algorithms. A prototypical implementation of the architecture and a set of domain-specific item types are presented to demonstrate the feasibility of the proposed approach and outline future directions of development and research.

Journal ArticleDOI
TL;DR: This thematic series brings together several articles related to the use of serious games and simulations in higher education, and explores topics such as: the benefits of teaching practices, based on the utilisation of games and simulation, for institutions, professors, and students.
Abstract: The evolution of computer technologies, together with the increasing speed of Internet-based communications, has promoted the use of simulation software and serious games in higher education. These technological and methodological tools can significantly enrich the learning experience in almost any knowledge area. In particular, they will have a significant impact on how the learning process is performed in the so called Science, Technology, Engineering, and Mathematics (STEM) education. This thematic series brings together several articles related to the use of serious games and simulations in higher education. Technological and pedagogical characteristics of these innovative learning tools are explored through this series, alongside their cultural, technological, and/or social contexts. Among others, the selected articles explore topics such as: (i) the benefits of teaching practices, based on the utilisation of games and simulations, for institutions, professors, and students; (ii) the use of video games and apps to increase student engagement, retention, and academic achievement; (iii) the enrichment of simulation-based learning scenarios by the incorporation of the tactile experience to the more traditional visual and hearing ones; (iv) the use of adapted virtual learning environments that simulate real-life environments; and (v) the analysis of collaborative intergenerational interaction throughout digital games. In our view, the use of games and simulation in higher education is yet in its early stage, but thanks to the current state of these technological tools and to the high degree of acceptance among the new generations of students and instructors, it seems quite evident to us that their increasing incorporation in higher education systems around the world is just a question of time. A short description of each of the selected articles is provided next:

Journal ArticleDOI
TL;DR: In this article, the core categories and characteristics of the social media technologies that undergraduate students choose to use in their own learning, outside of the formal curriculum, are investigated, and the qualitative and quantitative results demonstrate that several contextual relationships exist, including an important relationship between the particular ways of meaning making students identified and the specific SMTs they use for their university learning.
Abstract: This study investigates the core categories and characteristics of the social media technologies (SMTs) that undergraduate students choose to use in their own learning, outside of the formal curriculum. Within a mixed method research methodology, this inquiry employed 30 semi-structured interviews and an online survey (N = 679) to explore why and how undergraduates across disciplines view SMTs to be a meaningful part of their own university learning. Together, the qualitative and quantitative results demonstrate that several contextual relationships exist, including an important relationship between the particular ways of meaning making students identified and the specific social media technologies they use for their university learning. While no differences were found for general social media use, there is a significant relationship between particular ways of making meaning and use of specific SMTs, indicating the importance of learning context and social media affordances.

Journal ArticleDOI
TL;DR: In this paper, the authors examined student acceptance to adopt and use ICT tools in a problem-based learning module using the Technology Acceptance Model (TAM) to determine if the TAM is a valid model to explain students' intentions to use IT tools, and identify the determinants of students' intention to use IoT tools.
Abstract: This study examined student acceptance to adopt and use ICT tools in a problem-based learning module using the Technology Acceptance Model (TAM). The objectives of the study are to (a) determine if the TAM is a valid model to explain students’ intentions to use ICT tools, and (b) identify the determinants of students’ intention to use ICT tools. A total of 737 first-year polytechnic students completed a 13-item online questionnaire based on the TAM constructs comprising perceived ease of use, perceived usefulness, attitude toward use, and intention to use. Results obtained using structural equation modelling showed that (a) perceived ease of use significantly influenced perceived usefulness; (b) both perceived ease of use and perceived usefulness significantly influenced intention to use; and (c) both perceived usefulness and attitude toward use significantly influenced intention to use . Overall, the TAM is a valid model to help explain students’ intentions to use ICT tools. The study findings are useful for PBL educators intending to integrate ICT tools in their lessons to better engage students in active learning.

Journal ArticleDOI
TL;DR: In this article, the authors focus on lecturers identified as eLearning champions, who display shared dispositions that mirror what the literature terms a design thinking mindset, such as collaboration, empathy for the learner and problem orientation.
Abstract: Against the backdrop of a complex Higher Education (HE) landscape, particularly in a developing country context where the relevance of current HE structures is questioned through student protests, and decolonisation of education practices is called for, traditional thinking is losing ground. This study focuses on lecturers identified as eLearning champions, who display shared dispositions that mirror what the literature terms a ‘design thinking mindset’, such as collaboration, empathy for the learner and problem orientation. We argue that promoting this mindset in academic staff development interventions around the use of technology in teaching and learning could support more academics to innovate their practices. Recommendations for how findings of this study may inform the design of such learning interventions conclude the paper.

Journal ArticleDOI
TL;DR: This paper explored website data at 40 higher education institutions (HEIs) in the UK and 40 HEIs in the USA by searching for "employability" in respective web engines and found that the broad discourse is centred upon government policies and targeted preparation for employment, while in the US it is centered upon the institutional vision and social inclusion agenda.
Abstract: In this paper, we have taken initial steps towards highlighting the employability discourse in higher education by using content analysis to explore website data at 40 higher education institutions (HEIs) in the UK and 40 HEIs in the USA by searching for ‘employability’ in respective web engines. The findings from our preliminary data analysis were inserted into a MIT SIMILE software package to create a bespoke, interactive webpage that could be disseminated for discussion by higher education managers. The initial findings suggest that, in the UK, the broad discourse is centred upon government policies and targeted preparation for employment while in the USA it is centred upon the institutional vision and social inclusion agenda. Recent graduates’ views were sought on these initial findings to validate whether their experiences corroborated with our suggested employability discourse claims. These insights are a useful first step for HEIs to question and re-evaluate employability at an institutional level.

Journal ArticleDOI
TL;DR: The Dev Camp activity format resonates with skills such as communication, critical thinking, creativity, decision-making and planning and can be considered as a bridge between education and industry.
Abstract: Dev Camps are events that enable participants to tackle challenges using software tools and different kinds of hardware devices in collaborative project-style activities The participants conceptualize and develop their solutions in a self-directed way, involving technical, organizational and social skills In this sense, they are autonomous producers or “makers” The Dev Camp activity format resonates with skills such as communication, critical thinking, creativity, decision-making and planning and can be considered as a bridge between education and industry In this paper we present and analyse our experience from a series of such events that were co-organized between an industrial partner acting as a host and several university partners We take this as an indication to envision new opportunities for project-based learning in more formal educational scenarios

Journal ArticleDOI
TL;DR: An automatic factual open cloze question generation system which can generate fill-in-the-blank questions without alternatives and suggested answer hints for the examinees to reduce the number of possible answers that make assessment easier.
Abstract: Factual objective type questions are effectively used in active learning, information and communication technology based education and intelligent tutoring system for the assessment of learner’s content knowledge. In this paper, we have presented an automatic factual open cloze question generation system which can generate fill-in-the-blank questions without alternatives. In order to generate the questions, the system first extracts a set of informative sentences from the given input corpus. The sentences are considered as informative based on part-of-speech tags and certain rules. After the identification of the informative sentences the questions are generated by omitting the answer-keys which are selected by identifying domain specific words in the sentences. The unbound option set of an open cloze question often confuses the examinees. However, open cloze questions require more productive knowledge from learners than cloze questions. Finally, we have also suggested answer hints for the examinees to reduce the number of possible answers that make assessment easier.

Journal ArticleDOI
TL;DR: In this article, the authors explored the potential of haptic technologies in supporting conceptual understanding of difficult concepts in science, specifically concepts related to electricity and magnetism, and found that overall students significantly improved their conceptual understanding about electric fields for distributed charges after being exposed to a visuohaptic simulation guided activity.
Abstract: Although visualization remains a primary mode of interaction in simulations, touch is the most common way people use to interact with the physical objects. A greater sense of immersion in a learning environment can be reached when the user is able to feel and manipulate objects as compared to only seeing or listening. Despite the affordances of haptic technologies, which could serve as scaffolds for deep conceptual learning, their true potential in education has not been fully harnessed and little research has been done to investigate its effectiveness for learning difficult concepts. This study explores the potential of haptic technologies in supporting conceptual understanding of difficult concepts in science, specifically concepts related to electricity and magnetism. A pretest-posttest study identified if students improved their conceptual understanding of electricity and magnetism concepts. Specifically, this study identified (a) how students, with different physics background, conceptually interpreted the tactile learning experience in the context of the visualization, and (b) students’ perceptions on the use of haptic technologies for their learning, as well as their perceived usefulness and ease of use. Our results suggest that overall students significantly improved their conceptual understanding about electric fields for distributed charges after being exposed to a visuohaptic simulation guided activity. Regarding students’ prior coursework, students with high school-only physics background outperformed students who have been previously exposed to college-level physics courses 8% higher in the posttest average score. Similarly, students overall agreed that they enjoyed using the haptic device for learning and found the technology as easy to interact with. Implications for teaching and learning are provided as well as venues for future work.