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Reflects downloads up to 09 Jan 2025Bibliometrics
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A distributed system for learning programming on-line

Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. ...

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E-tutorial support for collaborative online learning: An explorative study on experienced and inexperienced e-tutors

The e-tutor plays a major role in supporting virtual collaborative learning, as he/she supervises learners in collaboratively solving tasks, acquiring new skills, and applying new knowledge. This study is aimed at gaining further insights into the daily ...

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Inspiring equal contribution and opportunity in a 3d multi-user virtual environment: Bringing together men gamers and women non-gamers in Second Life®

A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate ...

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A visualisation tool to aid exploration of students' interactions in asynchronous online communication

Much research in recent years has focused on the introduction of virtual learning environments (VLEs) to universities, documenting practice, and sharing experience (Armitage, Browne, & Jenkins, 2001; Browne & Jenkins, 2003; Moron-Garcia, 2004; Weller, ...

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Academic effectiveness of podcasting: A comparative study of integrated versus supplemental use of podcasting in second language classes

With podcasting gaining more mainstream adoption in higher education, it's critical to examine its effectiveness in improving the student learning experience. To this end, this paper examines the effectiveness of podcasts integrated into the curriculum (...

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Key factors mediating the use of a mobile technology tool designed to develop social and life skills in children with Autistic Spectrum Disorders

Of late there has been growing interest in the potential of technology to support children with Autistic Spectrum Disorders (ASD) with social and life skills. There has also been a burgeoning interest in the potential use of mobile technology in the ...

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Effects of a vocabulary acquisition and assessment system on students' performance in a blended learning class for English subject

Vocabulary acquisition and assessment are regarded as the key basis for the instruction of English as a second language. However, it is time-consuming, fallible and repetitive for the school teachers and parents to assess the proficiency of the students'...

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Creating a community of inquiry in online environments: An exploratory study on the effect of a protocol on interactions within asynchronous discussions

The purpose of our research was to examine the influence of an online protocol on asynchronous discussions. A mixed-methods study compared two online graduate classes: one that used a protocol and one that did not use a protocol for the same discussion ...

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Antecedences to continued intentions of adopting e-learning system in blended learning instruction: A contingency framework based on models of information system success and task-technology fit

The objective of this study is to propose a research framework that investigates the relation between perceived fit and system factors that can motivate learners in continuing utilizing an e-learning system in blended learning instruction. As learners ...

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Environmental support hypothesis in designing multimedia training for older adults: Is less always more?

This study explores younger and older adults learning of MS Publisher functionalities from a multimedia tutorial. Twenty younger and twenty three older adults assigned to a redundant (experimental) or non-redundant (control) condition were taught how to ...

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A study of the relationships among learning styles, participation types, and performance in programming language learning supported by online forums

This study is focused on the relationships among learning styles, participation types, and learning performance for programming language learning supported by an online forum. Kolb's learning style inventory was used in this study to determine a learner'...

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Learning leadership skills in a simulated business environment

In today's unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They ...

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The learning effects of computer simulations in science education

This article reviews the (quasi)experimental research of the past decade on the learning effects of computer simulations in science education. The focus is on two questions: how use of computer simulations can enhance traditional education, and how ...

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Place presence, social presence, co-presence, and satisfaction in virtual worlds

This study investigated the relationship among three types of presences, including place presence, social presence, and co-presence in virtual worlds and their relationship with satisfaction and immersive tendencies of students. Students' scores on a ...

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The relationship between frequency of Facebook use, participation in Facebook activities, and student engagement

Educators and others are interested in the effects of social media on college students, with a specific focus on the most popular social media website-Facebook. Two previous studies have examined the relationship between Facebook use and student ...

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Split-attention and redundancy effects on mobile learning in physical environments

This study investigated split-attention and redundancy effects in a mobile learning environment on leaf morphology of plants as a function of different combinations of media. Eighty-one fifth-grade students were randomly assigned to the following three ...

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Scaffolding strategies for supporting middle school students' online inquiry processes

Online inquiry, use of the Web as an information resource to inquire into science, has become increasingly common in middle schools in recent years. However, prior research has found that middle school students tend to use the Web in a superficial ...

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Effects of a digital intervention on the development of algebraic expertise

In this article we report on the effects of a digital intervention on the development of algebraic expertise of 17-18 year old students in the Netherlands. The question to be answered was whether the intervention would be effective and what factors ...

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Designing an adaptive web-based learning system based on students' cognitive styles identified online

This study developed an adaptive web-based learning system focusing on students' cognitive styles. The system is composed of a student model and an adaptation model. It collected students' browsing behaviors to update the student model for unobtrusively ...

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Cell phone video recording feature as a language learning tool: A case study

This paper reports on a case study conducted at a Japanese national university. Nine participants used the video recording feature on their cell phones to produce weekly video productions. The task required that participants produce one 30-second video ...

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The effect of computer-assisted cooperative learning methods and group size on the EFL learners' achievement in communication skills

This study explored the effect of cooperative learning small group size and two different instructional modes (positive interdependence vs. individual accountability) on English as a Foreign Language (EFL) undergraduate learners' communication skills (...

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Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?

Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In ...

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Designing social videogames for educational uses

In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design ...

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Effects of feedback in a computer-based assessment for learning

The effects of written feedback in a computer-based assessment for learning on students' learning outcomes were investigated in an experiment at a Higher Education institute in the Netherlands. Students were randomly assigned to three groups, and were ...

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A ubiquitous English vocabulary learning system: Evidence of active/passive attitudes vs. usefulness/ease-of-use

English vocabulary learning and ubiquitous learning have separately received considerable attention in recent years. However, research on English vocabulary learning in ubiquitous learning contexts has been less studied. In this study, we develop a ...

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Gender differences in e-learning satisfaction

Student learning skills differ depending on gender. The importance of studying this situation in the classroom is that recommendations can be made taking gender into consideration. In e-learning, the roles of students and teachers change. In line with ...

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Second Life as a support element for learning electronic related subjects: A real case

Looking for more active and motivating methodological alternatives from the students' perspective, which promote analysis and investigation abilities that make the student a more participative agent and some learning processes are facilitated, a ...

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A comparative analysis of the consistency and difference among teacher-assessment, student self-assessment and peer-assessment in a Web-based portfolio assessment environment for high school students

This study explored the consistency and difference of teacher-, student self- and peer-assessment in the context of Web-based portfolio assessment. Participants were 72 senior high school students enrolled in a computer application course. Through the ...

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