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Showing 1 to 15 of 424 results
Habib, Laurence; Johannesen, Monica; Øgrim, Leikny – Educational Technology & Society, 2014
This article presents a study of international students and their use of technology in a Scandinavian institution of Higher Education. A special emphasis is placed on patterns of use of a virtual learning environment (VLE) that is available to all the study programmes at the institution. Actor-Network Theory (ANT) is used as a theoretical approach…
Descriptors: Foreign Students, Student Experience, Educational Environment, Educational Technology
Kim, Hyewon; Lee, MiYoung; Kim, Minjeong – Educational Technology & Society, 2014
The purpose of this paper was to investigate the effects of mobile instant messaging on collaborative learning processes and outcomes. The collaborative processes were measured in terms of different types of interactions. We measured the outcomes of the collaborations through both the students' taskwork and their teamwork. The collaborative…
Descriptors: Foreign Countries, Learning Processes, Synchronous Communication, Cooperative Learning
Huang, Yun-Chen; Lin, Shu-Hui – Educational Technology & Society, 2014
In order to advance the effectiveness of higher education, we concentrated attention on teachers' classroom behaviours and aimed to develop an inventory for evaluating teacher's charisma in college settings. This study identified teacher characteristics that are indicators of teaching charisma and then developed a teaching evaluation…
Descriptors: Teacher Characteristics, Questionnaires, Factor Analysis, Higher Education
Yueh, Hsiu-Ping; Chen, Tzy-Ling; Lin, Weijane; Sheen, Horn-Jiunn – Educational Technology & Society, 2014
This paper first reviews applications of multimedia in engineering education, especially in laboratory learning. It then illustrates a model and accreditation criteria adopted for developing a specific set of nanotechnology laboratory courseware and reports the design-based research approach used in designing and developing the e-learning…
Descriptors: Engineering Education, Electronic Learning, Courseware, Biotechnology
Sun, Jerry Chih-Yuan; Martinez, Brandon; Seli, Helena – Educational Technology & Society, 2014
This study examines how incorporating different electronic feedback devices (i.e., clickers versus web-based polling) may affect specific types of student engagement (i.e., behavioral, emotional, and cognitive engagement), whether students' self-efficacy for learning and performance may differ between courses that have integrated clickers and…
Descriptors: Acoustics, Learner Engagement, Audience Response Systems, Teaching Methods
Bolliger, Doris U.; Inan, Fethi A.; Wasilik, Oksana – Educational Technology & Society, 2014
The purpose of this study was to develop a self-reported measure of instructor satisfaction within the context of teaching in the online environment and to validate the instrument's psychometric properties. Upon conducting an expert panel review and pilot study, the instrument was administered to 168 instructors who taught courses in the…
Descriptors: Electronic Learning, Teacher Attitudes, Satisfaction, Measures (Individuals)
Liu, Ming; Calvo, Rafael A.; Rus, Vasile – Educational Technology & Society, 2014
Critical review skill is one important aspect of academic writing. Generic trigger questions have been widely used to support this activity. When students have a concrete topic in mind, trigger questions are less effective if they are too general. This article presents a learning-to-rank based system which automatically generates specific trigger…
Descriptors: Electronic Learning, Natural Language Processing, Questioning Techniques, Classification
Wang, Chia-Yu; Wu, Hsin-Ka; Lee, Silvia Wen-Yu; Hwang, Fu-Kwun; Chang, Hsin-Yi; Wu, Ying-Tien; Chiou, Guo-Li; Chen, Sufen; Liang, Jyh-Chong; Lin, Jing-Wen; Lo, Hao-Chang; Tsai, Chin-Chung – Educational Technology & Society, 2014
Studies that incorporate technologies into school science laboratories have proliferated in the recent two decades. A total of 42 studies published from 1990 to 2011 that incorporated technologies to support school science laboratories are reviewed here. Simulations, microcomputer-based laboratories (MBLs), and virtual laboratories are commonly…
Descriptors: Science Laboratories, Technology Uses in Education, Meta Analysis, Literature Reviews
Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Chih-Kai – Educational Technology & Society, 2014
Fostering the listening comprehension of English as Foreign Language (EFL) learners has been recognized as an important and challenging issue. Videos have been used as one of the English listening learning resources; however, without effective learning supports, EFL students are likely to encounter difficulties in comprehending the video content,…
Descriptors: English (Second Language), Listening Comprehension, College Freshmen, Academic Achievement
Hou, Huei-Tse; Wu, Sheng-Yi; Lin, Peng-Chun; Sung, Yao-Ting; Lin, Jhe-Wei; Chang, Kuo-En – Educational Technology & Society, 2014
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional…
Descriptors: Blended Learning, Museums, Educational Environment, Handheld Devices
Cheon, Jongpil; Chung, Sungwon; Crooks, Steven M.; Song, Jaeki; Kim, Jeakyeong – Educational Technology & Society, 2014
Since the complex and transient information in instructional animations requires more cognitive resources, the segmenting principle has been proposed to reduce cognitive overload by providing smaller chunks with pauses between segments. This study examined the effects of different types of activities during pauses in a segmented animation. Four…
Descriptors: Undergraduate Students, Computer Literacy, Learning Processes, Animation
Ogata, Hiroaki; Hou, Bin; Li, Mengmeng; Uosaki, Noriko; Mouri, Kosuke; Liu, Songran – Educational Technology & Society, 2014
A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize,…
Descriptors: Electronic Publishing, Diaries, Educational Technology, Case Studies
García Laborda, Jesús; Magal Royo, Teresa; Litzler, Mary Frances; Giménez López, José Luis – Educational Technology & Society, 2014
Few tests were delivered using mobile phones a few years ago, but the flexibility and capability of these devices make them valuable tools even for high stakes testing. This paper addresses research done through the PAULEX (2007-2010) and OPENPAU (2012-2014) research projects at the Universidad Politécnica de Valencia and Universidad de Alcalá…
Descriptors: Foreign Countries, College Entrance Examinations, Language Tests, Handheld Devices
Pedrosa, Carlos Melgosa; Barbero, Basilio Ramos; Miguel, Arturo Román – Educational Technology & Society, 2014
This study compares an interactive learning manager for graphic engineering to develop spatial vision (ILMAGE_SV) to traditional methods. ILMAGE_SV is an asynchronous web-based learning tool that allows the manipulation of objects with a 3D viewer, self-evaluation, and continuous assessment. In addition, student learning may be monitored, which…
Descriptors: Foreign Countries, Engineering Education, Spatial Ability, Asynchronous Communication
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
Woo, Jeng-Chung – Educational Technology & Society, 2014
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Descriptors: Computer Games, Educational Games, Student Motivation, Cognitive Processes

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