British Journal of Educational Technology 46:6 Published on EdITLib

An issue of British Journal of Educational Technology has just been added to EdITLib.

The table of contents is available here: http://www.editlib.org/j/BJET/v/46/n/6//

Contents

Construction of a digital learning environment based on cloud computing

Jihong Ding, Caiping Xiong & Huazhong Liu
Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the … More

Intensive scaffolding in an intelligent tutoring system for the learning of algebraic word problem solving

José Antonio González‐Calero, David Arnau, Luis Puig & Miguel Arevalillo‐Herráez
The term intensive scaffolding refers to any set of conceptual scaffolding strategies that always allow the user to find the solution to a problem. Despite the many benefits of scaffolding, … More

Internal structure of virtual communications in communities of inquiry in higher education: Phases, evolution and participants' satisfaction

Elba Gutierrez‐Santiuste & Maria‐Jesus Gallego‐Arrufat
This study investigates the phases of development of synchronous and asynchronous virtual communication produced in a community of inquiry (CoI) by analyzing the internal structure of each intervention in the … More

Assessing university students' perceptions of their Physics instructors' TPACK development in two contexts

Yahui Chang, Syh‐Jong Jang & Yang‐Hsueh Chen
Technological Pedagogical and Content Knowledge (TPACK) has been gaining traction among educational researchers; however, studies documenting university students' perceptions of their teachers' TPACK remain limited. This study intends to investigate … More

How and why academics do and do not use iPads for academic teaching?

Olaojo Aiyegbayo
This paper evaluated how academics, at a mid-sized UK university, used their iPads for teaching. The data were gathered using both quantitative and qualitative methods. Eighty-four academics completed a survey … More

Creation of reusable open textbooks: Insights from the Connexions repository

Carlos Rodriguez‐Solano, Salvador Sánchez‐Alonso & Miguel‐Angel Sicilia
Open textbook initiatives have appeared as an alternative to traditional publishing. These initiatives for the production of alternatively copyrighted educational resources provide a way of sharing materials through the Web. More

From passive to active: The impact of the flipped classroom through social learning platforms on higher education students' creative thinking

Abdulrahman M Al‐Zahrani
This study aimed to investigate the impact of the flipped classroom on the promotion of students' creative thinking. Students were recruited from the Faculty of Education at King Abdulaziz University … More

Papier-mach(in)e: Thinking with “sticky” paper in the cloud

Judith Enriquez‐Gibson
There is nothing less about paper and its use when it comes to academic study as we experience increasingly converging media spaces and functionalities of online applications within the screens … More

Children learning to use technologies through play: A Digital Play Framework

Jo Bird & Susan Edwards
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies … More

Effects of degree of segmentation and learner disposition on multimedia learning

Peter E. Doolittle, Lauren H. Bryant & Jessica R. Chittum
The construction of asynchronous learning environments often involves the creation of self-paced multimedia instructional episodes that provide the learner with control over the pacing of instruction (segmentation); however, does the … More

Facebook and classroom group work: A trial study involving University of Botswana Advanced Oral Presentation students

Joel M. Magogwe, Beauty Ntereke & Keith R. Phetlhe
In the 21st century, the use of information technology in the classroom is advancing rapidly, especially in higher education. The Internet, through social networking, has made it possible for students … More

Developing a dynamic inference expert system to support individual learning at work

Yu Hsin Hung, Chun Fu Lin & Ray I. Chang
In response to the rapid growth of information in recent decades, knowledge-based systems have become an essential tool for organizational learning. The application of electronic performance-support systems in learning activities … More

Foundations of dynamic learning analytics: Using university student data to increase retention

Sara Freitas de, David Gibson, Coert Du Plessis, Pat Halloran, Ed Williams, Matt Ambrose, Ian Dunwell & Sylvester Arnab
With digitisation and the rise of e-learning have come a range of computational tools and approaches that have allowed educators to better support the learners' experience in schools, colleges and … More

Examining the characteristics of student postings that are liked and linked in a CSCL environment

Alexandra Makos, Kyungmee Lee & Daniel Zingaro
This case study is the first iteration of a large-scale design-based research project to improve Pepper, an interactive discussion-based learning environment. In this phase, we designed and implemented two social … More

Increasing performance by differentiated teaching? Experimental evidence of the student benefits of digital differentiation

Carla Haelermans, Joris Ghysels & Fernao Prince
This paper explores the effect of digital differentiation on student performance using a randomized experiment. The experiment is conducted in a second year biology class among 115 prevocational students in … More

On the use of extended TAM to assess students' acceptance and intent to use third-generation learning management systems

Salvador Ros, Roberto Hernández, Agustín Caminero, Antonio Robles, Isabel Barbero, Araceli Maciá & Francisco Pablo Holgado
Service-oriented e-learning platforms can be considered as a third generation of learning management systems (LMSs). As opposed to the previous generations, consisting of ad hoc solutions and traditional LMS, this … More

Exploring factors that influence adoption of e-learning within higher education

Emma King & Russell Boyatt
E-learning is increasingly adopted in the workplace for supporting professional development and continuing education; however, in higher education, the use of e-learning is predominantly used as a tool support teaching. … More

Online assessment of learning and engagement in university laboratory practicals

David E. Whitworth & Kate Wright
In science education, laboratory practicals are frequently assessed through submission of a report. A large increase in student numbers necessitated us adapting a traditional practical report into an online test … More

Making in-class skills training more effective: The scope for interactive videos to complement the delivery of practical pedestrian training

James Hammond, Tom Cherrett & Ben Waterson
Skills and awareness of young pedestrians can be improved with on-street practical pedestrian training, often delivered in schools in the UK by local authorities with the intention of improving road … More

Developing new teacher inquiry and criticality: The role of online discussions

Adam Unwin
This work concerns the professional development of UK teachers in their first year of teaching. It is interested in how the online discussions (ODs) these teachers undertook as part of … More

Journal of e-Learning and Knowledge Society 11:3 Published on EdITLib

An issue of Journal of e-Learning and Knowledge Society has just been added to EdITLib.

The table of contents is available here: http://www.editlib.org/j/JELKS/v/11/n/3//

Contents

Applying gamification techniques to enhance effectiveness of video-lessons

Mauro Coccoli, Saverio Iacono & Gianni Vercelli
Gamification techniques are commonly used in e-learning to enhance the effectiveness of educational activities and the learners’ partaking. In fact, owing to the engagement effect, they can improve learning processes … More

Determinants of digital inequality in universities: the case of Ecuador

Juan Torres-Diaz & Josep Duart
The digital divide was initially defined by socioeconomic variables, mainly the level of family income, but now it focuses on how the Internet is used and is called digital inequality. … More

Gamification and learning: a review of issues and research

Filomena Faiella & Maria Ricciardi
This paper will review the literature on gamification and aim to apply principles of analysis for synthesize existing research, identify issues of controversy, uncover areas that future gamification research should … More

The design and implementation of a gamified assessment

Selay Arkn Kocadere & Şeyma Çağlar
In this research, a gamified assessment was designed considering the theoretical basis and implemented. The dynamics, mechanics and components that Werbach & Hunter (2012) defined for gamification, used in the … More

Beating the Odds: Teaching Italian online in the Community College Environment

Giulia Guarnieri
This study analyzes data collected from Italian language online classes during the course of four consecutive semesters at Bronx Community College in order to measure the impact that distance learning … More

Social, constructivist and informal learning processes: together on the Edge for designing digital game-based learning environments

Gianvito D'Aprile, Pierpaolo Di Bitonto, Roberta De Asmundis & Antonio Ulloa Severino
The theoretical conceptions of game-based learning are different from those of traditional instruction. Indeed, the classical approaches of needs and task analysis seem to be not appropriate for designing digital … More

Employing game analytics techniques in the psychometric measurement of game-based assessments with dynamic content

Yasser Jaffal & Dieter Wloka
The adaptation Game-Based Assessment (GBA) (Mislevy et al., 2014) has been growing in the last years backed by video games’ capability of offering a task model to assess learners’ complex … More

Measuring Learner’s Subject Specific Knowledge

John Girard, Tina Ashford & Pedro Coln
This was the second phase in a research project designed to compare student achievement in online and face-to-face classes. The aim of this phase was to determine if online and … More

Evaluations to the gamification effectiveness of digital game-based adventure education course — GILT

Chang-Hsin Lin & Ju-Ling Shih
This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose from adventure education were developed into six digital games and … More

Knowledge-based assessment in serious games: an experience on emergency training

Nicola Capuano & Richard King
Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and focus on … More

ACT – A new game-based methodology for Anti-Corruption Training

Vincenzo Petruzzi & Marco Amicucci
Corruption is a powerful impediment to economic and social evolution, and training is one of the most important tools for helping organisations stem and combat the spread of this phenomenon. … More

Serious games design: A mapping of the problems novice game designers experience in designing games

Sevasti Theodosiou & Ilias Karasavvidis
One of the main problems the field of Serious Game Design is facing concerns the gap between game design and educational design. It has become evident that to optimize the … More