Search results for author:"Fotini Paraskeva"
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Electronic Journal of e-Learning Vol. 10, No. 2 (2012) pp. 223–234
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and...
International Journal of Advanced Corporate Learning (iJAC) Vol. 3, No. 4 (Nov 12, 2010) pp. 21–25
The “Next Generation”, “Net Generation”, “digital natives”, “millennials” or the “Google generation”, are some of the names used to describe the new generation entering to the workforce, growing up in a networked world and having a different set of...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 2912–2916
This paper is a report on findings of a study conducted on higher education level. Correlation analysis was used to examine the connection between the perceptions of learners on authentic assessment and study approach (deep/surface), reflective...
Exploring Students’ Reading Self-Efficacy Beliefs within Digital Environments: A Case Study with Amazon Kindles.
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 859–865
An e-reader is a mobile device especially designed to display digital forms of written materials. Factors related to students’ personality, like self-efficacy beliefs may be strongly connected to the adoption of modern technologies in educational...
International Journal of Advanced Corporate Learning (iJAC) Vol. 2, No. 1 (Feb 02, 2009) pp. 42–49
As more and more studies acknowledge that students are basic contributors to the learning process, factors such as self concept, (computer) self-efficacy and self-regulation are important in enhancing human performance. Nevertheless, these learner...
Computers & Education Vol. 54, No. 2 (February 2010) pp. 498–505
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to...
International Journal of Online Pedagogy and Course Design Vol. 2, No. 2 (April 2012) pp. 25–43
In order to succeed in today’s life and work environments, people require more than thinking skills and content knowledge. Initiative and self-direction skills are needed, including the ability to manage goals and time, to work independently, and be ...
Utilising a collaborative macro-script to enhance student engagement: A mixed method study in a 3D virtual environment
Computers & Education Vol. 58, No. 1 (January 2012) pp. 501–517
This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement - behavioral, affective and cognitive - is fostered by such...
Using Cognitive Flexibility Theory as an instructional and collaborative model for teaching students in higher education
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 2599–2604
This paper explores how the Cognitive Flexibility Theory (CFT) as a collaborative model has promoted student learning in a university course for engineers as teachers. More specifically this paper presents the application of CFT as an instructional...