EdMedia + Innovate Learning
Jun 24, 2019
Editors
Johan Van Braak, Mark Brown, Lorenzo Cantoni, Manuel Castro, Rhonda Christensen, Gayle V. Davidson -Shivers, Koen DePryck, Martin Ebner,Mikhail Fominykh, Catherine Fulford, Stylianos Hatzipanagos, Gerald Knezek,Karel Kreijns, Gary Marks, Erkko Sointu, Elsebeth Korsgaard Sorensen, Jarmo Viteli, Joke Voogt, Peter Weber, Edgar Weippl, Olaf Zawacki-Richter Theo Bastiaens
Table of Contents
Number of papers: 280
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Better Together? – A Case Study Comparison of Individualistic vs. Collectivistic Gamification Design
Klaudia Bovermann & Sebastian Habla, FernUniversität in Hagen, Germany; Joshua Weidlich, Heidelberg University of Education, Germany; Theo Bastiaens, Open Universiteit, Heerlen, Netherlands
The following study compared the influence of two different gamified learning environments on intrinsic motivation, relatedness, effort, and perceived value of a bachelor’s degree program in... More
pp. 1097-1106
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GAM LAB – a NEWTON Project large scale pilot: evaluating the impact on motivation and affective state of students with hearing impairment learning STEM subjects
Marilena Bratu & Cristian Buica-Belciu, University of Bucharest, Faculty of Psychology and Educational Sciences, Romania; Jim Playfoot, White Loop Ltd, United Kingdom; Fabio Di Salvadore & Carmine De Nicola, Beyond srl, Italy; Emilia Oprisan, University of Bucharest, Faculty of Psychology and Educational Sciences, Romania
It is known that in recent years teachers are increasingly dealing with the problem of a lack of student interest and motivation for STEM subjects. This problem was noticed in the case of children ... More
pp. 1107-1116
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Does a Simulation Game for Management in Health Science Elicit Learning? A Mixed Method Approach
Susanna M Hanekom, North-West University, South Africa; Chrisna Botha-Ravyse, Phasrec, North-West University and Turku University of Applied Sciences, Finland
The advantages, impact and effectiveness of game-based learning (GBL) should not be underestimated. Enjoyment for/in education should not be forgotten. Students (n=98) enrolled in a management... More
pp. 1117-1126
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Game-Based Learning and Problem-solving Skills: A Systematic Review of the Literature
Shweta Kailani, Texas A&M, United States; Rhonda Newton, Texas A&M University, United States; Susan Pedersen, Texas A&M, United States
Trends in educational research and literature show an increasing interest in how games may influence learning. A few studies have looked at connections between gameplay and the development of... More
pp. 1127-1137
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Game-Based Learning in an Interdisciplinary Context: Making the Case for a High-Impact Educational Practice
Reneta Lansiquot, Tamrah Cunningham & Candido Cabo, New York City College of Technology (City Tech) of The City University of New York (CUNY), United States
Both interdisciplinary studies and game-based learning, specifically design-based games, help students understand factors inherent in complex systems. This is a key skill necessary for problem... More
pp. 1138-1141
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A Comparison of Text-with-Images and Video-Based Instructional Guidance in an Educational Video Game
Susan Pedersen, Mehmet Oren & Karen Butler-Purry, Texas A&M University, United States
When players become stuck while playing a video game, the availability of in-game instructional guidance can help them to overcome obstacles and stay engaged. In this study, we examined the impact... More
pp. 1142-1147
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Game Based Learning: A Tabletop Game Approach to Knowledge Application And Pervasive Skill Acquisition
Veruschka Pelser-Carstens, North West University, South Africa, South Africa
The South African Institute of Chartered Accountants (SAICA) regulates training for accountancy students. SAICA suggests that graduates lack pervasive skills in the workplace and calls on lecturers... More
pp. 1148-1161
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“Let’s Play Color Composition”: A Learning Support Game for Color Based on Fairy Tales
Kazuki Yamamoto, Department of Mechanical Engineering, Tokyo University of Science, Japan; Minami Yano, Department of Information Design, Tama Art University, Japan; Shuya Kawaguchi, Department of Mechanical Engineering, Tokyo University of Science, Japan; Fusako Kusunoki, Department of Information Design, Tama Art University, Japan; Shigenori Inagaki, Graduate School of Human Development and Environment, Kobe University, Japan; Hiroshi Mizoguchi, Department of Mechanical Engineering, Tokyo University of Science, Japan
Art education is important in teaching people how to not only create art but also to use it in various expressive activities in daily life. However, in recent years, children’s art classes are... More
pp. 1162-1167
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Proposal of educational toy for female elementary school students
Mizuki Hino, Hidekathu Yanagi & Yoshiaki Mima, Future University Hakodate, Japan
It is desirable the proportion of female scientists increase, because we need to have various perspectives for further advances in science and technology. In Japan, however, according to the... More
pp. 1168-1172
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Does Remixing Mechanism Improve Learning Effectiveness and Engagement in Drama-Based Learning
Yu-Ling Huang, Department of Computer Science & Information Engineering, National Central University, Taiwan; Su-Hang Yang, Department of Hospitality Management, Chien Hsin University of Science and Technology, Taiwan; Ping-Yu Chiang & Gwo-Dong Chen, Department of Computer Science & Information Engineering, National Central University, Taiwan
In the design consideration of MIT Scratch, Resnick proposed REMIX idea and mechanism for inspiring innovation and to improve learning performance of computer programming. At the same time,... More
pp. 1173-1181
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The Effects of a Long-tone Exercise Support System on Wind Instrument Players’ Pitch and Tone Shape
Daisuke Kaneko, School of Economics, Hokusei Gakuen University, Japan; Hisayoshi Kunimune, Chiba Institute of Technology, Japan; Megumi Kurayama, National Institute of Technology, Hakodate College, Japan; Takeshi Morishita, Shinshu University, Japan; Tatsuki Yamamoto, Meikai University, Japan; Hiroaki Oguchi, Shinshu University, Japan
The number of accomplished instructors in Japan does not meet the needs of the many school bands in the country. It is necessary for players in these bands to evaluate their own performances when... More
pp. 1182-1187
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The Effects of Integrating IRS with a Flipped Classroom on Students' Learning Achievement and Self-efficacy
Wei Li, Wenzhou University, China; Judy C. R. Tseng, Chung Hua University, Taiwan; Li-Chen Cheng, Soochow University, Taiwan
The flipped classroom is a student-centered learning model that allows students flexible time to learn before class as well as more time to apply knowledge, solve problems, and interact with... More
pp. 1188-1196
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Best of Ireland: A curious case of persistent learners: insight into serial MOOC participation
Conchúr Mac Lochlainn, Mairéad Nic Giolla Mhichíl, Elaine Beirne & Mark Brown, Dublin City University, Ireland
Why do learners join MOOCs? This is a straightforward question which underpins many MOOC studies. It also leads to two related but distinct questions: firstly, who are MOOC learners? Secondly, what... More
pp. 1197-1202
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A System to Visually Demonstrate the Key Concepts of Multimedia Fundamentals for Undergraduates
Ntokozo Msiza & Johnson Dehinbo, Tshwane University of Technology, South Africa
It is vitally important that a person chooses a professional field which they their capabilities are strong in and are content. The problem with traditional research and open days is that most... More
pp. 1203-1216
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Using thinking routines to develop "crigital thinking" skills
Mauro Spicci, TAMK University of Tampere (Finland), Italy
The capacity to identify truth is an essential component of what is commonly called “critical thinking”, which involves the search for knowledge, the ability to evaluate sources of knowledge and... More
pp. 1217-1228
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The Conceptual Framework Utilized to Support a Learner-Active, Technology Infused Classroom
Aubrey Statti, The Chicago School of Professional Psychology, United States
This paper seeks to present an example of innovative, technologically-advanced approach to learning through the Learner-Active, Technology Infused Classroom (LATIC) format. The LATIC method pursues... More
pp. 1229-1233
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Development and Evaluation of Dialogue-Videos for Socioscientific Issues Based Learning in Elementary Schools
Sayuri Tokura, Etsuji Yamaguchi & Miki Sakamoto, Kobe university, Japan; Tomokazu Yamamoto, Hyogo University of Teacher Education, Japan; Shigenori Inagaki & Kazuya Wakabayashi, Kobe University, Japan; Motoaki Matano, Elementary School Attached to Kobe University, Japan
We developed dialogue-videos for learning based on socioscientific issues (SSI) in elementary schools, introduced them into elementary schools and evaluated their effectiveness in supporting... More
pp. 1234-1239
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The application of WebQuests in teaching English in Bac Lieu high school
My Tran, Bac Lieu High School, Vietnam
This study aims to investigate the effects of using webQuests in teaching and learning English at High Schools especially in Bac Lieu High School in a small town in the South of Vietnam. There are ... More
pp. 1240-1245
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Using Digital Making Words Lessons as a Guided Invented Spelling Instructional Strategy
Ling Wang, Austin Peay State University, United States
Invented spellings refer to incorrect attempts to spell words while writing. They are often used as indicators of children’s development of phonemic awareness. One of the guided invented spelling... More
pp. 1246-1250
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Developing Digital Literacy Through Community Engagement
Elizabeth Truesdell & Rebecca Birch, Dominican University of California, United States
This case study describes how one department of education sought to increase knowledge of digital literacy amongst preservice teachers. Framed by the researchers’ Three-Tiered Model of... More
pp. 1251-1254