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E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education

Oct 26, 2009

Editors

Theo Bastiaens; Jon Dron; Cindy Xin

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Table of Contents

7
This conference has 7 award papers. Show award papers

Number of papers: 596

  1. Internet and Collaborative Learning. What do Students Think About It?

    Laura Guerra, University of Carabobo, Venezuela

    The objective of the research was to study the perceptions of students to implement strategies of collaborative learning through Internet. The methodology used is a combination of the methodologies... More

    pp. 1275-1280

  2. The Course Facilitators’ Collaboration during the Online Course Management: Communication Analysis

    Junko Handa, Cyber University, Japan; Maki Arame, Nagoya Institute of Technology, Japan

    This study discussed the course facilitators’ collaboration during the course management. This is a case study that examined the online course facilitators’ communication using the e-mail messages.... More

    pp. 1281-1286

  3. Increasing Teacher Efficacy throughTechnology-Based Professional Development

    Cory Hansen & Ron Zambo, Arizona State University, United States

    Abstract: At the crux of effective technology professional development is rethinking traditional models to one that takes teachers beyond skill acquisition to possibilities of transformation of... More

    pp. 1287-1293

  4. E-learning adoption in universities: the ‘gazebo’ effect of the social system on diffusion

    Janet Hanson, Bournemouth University, United Kingdom

    The implementation of e-learning in universities is often explored through the conceptual framework of the innovation diffusion model (Rogers 2003). Analysis using the five adopter categories or... More

    pp. 1294-1299

  5. E-learning with a Massively MultiPlayer Online Role-Playing Game

    Peter Hoedt, Karlien Froidmont, Stijn Viane, Kaat Loosen, Midia Saleh, Andries Van Crombrugge & Laurens Vlasschaert, Centrum voor Creatief Leren, Belgium

    Six students of a Belgian private school, aged between 11 and 18, give their vision on e-learning. Applying youthful creativity and high-tech evolutions leads to the idea of a computer-game where... More

    pp. 1300-1301

  6. Preparing Teachers to Teach Literacy to Diverse Students

    Hui-Yin Hsu, New York Institute of Technology, United States

    This paper discusses how pre-service teachers use weblog can help integrate diversity issues into literacy teaching and learning in the public schools. This study explores weblog technology’s... More

    pp. 1302-1307

  7. The effect of using blogs on college students' reading performance and motivation

    Hui-Yin Hsu & Shiang-Kwei Wang, New York Institute of Technology, United States

    Young generation was born in a technology saturated world. They access digital information more frequent than traditional text, such as TV, WWW, and video games. This phenomenon has been associated... More

    pp. 1308-1313

  8. Using Gaming Literacies to Cultivate New Literacies

    Hui-Yin Hsu & Shiangkwei Wang, New York Institute of Technology, United States

    The use of games in educational contexts has recently received more and more attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen... More

    pp. 1314-1319

  9. Developing a Virtual Reality Learning Environment for Medical Education

    Hsiu-Mei Huang, National Tai-Chung Institute of Technology, Taiwan; Shu-Sheng Liaw, China Medical University, Taiwan; Wen-Ting Chen & Yi-Chun Teng, National Tai-Chung Institute of Technology, Taiwan

    As part of our research into virtual reality (VR) and educational virtual environment, we built a learning system that realizes features and characteristics of both VR and role-playing based... More

    pp. 1320-1329

  10. The Role of Feedback in Online Homework in a College Algebra Remedial Course

    Tzufang (Orchid) Huang, Wenzao Ursuline College of Languages, Taiwan; Harry O'Neil, University of Southern California, United States

    Online homework is an accepted alternative way to replace traditional paper-and-pencil homework. Students’ achievement can be improved by online homework with feedback (Bulter & Zerr, 2005; Zerr,... More

    pp. 1330-1335

  11. Multimedia Worked Examples as a Problem-Solving Tool in Engineering Education

    Natalia Kapli, Roxanne Toto & Michael Gooseff, The Pennsylvania State University, United States

    The presentation will discuss the pilot design, implementation, and evaluation of multimedia worked examples, which were developed to help students’ understanding and application of physical... More

    p. 1336

  12. Supporting users in e-learning

    Sandra Kucina Softic, University of Zagreb University Computing Centre, Croatia

    In best practice session presented will be experience, problems and lessons learning gathered at E-learning Centre of the University of Zagreb in supporting users in implementation of e-learning... More

    pp. 1337-1338

  13. Second Language Students' Experiences of Second Life: From Text Chat to 3D Play

    Mei-Ya Liang, National Central University, Taiwan

    This paper reports on a semester-long online collaborative project, in which 20 second language (L2) students co-constructed content and activities to play in Second Life (SL). Drawing upon the... More

    pp. 1339-1344

  14. Discussion on Improvement of Video Courses in Web-based Distance Training in China

    Peiying Lin, Capital Normal University, China

    This paper is to examine the development and delivery of video courses in the three sessions of web-based distance training for the new high school geography curriculum in 2007 and 2008 and explore... More

    pp. 1345-1350

  15. Journey from Material Distribution to Virtual Working Environments

    Kari Liukkunen, University of Oulu, Finland

    Virtual teams and virtual working environments have become the norm rather than the exception in the corporate world, and educational organizations are following suit. This article presents seven... More

    pp. 1351-1358

  16. Translucent proclivity: cognitive catalysts of faculty’s preference for adaptable e-learning institutional planning

    Jorge Tiago Martins & Miguel Baptista Nunes, University of Sheffield, United Kingdom

    This paper presents the results of an interpretive study aimed at identifying factors which are perceived by faculty as most critical in originating a meaningful approach to e-learning... More

    pp. 1359-1366

  17. Trials, Tribulations, and Triumphs-The "3 Ts" of Course Development and Delivery of an On-Line Program in a Partnership between a Public State University and the Private Sector

    Jackie McBride, Steve Bounds, Mitch Holifield, Joe Nichols, Julie Milligan, Joan Henley & Cindy Nichols, Arkansas State University, United States

    This presentation will focus on the ongoing challenges and opportunities in a partnership between a state university and a partner from the private sectors to provide a high quality non-licensure... More

    pp. 1367-1372

  18. A Low-Cost Approach to an Interactive Wall for the Tom P. Stafford Air and Space Museum

    Warren Moseley, Joe London, Brian Campbell, Brandon Phillips & Andy Hill, Southwestern Oklahoma State University, United States

    Located in Weatherford, Oklahoma , birthplace of astronaut and flight pioneer General Thomas P. Stafford , the Stafford Air & Space Museum houses an amazing collection of air and space exhibits, an... More

    p. 1373

  19. Podcasting: report of an experience in Music Education

    Pedro Mota, University of Minho, Portugal; Clara Coutinho, University of Minho Braga Portugal, Portugal

    In this paper we will present a pedagogic experience carried out in a 6th grade class, in the current 2008/2009 school year, in the Music Education classroom. For this purpose, a podcast was... More

    pp. 1374-1382

  20. mLearning and Individualized Learning

    Lin Muilenburg, St. Mary’s College of Maryland, United States; Zane Berge, UMBC, United States

    Abstract: The semantic web, as some people are attempting to brand Web 3.0, should be tagged and flagged so that machines can make semantic sense of it, similar to how people make sense of language... More

    pp. 1383-1388