E-Learn: World Conference on E-Learning
Nov 14, 2016
Table of Contents
Number of papers: 212
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Integrating Structural Gamification into Pre-Service Teacher Education
Lorraine Beaudin, University of Lethbridge, Canada
Abstract: This paper outlines how structural gamification was used as a tool for delivering a course entitled: Gaming and Gamification in Education,- in a small Canadian University. Quest-Based... More
pp. 1132-1136
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Creation and Use of Custom Videos in the Online Learning Environment
Enrico L. DiGiammarino, Jr., Kaplan UniversitySchool of Business and Information Technology, United States
This paper focusses on what value an instructor can bring to the on-line learning environment by creating exceptional subject specific videos. We will cover the best software to use, what creative... More
pp. 1137-1146
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Instructional Design and Faculty Development: Preparing a Pilot
Erica Ellsworth, University of Maryland University College (UMUC, United States; Sharon Goodall, University of Maryland University College (UMUC), United States
Abstract: Concepts of online learning like assessment of prior knowledge, asynchronous and synchronous learning, show and do master, and continuous feedback are important in a hands on,... More
pp. 1147-1151
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Structural and content gamification design for tutor education
Andrea Filatro, UNASP Campus Virtual, Brazil; Carolina Costa Cavalcanti, Univesp, Brazil
This paper analyzes the use of gamification approach in tutor education, based on the development of multidimensional competencies. It checks the possibilities and limitations of the structural and... More
pp. 1152-1157
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Teaching Journalism: Engaging Students with Technology Based Learning
Lori Grata, Portage Area School District, United States
English and journalism teachers are always looking for new and innovated ways to teach their students. Creating a fun and engaging curriculum for high school students when studying journalism can... More
pp. 1158-1161
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Technology in the Journalism Classroom
Lori Grata, Portage Area School District, United States
With the classroom opening up with the use of technology, it is an educator’s job to find a way to integrate different technologies into the classroom. Students in a journalism classroom need to... More
pp. 1162-1165
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Inkjet-Printed Educational Platform for Teaching and Learning Sensors and Systems
Mohammad Haider, Sazia Eliza & AKM Arifuzzman, The University of Alabama at Birmingham, United States; Daniela Marghitu, Auburn University, United States
The global sensor market is galloping at a tremendous pace and it is expected that by 2020s the global sensor market size will exceed $22.34 billion. The potential job market mandates training and ... More
pp. 1166-1171
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The Integration of Mobile Technology in Childhood E-Learning Through an Educational Community Museum
Sevinj Iskandarova, Oris Griffin, Peter Christie, Samy El-Tawab & Fariss Mousa, James Madison University, United States
Mobile learning technologies are playing a crucial role in determining children’s capabilities and mastery at an early age in areas such as science, technology, engineering, and mathematics.... More
pp. 1172-1177
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Developing a Global Citizenship Indicator for University Students Using the Delphi Technique
Myunghee Kang, Seonghye Yoon & Warren Chung, Ewha Womans University, Korea (South)
This study aimed to develop and validate a global citizenship indicator for university students. We have first defined four constructs of global citizenship such as knowledge and understanding,... More
pp. 1178-1187
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Viral Marketing and Massive Open Online Courses: Low Cost Entry Point to Build Brand Recognition for Online Education
Christine Kroll, University of Buffalo, United States; Louise Lalli, Anne Reed & Lisa Stephens, University at Buffalo, United States
Massive Open Online Courses (MOOCs) are designed by top ranked faculty, typically offered to learners at a reduced cost (or no cost) when compared to traditionally seated or online courses. Unlike... More
pp. 1188-1194
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Development of a Gamificational Experimental Platform Utilizing a Fighting Game Style Learning and an Avatar Encouragement for English Vocabulary Building Application on Smartphones
Yuki Kurata, Daichi Minayoshi, Shingo Morioka, Yoshiki Yasufuku & Tetsuya Sato, Dept. of Electrical Engineering, Kobe City College of Technology, Japan
This paper is a report on the development of a gamificational experimental platform. The platform was originally developed as an English vocabulary building application, named KCCT Vocabulary... More
pp. 1195-1200
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Twitter as a Tool to Promote Curricular Change
Rikki Lowe, Marshall University; Lincoln County Schools, United States
Technology and 21st Century Skills seem to be buzz words across all facets of our educational system. However, the presence of technology in the classroom does not give the technology worth and... More
pp. 1201-1206
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Feeling Around the Data: An Exploration of Paradata as Indicators of OER Utility
Marcia Mardis, Florida State University, United States
Open educational resources (OER) are heralded in a global movement toward high quality, affordable, accessible, and personalized education. However, stakeholders have expressed concern about... More
pp. 1207-1212
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Higher Education Faculty Utilization of Online Technological Tools: A Multilevel Analysis
Brianne Leigh Moore-Adams, Virginia Commonwealth University, United States
As online learning and the use of online technological tools in higher education continues to grow exponentially, higher education faculty are expected to incorporate these tools into their... More
pp. 1213-1220
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Twitter vs. Facebook: Using Social Media to Promote Collaborative Argumentation in an Online Classroom
Marissa Owens & E. Michael Nussbaum, University of Nevada, Las Vegas, United States
This study aimed to: 1) evaluate Twitter as a viable tool for promoting collaborative argumentation; 2) determine if scripting through sentence openers promotes a greater number of arguments within... More
pp. 1221-1234
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Social Media and Seamless Learning: Lessons Learned
Stefanie Panke, University of North Carolina at Chapel Hill, United States; Christian Kohls, Cologne University of Applied Science, United States; Birgit Gaiser, Helmholtz Association, United States
The paper discusses best practice approaches and metrics for evaluation that support seamless learning with social media. We draw upon the theoretical frameworks of social learning theory, transfer... More
pp. 1235-1244
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Anatomy of an Established Massive Open Online Course (MOOC) about Statistics
Lloyd Rieber, The University of Georgia, United States
The short history of massive open online courses (MOOCs) has been turbulent. Initial hype has quickly disappeared. MOOCs appear to be experiencing their first stage of maturation offering an... More
pp. 1245-1252
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Mobile Learning with Active Navigation
Christian Rogers, Indiana University-Purdue University Indianapolis (IUPUI), United States
The following pilot study will present an investigation of the research related to active navigation support (ANS) and satisfaction with the interface in a mobile learning. Adaptive navigation... More
pp. 1253-1263
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Applied Technological Innovations for Learning: User Perceptions of an Augmented Reality Tutorial on DNA Molecular Modeling
Parviz Safadel & David White, Texas Tech University, United States
Information presented in this paper highlights the potential benefits of using computer-based augmented reality (AR) in teaching instructional content in STEM courses. Questionnaire data was... More
pp. 1264-1269
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Enhancing Mobile Learning Games with Spaced-Repetition and Content-Selection Algorithms
Florian Schimanke & Robert Mertens, HSW - University of Applied Sciences, Germany; Oliver Vornberger, University of Osnabrueck, Germany; Jonathan Hillebrand, Jaysquared Mobile & Web Apps, Germany
Spaced repetition is an algorithmic strategy for selecting learning content based on the learner's previous interaction with the mentioned content. Presentation intervals are longer for items... More
pp. 1270-1279