E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
Nov 04, 2019
Editors
Saul Carliner
Table of Contents
Number of papers: 199
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Teaching or Cheating? Using Collaboration and Technology to Support Student Learning
Alicia Shaw, Arkansas State University, United States
The purpose of this paper is to examine the concept of student collaboration and use of technology as a means of teaching; not cheating. For many years, education has centered on the concept of... More
pp. 685-691
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Development of a Method and Application to Enhance Seminar-based Learning by Helping Learners Appropriate their Instructor's Words and to Use them as Cognitive Artifacts
Hideyuki Suzuki, Ibaraki University, Japan; Hideo Funaoi, Soka University, Japan; Yoshihiko Kubota, Tamagawa University, Japan
This paper discusses the theoretical foundation and the procedure of “aphorism accumulation” method that supports seminar-based learning by helping learners appropriate, and to use as cognitive... More
pp. 692-697
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Designing an Educational Game for Teaching Foundational Concepts in Propositional Logic
Daniel Aranda, Alden Towler, Ramyaa Ramyaa & Rita Kuo, Department of Computer Science and Engineering, New Mexico Institute of Mining and Technology, United States
Computational thinking has gained prevalence and importance in education research and practice. One of the key concepts of computation thinking is logic. Our research aims to design an educational ... More
pp. 698-707
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Interactive Learning about Reformation in Torgau at a Gesture-Controlled Large Display
Gudrun Goerlitz, Beuth University of Applied Sciences Department of Computer Sciences and Media, Germany
The brief paper introduces a complex application that conveys the historical content of the Protestant Reformation in the Middle Ages in Germany. The target group are students, teachers and... More
pp. 708-711
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Interdisciplinary Game Design Process in Anonymous Communications
Karla Hamlen, Xiongyi Liu, Ye Zhu & Haodong Wang, Cleveland State University, United States
It is important for experts in computer science to develop skills in identifying the senders and receivers of anonymous communications to be able to defend against cyber attacks and to intercept... More
pp. 712-715
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Minecraft: Fostering STEM in the Virtual Sandbox
David Hooks, San Angelo ISD, United States; Audrey Heron, Angelo State University, United States
In seeking to prepare students for the future, the United States is striving for a greater emphasis on STEM education. Schools must often explore options such as grants to supplement limited... More
pp. 716-721
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Digital Games for Second Language Acquisition: A Systematic Review
Tzuhuang Huang, National Tainan University, Taiwan; Hsiu-Ting Hung, National Kaohsiung University of Science and Technology, Taiwan; Hui-Chun Chu, Soochow University, Taiwan
The present study aimed to review empirical studies on digital game-based language learning (DGBLL) with a focus on the acquisition of a second or foreign language. This literature review was... More
pp. 722-727
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Using Game-based Educational Rewards and Social Networks to Encourage Students’ Academic Success
Donovan Jenkins, Department of Computer Science and Engineering, New Mexico Institute of Mining and Technology, United States; Eric Cheng, School of Computer and Information Systems, Athabasca University, Canada; Rita Kuo & Jun Zheng, Department of Computer Science and Engineering, New Mexico Institute of Mining and Technology, United States; Maiga Chang, School of Computer and Information Systems, Athabasca University, Canada
Educational rewards normally positively affect students’ learning performance. However, the traditional rewards – such as stickers and candy – might have less attraction to older students and be... More
pp. 728-736
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The Corporate Playground: A Review on Game-Based Learning in Enterprise Training
Kristi Larson, University of North Texas, United States
Game-based learning seeks to capitalize on the psychological predisposition to engage in gaming, applying the same motivational mechanisms that game designers have applied in making video games, as... More
pp. 737-748
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Game-based Learning: Concept and Practical Examples
Ilknur Oded, California State University Monterey Bay, United States; Yaniv Oded, Indiana University, United States
Gardner (1985) identifies motivation as one of the key factors in learning. Needless to say, in order to motivate learners, we need to make sure that learners have positive attitude towards the... More
pp. 749-752
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Pick 5: transforming a paper-based group learning activity into an online gaming experience
Matthew Osment, The University of North Carolina at Chapel HIll, United States; Micah Anderson, UNC-CH, United States; Mark Chandler, Duke University School of Medicine, United States; Eric Zwemer, Hannah Coletti & Christian Lawrence, UNC School of Medicine, United States
Abstract: The paper describes a game-based learning activity for pediatric residents and students that was transformed from pen and paper to a digital format. The case study explains how the... More
pp. 753-758
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Smartphones and EFL Learning Beyond the Classroom in Japan
Adam Christopher, Monash University, Japan
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom (Richards, 2015). This paper investigates... More
pp. 759-769
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Understanding Design Science Research through Project-based Learning: a Mobile App for e-Government
Esronique De Jager & JT Janse van Rensburg, North-West University, South Africa
Design science research (DSR) used for artifact creation is paired with a project-based learning (PBL) activity with the aim of improving information technology students’ understanding of... More
pp. 770-777
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Workflow Learning and Learner-Centered Design Ecosystem: The Clalit Healthcare Approach
Tamir Givati, Clalit Health Service, Israel; Tzipi Burger, Clalit Health Services, Israel
Workflow Learning and Learner-Centered Design Ecosystem: The Clalit Healthcare Approach Tamir Givati, Director of Learning Technologies, Clalit Healthcare Tsipi Burger, Head of Digital Learning,... More
pp. 778-788
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A Pilot Study for the Effectiveness of Self-Regulated Learning Scaffolds on Cognitive Learning Achievement
Seoyeon Park & Chenxuan He, Texas A&M University, United States
This paper conducted a pilot meta-analysis to determine the effect of scaffolding in self-regulated learning (SRL) on students’ cognitive learning achievement. This pilot meta-analysis included 1... More
pp. 789-793
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Serving Those on the Autism Spectrum at the Library: Virtually
Paul Wyss, Minnesota State University Mankato, United States
I was diagnosed with Asperger’s Disorder at the age of 49 in 2007. Since then, I have been on a journey of discovery and of how Autism Spectrum students, employees, and employers can be successful... More
pp. 794-797
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Ready, Set, Action: Using Video Announcements to Improve Faculty-Student Connections in Online Learning
Gwendolyn Miller & Aimee Vael, Columbus State University Columbus, Georgia, United States; Tamara Condrey, Columbus State University, United States
Staying connected in online courses to faculty and other students is an important part of student success. It can be a challenge for students who may be used to face-to-face classes. Faculty engage... More
pp. 798-802
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Impact of Technology Enhanced Informal Learning on Formal Learning in Primary Education in Sri Lanka
Kaleelur Rahuman Mohamed Aliyar, University of Colombo School of Computing, Sri Lanka; Abdul Haleem Sulaima Lebbe, Department of Information & Communication Technology, South Eastern University of Sri Lanka, Sri Lanka; K Priyantha Hewagamage, University of Colombo School of Computing, Sri Lanka
Advanced technology involvement resulting technology enhanced teaching and learning is new to the country. Ministry of Education, Sri Lanka is piloting One Laptop per Child project in selected... More
pp. 803-811
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Bridges across contexts – developing an animated Story World for Early Childhood transitions
Lisa Gjedde, Aalborg University, Denmark
Learners successful experiences during the transition from Kindergarten to school can have a profound and lasting impact on their performance throughout their education and beyond. Learners who do ... More
pp. 812-816
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Effect of multimodal lessons on students' learning
Sandra Velazquez, University of North Texas, United States
Engaging students in course content is a challenge for many instructors. The learning model we experience early on in our educational life is the typical lecture model where the instructor delivers... More
pp. 817-822