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Computers & Education

January 2011 Volume 56, Number 1

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Table of Contents

Number of articles: 30

  1. An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software

    P.J. Standen, C. Camm, S. Battersby, D.J. Brown & M. Harrison

    Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special... More

    pp. 2-10

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  2. Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments

    David J. Brown, David McHugh, Penny Standen, Lindsay Evett, Nick Shopland & Steven Battersby

    The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and ... More

    pp. 11-20

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  3. Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level

    Thomas Hainey, Thomas M. Connolly, Mark Stansfield & Elizabeth A. Boyle

    A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most... More

    pp. 21-35

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  4. Effective learning in science: The use of personal response systems with a wide range of audiences

    Karen Moss & Mark Crowley

    This paper describes the flexibility of Personal Response Systems (PRSs), (also known as ‘clickers’ or electronic voting systems (EVS)), as part of strategies to support students’ learning in... More

    pp. 36-43

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  5. The enhancement of simulation based learning exercises through formalised reflection, focus groups and group presentation

    M. Mawdesley, G. Long, S. Al-jibouri & D. Scott

    Computer based simulations and games can be useful tools in teaching aspects of construction project management that are not easily transmitted through traditional lecture based approaches. However... More

    pp. 44-52

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  6. Effects of matching teaching strategy to thinking style on learner’s quality of reflection in an online learning environment

    Nian-Shing Chen, Kinshuk , Chun-Wang Wei & Chia-Chi Liu

    Reflection plays an important role in improving learning performance. This study, therefore, attempted to explore whether learners’ reflection levels can be improved if teaching strategies are... More

    pp. 53-64

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  7. Developing multi-dimensional evaluation criteria for English learning websites with university students and professors

    Gi-Zen Liu, Zih-Hui Liu & Gwo-Jen Hwang

    Many English learning websites have been developed worldwide, but little research has been conducted concerning the development of comprehensive evaluation criteria. The main purpose of this study ... More

    pp. 65-79

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  8. The influence of the level of free-choice learning activities on the use of an educational computer game

    Wolmet Barendregt & Tilde M. Bekker

    Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering... More

    pp. 80-90

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  9. Exploring the potential of the will, skill, tool model in Ghana: Predicting prospective and practicing teachers’ use of technology

    Douglas D. Agyei & Joke M. Voogt

    Research has shown that will (positive attitudes), skill (technology competency), and tool (access to technology tools) are all essential ingredients for a teacher to effectively integrate... More

    pp. 91-100

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  10. Design of affectively evocative smart ambient media for learning

    Ron, Chi-Wai Kwok, Shuk Han Cheng, Horace Ho-Shing Ip & Joseph, Siu-Lung Kong

    This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and... More

    pp. 101-111

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  11. The role of tasks and epistemological beliefs in online peer questioning

    Young Hoan Cho, Jaejin Lee & David H. Jonassen

    The current study examines the assertion that students are motivated and learn more by carrying out tasks consistent with their epistemological beliefs in web-based learning environments. In the... More

    pp. 112-126

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  12. Effects of constructing versus playing an educational game on student motivation and deep learning strategy use

    Nienke Vos, Henny van der Meijden & Eddie Denessen

    In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research... More

    pp. 127-137

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  13. Exploring problem solving patterns and their impact on learning achievement in a blended learning environment

    Jung-Chuan Yen & Chun-Yi Lee

    Blended learning, thoughtfully combining the best elements of online and face-to-face education, is likely to emerge as the predominant teaching model of the future. In this paper, we present a... More

    pp. 138-145

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  14. Knowledge management in blended learning: Effects on professional development in creativity instruction

    Yu-chu Yeh, Ling-yi Huang & Yi-ling Yeh

    The purposes of this study were (1) to develop a teacher training program that integrates knowledge management (KM) and blended learning and examine its effects on pre-service teachers’... More

    pp. 146-156

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  15. Perceived values and prospective users’ acceptance of prospective technology: The case of a career eportfolio system

    Jeng-Yi Tzeng

    Technology-acceptance tests are traditionally conducted after users have obtained at least a certain amount of experience with a technology. Taking college students who had no real interaction with... More

    pp. 157-165

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  16. Quest for the Golden Rule: An effective social skills promotion and bullying prevention program

    Alice Rubin-Vaughan, Debra Pepler, Steven Brown & Wendy Craig

    Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition... More

    pp. 166-175

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  17. Can differences in learning strategies explain the benefits of learning from static and dynamic visualizations?

    Tim Kühl, Katharina Scheiter, Peter Gerjets & Sven Gemballa

    The effects of dynamic and static visualizations in understanding physical principles of fish locomotion were investigated. Seventy-five students were assigned to one of three conditions: a text... More

    pp. 176-187

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  18. Comparing hybrid learning with traditional approaches on learning the Microsoft Office Power Point 2003 program in tertiary education

    Nikolaos Vernadakis, Panagiotis Antoniou, Maria Giannousi, Eleni Zetou & Efthimis Kioumourtzoglou

    The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison... More

    pp. 188-199

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  19. World of Warcraft and the impact of game culture and play in an undergraduate game design course

    Michele D. Dickey

    During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the... More

    pp. 200-209

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  20. Understanding online knowledge sharing: An interpersonal relationship perspective

    Will W.K. Ma & Allan H.K. Yuen

    The unique features and capabilities of online learning are built on the ability to connect to a wider range of learning resources and peer learners that benefit individual learners, such as... More

    pp. 210-219

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