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Computers & Education

May 2013 Volume 64, Number 1

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Table of Contents

Number of articles: 16

  1. Evaluation of learning outcomes using an educational iPhone game vs. traditional game

    David Furió, Santiago González-Gancedo, M.-Carmen Juan, Ignacio Seguí & Noemí Rando

    In this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of... More

    pp. 1-23

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  2. The effects of the size and weight of a mobile device on an educational game

    David Furió, Santiago González-Gancedo, M.-Carmen Juan, Ignacio Seguí & María Costa

    In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different ... More

    pp. 24-41

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  3. Improving teacher candidates' knowledge of phonological awareness: A multimedia approach

    Michael J. Kennedy, Melissa K. Driver, Paige C. Pullen, Emily Ely & Mira T. Cole

    Knowledge of phonological awareness (PA) and how to teach students to develop PA is an important component of teacher preparation given its role in learning to read. We believe multimedia can play ... More

    pp. 42-51

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  4. Adaptive diagrams: Handing control over to the learner to manage split-attention online

    Shirley Agostinho, Sharon Tindall-Ford & Kylie Roodenrys

    Based on cognitive load theory, it is well known that when studying a diagram that includes explanatory text, optimal learning occurs when the text is physically positioned close to the diagram as ... More

    pp. 52-62

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  5. Interuniversity telecollaboration to improve academic results and identify preferred communication tools

    Arturo Jaime, César Domínguez, Ana Sánchez & José Miguel Blanco

    Telecollaboration is defined as a collaborative activity that involves people from distant geographic locations working together through Internet tools and other resources. This technique has not... More

    pp. 63-69

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  6. Participatory evaluation of an educational game for social skills acquisition

    Jean Lee Tan, Dion Hoe-Lian Goh, Rebecca P. Ang & Vivien S. Huan

    This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully... More

    pp. 70-80

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  7. Meanings of criteria and norms: Analyses and comparisons of ICT literacy competencies of middle school students

    JaMee Kim & WonGyu Lee

    This study focuses on ICT literacy competency that is an essential ability required for living in a modern information-based society. To analyze students' ICT literacy competency levels, the ICT... More

    pp. 81-94

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  8. Dynamics of email communications among university students throughout a semester

    Shahadat Uddin & Michael J. Jacobson

    Email is considered as one of the most widely accepted computer-mediated communication tools among university students. Evidence from the present literature shows that students make a significant... More

    pp. 95-103

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  9. Information science instruction and changes in girls' and boy's expectancy and value beliefs: In search of gender-equitable pedagogical practices

    Ioanna Vekiri

    In this study, which was situated in the context of information science instruction, data were collected twice using student self-reports to examine the effects of pedagogical practices on changes ... More

    pp. 104-115

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  10. A blended learning lecture delivery model for large and diverse undergraduate cohorts

    Wendy A. McKenzie, Eloise Perini, Vanessa Rohlf, Samia Toukhsati, Russell Conduit & Gordon Sanson

    A blended learning model was developed to enhance lecture delivery in a large, diverse introductory psychology unit, introducing the use of an online, personalized learning system for lecture... More

    pp. 116-126

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  11. Model-based reasoning

    Dirk Ifenthaler & Norbert M. Seel

    In this paper, there will be a particular focus on mental models and their application to inductive reasoning within the realm of instruction. A basic assumption of this study is the observation... More

    pp. 131-142

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  12. The role of authenticity in design-based learning environments: The case of engineering education

    J. Strobel, J. Wang, N.R. Weber & M. Dyehouse

    The term authenticity is pervasive in the education literature in general and specifically in the design education and engineering education literature; yet, the construct is often used un... More

    pp. 143-152

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  13. Perspectives on problem solving and instruction

    Jeroen J.G. van Merriënboer

    Most educators claim that problem solving is important, but they take very different perspective on it and there is little agreement on how it should be taught. This article aims to sort out the... More

    pp. 153-160

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  14. Case problems for problem-based pedagogical approaches: A comparative analysis

    Nada Dabbagh & Susan Dass

    A comparative analysis of 51 case problems used in five problem-based pedagogical models was conducted to examine whether there are differences in their characteristics and the implications of such... More

    pp. 161-174

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  15. Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning

    Peggy A. Ertmer & Anne Ottenbreit-Leftwich

    Educators have been striving to achieve meaningful technology use in our K-12 classrooms for over 30 years. Yet, despite significant investments of time and money in infrastructure, training, and... More

    pp. 175-182

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  16. Problem solving learning environments and assessment: A knowledge space theory approach

    Peter Reimann, Michael Kickmeier-Rust & Dietrich Albert

    This paper explores the relation between problem solving learning environments (PSLEs) and assessment concepts. The general framework of evidence-centered assessment design is used to describe... More

    pp. 183-193

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