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EdMedia 2015--World Conference on Educational Media and Technology

Jun 22, 2015

Editors

Saul Carliner; Catherine Fulford; Nathaniel Ostashewski

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File: Cover & Title Pages

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Table of Contents

9
This conference has 9 award papers. Show award papers

Number of papers: 291

  1. Social Network Sites for Talent Identification in STEMI

    Ron Beyers & Seugnet Blignaut, North-West University, South Africa

    A challenge that Science, Technology, Engineering, Mathematics and Innovation (STEMI) faces is to speedily renew human capital. In South Africa, a key intervention for achieving this goal is the... More

    pp. 1383-1393

  2. Designing Collaborative Learning Environments Using Mobile AR

    Thomas Cochrane, Vickel Narayan & Laurent Antonczak, Auckland University of Technology, New Zealand

    Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone’s camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world... More

    pp. 1394-1402

  3. Faculty Attitudes and Factors affecting Faculty Attitudes toward Adoption of Digital Technologies

    Kevin Dougherty, Durham CollegeSchool of Business, IT & Management, Canada

    This paper reports on some of the findings of a study of faculty at four community colleges in Ontario. A modified decomposed theory of planned behaviour (DTPB) was implemented as a theoretical... More

    pp. 1403-1413

  4. Troubled Lands: A Sustainability Game That Provokes Moral Discourse

    Tom Fennewald, Concordia University, Canada

    This poster/demonstration presents Troubled Lands, a 30-minute morally complex sustainability game, which is available in both board game and online versions. We have both a poster and a... More

    pp. 1414-1418

  5. The Voxel Printer: Steps Toward a Pick-and-Place 3D Printer for Children

    Zack Jacobson-Weaver & Michael Eisenberg, University of Colorado, United States

    The past decade has seen a remarkable increase in the power and availability of 3D printing for children, and for educational uses more generally. Pursuing this goal, this paper reports on early... More

    pp. 1429-1434

  6. The Development of a Cooperative Digital Kinect Game based on the Merged Process of ADDIE and Service Design

    Myunghee Kang, Seonghye Yoon, Eun Jin Ryoo, Sara Florián & Warren Chung, Ewha Womans University, Korea (South)

    This study implemented the ADDIE model and the service design process to develop a learner-centered cooperative digital Kinect game. The development process used ADDIE steps and service design... More

    pp. 1435-1443

  7. The Predictive Power of Self-Regulated Learning, Teaching Presence, and Perceived Interaction on the Outcomes of Google Plus-based Project Learning

    Myunghee Kang, Seyoung Kim, Joohyun Kang, Jieun Jang & Sehee Kim, Ewha Womans University, Korea (South)

    The purpose of this study was to investigate the possibility of Google Plus as a project-based learning platform in higher education. Based on previous research, self-regulated learning ability,... More

    pp. 1444-1451

  8. “Can You Hear Me Now?”: Understanding English Language Learners’ Oral Language Proficiency through Voice Recording Applications

    Leila Kurman, Marisa Steiger, Lin Muilenburg & Katy Arnett, St. Mary's College of Maryland, United States

    This study examines the use of the voice recording software, QuickVoice Recorder on an iPad, for English language learners in a general education classroom. Native English speaking students and... More

    pp. 1452-1457

  9. Motivate students’ sport behaviors with SNS & fitness App

    Jia-Ling Lee, Shih Hsin University, Taiwan; Wen-Chih Lee, Hong-Hsu Yen, Chieh-Ling Wang, Sun-Chin Yang & Pei Xuan Luo, Shih-Hsin University, Taiwan

    Abstract: This study was designed to motivate undergraduate students’ sport performance by using Facebook group as a learning platform, and fitness apps to track and share their fitness activities.... More

    pp. 1458-1466

  10. Using music sets & fitness apps to promote students’ sport behaviors

    Jia-Ling Lee, Wev-Chih Lee, Hong-Hsu Yen & Pei Xuan Luo, Shih Hsin University, Taiwan

    This study was designed to find a suitable way to promote students’ sport behaviors on the university level in Taipei, Taiwan. Precede-Proceed Model developed by Green and Kreuter (1991) was... More

    pp. 1467-1472

  11. Learning Preference and STEM Career Interest among High School Students in a Rural Louisiana Parish

    Leila A. Mills, University of North Texas, United States

    Technology-pervasive information environments of the 21st century raise important questions regarding student learning preference, the match between learners and learning methods. A study of STEM... More

    pp. 1473-1479

  12. Building an Immersive Learning environment with Tele-Robotics for Distance Learning

    Lakshmi Prayaga, University of west Florida, United States; Alexander Whiteside, University of Florida, United States

    In this paper we describe an infrastructure using robots that can be used to provide immersive experiences for online students enrolled in Information technology, specializing in networking and... More

    pp. 1490-1493

  13. Emergent Use of Technologies to Improve Social Presence and Engagement in Global Supervision of Doctoral Students

    Tony Rickards, Curtin University, Australia

    This paper presents two key aspects of a current and future use of emergent technologies that seek to improve social presence and teacher – student engagement in teaching, learning and global... More

    pp. 1494-1501

  14. Emerging Technologies for Pre -service and in-service Online Teacher.

    Mamta Roy & Daniel Winkler, Cleveland State University, United States; James A.R Roy, TOC at SD 62 SOOKE , Victoria, BC, Canada; Salvatore Diomede, Cleveland State University, United States

    Preparing and supporting online teachers to meet the diverse student needs is vital for the success of online learning. In this process of learning, teachers are trying to adapt their teaching... More

    pp. 1502-1507

  15. Enhancing traditional means of learning with emerging technologies to meet Digital Native students’ expectations

    Anne-Dominique Salamin, University of Applied Sciences western Switzerland, Switzerland (HES-SO), Switzerland; David Russo & Christophe Hadorn, HES-SO Valais, Switzerland

    This paper aims at reporting on the findings of two quantitative studies and one qualitative study conducted among undergraduate and graduate students. We have outlined the characteristics of the ... More

    pp. 1508-1517

  16. Motivational impact of gamification for mobile learning of Kanji

    Wiebke Sauerland & Jan Broer, University of Bremen, Germany; Andreas Breiter, Institute of Information Management, University of Bremen, Germany

    Gamification, the use of game design elements in non-game contexts, is a growing trend in education, e.g. for e-learning software on mobile devices. This study investigates the impact of... More

    pp. 1518-1527

  17. Analysis of a Chunk-Based Learning Process in a Piano Learning Support System

    Yoshinari Takegawa, Keiji Hirata, Emiko Tayanagi & Mio Tsubakimoto, Future University Hakodate, Japan

    Beginners often give up practicing the piano because of the difficulty of acquiring piano techniques such as reading a score, correct keying, and proper fingering. We developed a piano learning... More

    pp. 1528-1536

  18. Wanted: The Five Most Sought-after Educational Apps to Enhance Learning of Oral Traditions in a Digital Age

    Karim Tharani, University of Saskatchewn, Canada

    The best practices of pedagogy, curriculum and instructional design in the West have primarily evolved from textual traditions. With the use of digital technologies becoming indispensible in... More

    pp. 1537-1545

  19. Applying Mobile Annotation APPs in EFL Reading: Students’ Perceptions and Experiences

    Shiou-Wen Yeh & Ting-Yi Wu, Graduate Institute of TESOL, National Chiao-Tung University, Taiwan

    With the advancement of mobile technology, making annotations by marking text on a mobile device has become a common practice. The mobility of mobile annotations means that learners could do the... More

    pp. 1546-1550

  20. Pedagogically Effective Online Instructional Design Model

    Li-Ling Chen, California State University at East Bay, United States

    With the ever-increasing integration of online instruction or e-learning into university courses, there is a strong need for a pedagogically effective instructional design model for online... More

    pp. 1551-1554