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EdMedia: World Conference on Educational Media and Technology

Jun 25, 2018


Theo Bastiaens; Johan Van Braak; Mark Brown; Lorenzo Cantoni; Manuel Castro; Rhonda Christensen; Gayle V. Davidson-Shivers; Koen DePryck; Martin Ebner; Mikhail Fominykh; Catherine Fulford; Stylianos Hatzipanagos; Gerald Knezek; Karel Kreijns; Gary Marks; Erkko Sointu; Elsebeth Korsgaard Sorensen; Jarmo Viteli; Joke Voogt; Peter Weber; Edgar Weippl; Olaf Zawacki-Richter

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Table of Contents

This conference has 14 award papers. Show award papers

Number of papers: 308

  1. The Collaborative Design of Massive Open Online Courses: Analyzing the Design Discourses of Teacher and Student Developers

    Sara McNeil, Susie Gronseth, Erwin Handoko & Bernard Robin, University of Houston, United States

    The purpose of this qualitative case study was to analyze the collaborative design process of two Massive Open Online Courses (MOOCs) for professional development of K-16 teachers. This paper... More

    pp. 1087-1093

  2. Primary Pre-service Teachers as Learning Designers of Collaborative Activities with ICT

    Adolfina Pérez Garcias, Universitat de les Illes Balears, Spain; Victoria I Marín Juarros, Carl von Ossietzky Universität Oldenburg, Germany; Gemma Tur & Alexandra Lizana, Universitat de les Illes Balears, Spain

    This exploratory study includes two case studies that aim to obtain an idea of the practice of learning design of collaborative activities with ICT with students of teaching in the Degree of... More

    pp. 1094-1101

  3. Do We Learn More with Explicit References? A Closer Look at the Learning Protocol Approach to Chat-based CSCL

    Madeleine Ratter & Michael Oehl, Leuphana University Lueneburg, Germany

    To overcome communication process problems in CSCL, the learning protocol approach was developed. Positive effects of this approach for group learning have been shown, whereby visualizing... More

    pp. 1102-1106

  4. Guiding User’s Attention in Chats: Evidence from Eye Movement Analysis

    Madeleine Ratter & Michael Oehl, Leuphana University Lueneburg, Germany

    Chat is a commonly used communication tool, but can lead to characteristic communication problems, also known as chat confusion. It has been proposed before that designing the chat interface with... More

    pp. 1107-1112

  5. The role of computer programming as a partner in the English classroom

    Sandra Costa, Externato São Domingos (Fátima), Portugal; Miriam Santos & Pedro Abreu, Centre for Informatics and Systems (Univ. Coimbra), Portugal; Teresa Pessoa, Faculty of Psychology and Educational Sciences (Univ. Coimbra), Portugal; Anabela Gomes, Centre for Informatics and Systems (Univ. Coimbra) & Engineering Institute (Polytechnic of Coimbra), Portugal

    This work reports on some preliminary results of an ongoing study that aims to assess to what extent computational programming can serve as partner in teaching and learning English as a second... More

    pp. 1113-1122

  6. Collaborative course design with faculty, instructional designer, and students for program development

    Beth Jordan, Gwendolyn Wantuch, Adriana Hughes & Sarah Jacob, University of South Florida Health, United States; Jordan Sachmann, University of South Florida, United States

    A unique group of collaborators (faculty member, an instructional designer, and three PharmD students currently enrolled in the teaching concentration) designed an elective to enhance the... More

    pp. 1123-1124

  7. Building a Community of Students in Moodle

    Niila Tamminen & Johanna Henriksson, Humak, Finland

    The poster depicts a case study how Moodle (Moodlerooms) can be used to create a community of practice (or Community of students, CoS) apart from using it for the obvious course based LMS. Target... More

    pp. 1125-1127

  8. Using Gamification to Foster Intrinsic Motivation and Collaborative Learning: A Comparative Testing

    Klaudia Bovermann & Theo Bastiaens, FernUniversität in Hagen, Germany

    The study investigated the use of a gamification concept, with points and leaderboards, in on-campus seminars for a distance higher education, bachelor’s class. Intrinsic motivation and... More

    pp. 1128-1137

  9. The role of elementary school students’ scientific epistemic beliefs in a digital game-based learning environment

    Ying-Ju Chiu, National Taiwan University of Science and Technology, Taiwan; Chung-Yuan Hsu, National Pingtung University of Science and Technology, Taiwan; Jyh-Chong Liang, Tzung-Jin Lin & Chin-Chung Tsai, National Taiwan Normal University, Taiwan

    This study attempted to understand the role of elementary school students' scientific epistemic beliefs in a digital game-based learning environment. A total of 107 elementary school students... More

    pp. 1138-1142

  10. Impact of Game-Based Student Response Systems on Factors of Learning in a Person-Centered Flipped Classroom on C Programming

    Dominik Dolezal, University of Applied Sciences Technikum Wien, Austria; Alexandra Posekany, Danube University Krems, Austria; Renate Motschnig, University of Vienna, Austria; Theresa Kirchweger & Robert Pucher, University of Applied Sciences Technikum Wien, Austria

    Student response systems allow learners to actively contribute to the in-class learning process, while the teacher gets a picture of students’ understanding of the topics at hand. However, not only... More

    pp. 1143-1153

  11. A Virtual Escape Game for Intergenerational Play: Exploring Social Interactions and Intergenerational Perceptions

    Amir Doroudian & David Kaufman, Simon Fraser University, Canada

    Our research team has developed a collaborative, virtual escape game in collaboration with novice student-developers and older adults. It is a simulation of real-life escape rooms and incorporates ... More

    pp. 1154-1159

  12. A Case Study on 21st Century Skills Development Through a Computer Based Maths Game

    Nour El Mawas, Michael Bradford, Josephine Andrews, Pramod Pathak & Cristina Hava Muntean, National College of Ireland, Ireland

    The new technology developments that are emerging on the market demand re-skilling and updating competencies thus enabling people to adapt to new expectations in the 21st century workplace and life... More

    pp. 1160-1169

  13. Incorporating quizzes into a 3D educational game calling web services

    Margaritis Kamitsios & Spyros Papadimitriou, University of Pireaus, Greece; Konstantina Chrysafiadi & Maria Virvou, University of Piraeus, Greece

    Nowadays, digital games are very popular. They offer fun, entertainment, challenge and relaxation. They include a variety of multimedia (text, audio, images, animations, video and interactive... More

    pp. 1170-1179

  14. NordHunt – gamification for a smooth start of university life

    Line Kolås, Hugo Nordseth, Ståle André Nygård & Trond Olav Skevik, Nord University, Norway

    The paper presents the game “NordHunt”, a team-based, alternate reality game, made to create a platform for newly arrived university students to get to know each other and work in teams, and to... More

    pp. 1180-1189

  15. Gamification of Circuit Laws – Kirchhoff’s Revenge

    Gerd Kortemeyer, Michigan State University, United States

    We describe the development and use of Kirchhoff's Revenge, a computer game designed to teach circuit laws in introductory physics courses at the high school and undergraduate level. We share... More

    pp. 1190-1196

  16. Gameful Design Principles for Self-Learning in Gamified eLearning Systems

    Marco Lindley & Pedro Isaias, Institute for Teaching and Learning Innovation - University of Queensland, Australia

    This paper explores the field of Gamified eLearning Systems (GeLS), these are a strong educational platform being implemented at all educational levels. Through a study of currently available GeLS... More

    pp. 1197-1202

  17. Alien Rescue: A 3D Problem-Based Learning Game

    Min Liu, University of Texas at Austin, United States; Chenglu Li, The University of Texas at Austin, United States; Zilong Pan,, United States

    In this paper, we describe and present a newly completed version of Alien Rescue 2017, a learning game. It leverages technologies and combines best practices from educational research with... More

    pp. 1203-1209

  18. Students as Creators of Educational Games - Learning to Use Simple Frameworks and Tools to Empower Students as Educational Game Designers

    Ana Rute Martins & Lia Raquel Oliveira, CIEd – Research Centre in Education,Institute of Education, University of Minho, Portugal

    The design of educational games is a powerful pedagogical strategy that can only enter schools if teachers are given the necessary training and support. In this paper we present a training action... More

    pp. 1210-1215

  19. ‘Throw and Run’ Early-Human Virtual Hunting Experience: An Interactive Archaeology-Learning Support System

    Natsuki Sako, Tokyo University of Science, Japan; Takanori Ozawa, Tama Art University, Japan; Ryohei Egusa, Meiji Gakuin University, Japan; Masanori Sugimoto, Hokkaido University, Japan; Fusako Kusunoki, Tama Art University, Japan; Shigenori Inagaki, Kobe University, Japan; Hiroshi Mizoguchi, Tokyo University of Science, Japan

    Experience-based learning is an effective learning model in children’s history education. However, there are many areas of history education that are difficult to experience, such as the life of... More

    pp. 1216-1221

  20. German Language Training App for Primary School Children

    Alexander Schwaiger, Markus Ebner & Martin Ebner, Graz University of Technology, Austria

    Mobile apps and the gaming industry experienced continuous growth and popularity over the last couple of years. While children have always played games for fun, researchers, recognized the... More

    pp. 1222-1230