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Computers & Education

May 2017 Volume 108, Number 1

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Table of Contents

Number of articles: 11

  1. Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

    Irini Malegiannaki & Τhanasis Daradoumis, Department of Cultural Technology and Communication, Greece

    Integrating game-based approaches with learning constitutes a prevailing trend in education and training, applied in several domains, one of which is cultural heritage. The present paper attempts a... More

    pp. 1-10

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  2. Measuring the adoption and integration of virtual patient simulations in nursing education: An exploratory factor analysis

    A.J. Kleinheksel, Shadow Health, United States; Albert D. Ritzhaupt, University of Florida, United States

    This study sought to develop a valid and reliable instrument to identify the characteristics of computer-based, interactive, and asynchronous virtual patient simulations that nurse educators... More

    pp. 11-29

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  3. A study of friending willingness on SNSs: Secondary school teachers' perspectives

    Fu Wen Kuo, Wen Cheng & Shu Ching Yang

    This study examines the self-reported decision making behaviors of 435 Taiwanese in-service secondary school teachers' regarding their willingness to accept friend requests on social network sites ... More

    pp. 30-42

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  4. Closing the gap: Efficacy of a tablet intervention to support the development of early mathematical skills in UK primary school children

    Laura A. Outhwaite, Anthea Gulliford & Nicola J. Pitchford

    The efficacy of a hand-held tablet technology intervention with learner-centred interactive software aimed at supporting the development of early maths skills was evaluated in four studies... More

    pp. 43-58

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  5. Technology-enhanced feedback for pupils and parents in Finnish basic education

    Sanna Oinas, University of Helsinki, Finland; Mari-Pauliina Vainikainen & Risto Hotulainen, Centre for Educational Assessment, Finland

    Information and communication technology, ICT, permits various new modes of parent-teacher collaboration. In Finland, online ICT-based platforms are used in most municipalities for giving feedback ... More

    pp. 59-70

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  6. An inverted personalization effect when learning with multimedia: The case of aversive content

    Tim Kühl, University of Mannheim, Germany; Steffi Zander, Bauhaus-University Weimar, Germany

    The personalization principle states that students learn better with a personalized message than a nonpersonalized message. Whether the personalization principle holds true for instructional... More

    pp. 71-84

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  7. Role immersion in a history course: Online versus face-to-face in Reacting to the Past

    Thomas C. Buchanan & Edward Palmer

    This article assesses More

    pp. 85-95

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  8. Copying@Scale: Using Harvesting Accounts for Collecting Correct Answers in a MOOC

    Giora Alexandron, Massachusetts Institute of Technology, United States; José A. Ruipérez-Valiente, Universidad Carlos III de Madrid, Spain; Zhongzhou Chen, Massachusetts Institute of Technology, United States; Pedro J. Muñoz-Merino, Universidad Carlos III de Madrid, Spain; David E. Pritchard, Massachusetts Institute of Technology, United States

    This paper presents a detailed study of a form of academic dishonesty that involves the use of multiple accounts for harvesting solutions in a Massive Open Online Course (MOOC). It is termed CAMEO ... More

    pp. 96-114

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  9. Development of a game-design workshop to promote young girls' interest towards computing through identity exploration

    Nur Akkuş Çakır, School of Foreign Languages, Turkey; Arianna Gass, Westphal College of Media Arts & Design, United States; Aroutis Foster, School of Education, United States; Frank J. Lee, Westphal College of Media Arts & Design, United States

    Despite recent improvements, women remain underrepresented in Computer Science (CS) in both industry and higher education. Self-perception and identity play an important role in young women's... More

    pp. 115-130

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  10. Virtualized Computational Environments on the cloud to foster group skills through PBL: A case study in architecture

    J. Damian Segrelles, Instituto de Instrumentación para Imagen Molecular (I3M), Spain; Alicia Martinez & Nuria Castilla, Departamento de Construcciones Arquitectónicas, Spain; Germán Moltó, Instituto de Instrumentación para Imagen Molecular (I3M), Spain

    The ODISEA platform provides Virtualized Computational Environments (VCEs) on cloud providers as the computational infrastructure to support educational activities. A VCE consists of a collection... More

    pp. 131-144

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  11. Motivational factors predicting ICT literacy: First evidence on the structure of an ICT motivation inventory

    Martin Senkbeil & Jan Marten Ihme

    The ability to use information and communication technologies (ICT) is essential for private and vocational participation in society. Although motivational facets play an important role in... More

    pp. 145-158

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