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Computers & Education

August 2018 Volume 123, Number 1

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Table of Contents

Number of articles: 16

  1. Assessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery

    Daniela Pacella, School of Computing, Electronics and Mathematics, United Kingdom; Belén López-Pérez, Department of Psychology, United Kingdom

    Emotion regulation (ER) is key for children's development and it has recently been considered in many serious games and e-learning technologies. However, these tools have focused on children's... More

    pp. 1-12

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  2. Impact of slide-based lectures on undergraduate students’ learning: Mixed effects of accessibility to slides, differences in note-taking, and memory term

    Hyeyoun Kim

    This paper addresses the effects of access to slide copies during lectures using PowerPoint® for undergraduate students on their learning outcomes depending on the quantity of notes they take and... More

    pp. 13-25

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  3. Factors that influence secondary mathematics teachers' integration of technology in mathematics lessons

    Allison W. McCulloch, University of North Carolina at Charlotte, United States; Karen Hollebrands, Hollylynne Lee, Taylor Harrison & Asli Mutlu, NC State University, United States

    While many studies describe the use of technology in the mathematics classroom, few explore the factors that influence teacher decisions around its use. The participants in this study were 21 early... More

    pp. 26-40

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  4. Exploring the impacts of interactions, social presence and emotional engagement on active collaborative learning in a social web-based environment

    Sebastian Molinillo, Rocío Aguilar-Illescas, Rafael Anaya-Sánchez & María Vallespín-Arán, Universidad de Málaga, Spain

    This study examines the influence of social presence, interactions (student-student and teacher-student) and emotional engagement on active learning within the context of social web-based... More

    pp. 41-52

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  5. The use of mobile learning in higher education: A systematic review

    Helen Crompton, Teaching and Learning, United States; Diane Burke, Education Division, United States

    Mobile device ownership has exploded with the majority of adults owning more than one mobile device. The largest demographic of mobile device users are 18–29 years old which is also the typical age... More

    pp. 53-64

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  6. Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

    Fernando Garcia-Sanjuan, Sandra Jurdi, Javier Jaen & Vicente Nacher

    Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning... More

    pp. 65-84

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  7. Mood-affect congruency. Exploring the relation between learners’ mood and the affective charge of educational videos

    Maik Beege, Sascha Schneider, Steve Nebel, Alexandra Häßler & Günter Daniel Rey

    In the educational context, the influences of the emotional charge of audiovisual media are rarely investigated. Additionally, the mood of the learner influences learning with multimedia. This... More

    pp. 85-96

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  8. Study on student performance estimation, student progress analysis, and student potential prediction based on data mining

    Fan Yang, Space Engineering University, China; Frederick W.B. Li, Durham University, United Kingdom

    Student performance, student progress and student potential are critical for measuring learning results, selecting learning materials and learning activities. However, existing work doesn't provide... More

    pp. 97-108

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  9. Augmented reality for STEM learning: A systematic review

    María-Blanca Ibáñez & Carlos Delgado-Kloos

    This study presents a systematic review of the literature on the use of augmented reality technology to support science, technology, engineering and mathematics (STEM) learning. It synthesizes a... More

    pp. 109-123

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  10. Comparing trained and untrained teachers on their use of LMS tools using the Rasch analysis

    Joseph Chow, Ada Tse & Christine Armatas

    Measuring training outcomes is important given the resources universities invest in staff learning management system (LMS) training. In this paper we show how the effect of LMS training on LMS... More

    pp. 124-137

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  11. Comparison of reading performance on screen and on paper: A meta-analysis

    Yiren Kong, Department of Learning and Instruction, United States; Young Sik Seo, Department of Counseling, United States; Ling Zhai, Department of Learning and Instruction, United States

    This meta-analysis looked at 17 studies which focused on the comparison of reading on screen and reading on paper in terms of reading comprehension and reading speed. The robust variance estimation... More

    pp. 138-149

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  12. Systematic literature review: Self-Regulated Learning strategies using e-learning tools for Computer Science

    Rita Garcia, Katrina Falkner & Rebecca Vivian

    In 1986, Barry Zimmerman and Manuel Martinez-Pons presented a taxonomy containing 14 categories on Self-Regulated Learning (SRL) strategies performed by high school students when studying. Since... More

    pp. 150-163

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  13. Relationship among smartphone usage, addiction, academic performance and the moderating role of gender: A study of higher education students in India

    Jogendra Kumar Nayak

    Smartphones have penetrated into people's lives at a faster pace in the recent times in India. They are being used for several purposes besides talking and messaging such as live chatting,... More

    pp. 164-173

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  14. Motivation is a game: Massively multiplayer online games as agents of motivation in higher education

    Papia Bawa, Sunnie Lee Watson & William Watson

    Stakeholders in the education arena are seeking effective and affordable ways to integrate technology in curriculum. One technology integration approach that has received attention is using... More

    pp. 174-194

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  15. The Creativity Challenge Game: An educational intervention for creativity enhancement with the integration of Information and Communication Technologies (ICTs)

    Afroditi Stolaki & Anastasios A. Economides

    Creativity enhancement is an educational objective. The integration of Information and Communication Technologies (ICTs) into the curriculum is another goal of many educators. In this study a... More

    pp. 195-211

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  16. Automated essay scoring in applied games: Reducing the teacher bandwidth problem in online training

    Wim Westera, Open University of the Netherlands; Mihai Dascalu, University “Politehnica” of Bucharest, Romania; Hub Kurvers, Open University of the Netherlands; Stefan Ruseti & Stefan Trausan-Matu, University “Politehnica” of Bucharest, Romania

    This paper presents a methodology for applying automated essay scoring in educational settings. The methodology was tested and validated on a dataset of 173 reports (in Dutch language) that... More

    pp. 212-224

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