Computers & Education
August 2018 Volume 123, Number 1
Table of Contents
Number of articles: 16
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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