You are here:

Computers & Education

April 2006 Volume 46, Number 3

Search this issue

Table of Contents

Number of articles: 9

  1. Epistemic frames for epistemic games

    David W. Shaffer

    This paper, develops the concept of epistemic frames as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help... More

    pp. 223-234

    View Abstract
  2. All work and no play: Measuring fun, usability, and learning in software for children

    Gavin Sim, Stuart MacFarlane & Janet Read

    This paper describes an empirical study of fun, usability, and learning in educational software. Twenty five children aged 7 and 8 from an English primary school participated. The study involved... More

    pp. 235-248

    View Abstract
  3. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?

    Sara de Freitas & Martin Oliver

    There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and... More

    pp. 249-264

    View Abstract
  4. Factors influencing learning through play in ICT settings

    Steve Kennewell & Alex Morgan

    Using a mixed method approach of questionnaires, observations and field notes, the authors have studied a number of settings during the past two years which have focussed on the development of ICT ... More

    pp. 265-279

    View Abstract
  5. Using short message service to encourage interactivity in the classroom

    C. Markett, I. Arnedillo Sánchez, S. Weber & B. Tangney

    Interactivity in the classroom is reported to promote a more active learning environment, facilitate the building of learning communities, provide greater feedback for lecturers, and help student... More

    pp. 280-293

    View Abstract
  6. Designing collaborative, constructionist and contextual applications for handheld devices

    Bryan Patten, Inmaculada Arnedillo Sánchez & Brendan Tangney

    This paper explores current applications for handheld devices and questions which of these make full use of the unique attributes of handheld devices in order to facilitate learning in a... More

    pp. 294-308

    View Abstract
  7. Towards deeper learning through creativity within online communities in primary education

    Keith Turvey

    Despite recent British government moves to equip all Primary Schools with fast broadband connections to the Internet, it would seem that many schools as yet make little use of the increased... More

    pp. 309-321

    View Abstract
  8. Investigating cooperation and collaboration in near synchronous computer mediated conferences

    Richard Holliman & Eileen Scanlon

    The development and use of computer mediated communications as a tool for teaching and learning has grown considerably in recent years. It has been developed to extend the conventional face-to-face... More

    pp. 322-335

    View Abstract
  9. Developing a collaborative model of research using digital video

    Victoria Armstrong & Sarah Curran

    Digital video can play an important role in reconfiguring educational research methodology that challenges the perceived distinction between teachers and academics – the former normally positioned ... More

    pp. 336-347

    View Abstract