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Computers & Education

April 2015 Volume 83, Number 1

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Table of Contents

Number of articles: 10

  1. Online teaching and technological affordances: An experimental investigation into the impact of modality and clarity on perceived and actual learning

    Anthony M. Limperos, Marjorie M. Buckner, Renee Kaufmann & Brandi N. Frisby, University of Kentucky, United States

    Online courses have become commonplace at many institutions of higher education. While the popularity on online courses is growing, there are still many questions regarding the effectiveness of... More

    pp. 1-9

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  2. Can more interactivity improve learning achievement in an online course? Effects of college students' perception and actual use of a course-management system on their learning achievement

    Huei-Chuan Wei, Hsinyi Peng & Chien Chou

    This study aims to investigate how interactivity influence learners' use of interactive functions in the course-management system (CMS) and their online learning performance. A two-tier mediation... More

    pp. 10-21

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  3. Comparing pre-service and in-service teachers' acceptance of technology: Assessment of measurement invariance and latent mean differences

    Timothy Teo

    This study examines the factors that explain pre-service and in-service teachers' technology acceptance. A sample of 817 participants (387 pre-service, 430 in-service teachers) gave their responses... More

    pp. 22-31

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  4. Factors influencing higher education students to adopt podcast: An empirical study

    Mohammad I. Merhi

    Podcast, which is one of the technologies that was developed for personal entertainment or for information usage, has become one of the fastest growing technologies in distance learning over the... More

    pp. 32-43

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  5. Digital plagiarism: An experimental study of the effect of instructional goals and copy-and-paste affordance

    Yashu Kauffman, Massachusetts Institute of Technology, United States; Michael F. Young, University of Connecticut, United States

    This paper presents an empirical study of digital plagiarism. Under two experimental conditions, undergraduate writers were guided by different achievement goals to write an essay with or without... More

    pp. 44-56

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  6. Gamification in assessment: Do points affect test performance?

    Yigal Attali & Meirav Arieli-Attali, Educational Testing Service, United States

    Gamification, applying game mechanics to nongame contexts, has recently become a hot topic across a wide range of industries, and has been presented as a potential disruptive force in education. It... More

    pp. 57-63

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  7. Facebook usage, socialization and academic performance

    Sulaiman Ainin, M. Muzamil Naqshbandi, Sedigheh Moghavvemi & Noor Ismawati Jaafar

    This paper examines the impact of Facebook usage on students' academic performance. In addition, it also analyse whether Socialization influences Facebook usage. Empirical data was collected from... More

    pp. 64-73

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  8. Learning effectiveness of applying automated music composition software in the high grades of elementary school

    Chih-Fang Huang, Department of Information Communications, Taiwan; Wei-Po Nien, Department of Mechanical Engineering, Taiwan; Yun-Sheng Yeh, Department of Information Communication, Taiwan

    The paper is mainly to explore the automated music composition experiences for the students in the high grades of elementary school who are unfamiliar with the professional music theory. The... More

    pp. 74-89

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  9. The impact of an exergame-based intervention on children's fundamental motor skills

    Nikolaos Vernadakis, Marina Papastergiou, Eleni Zetou & Panagiotis Antoniou

    The purpose of this study was to use the Dynamical Systems Theory as a framework to examine whether there is a difference between an exergame-based and a traditional object control (OC) skills... More

    pp. 90-102

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  10. Evaluation of semi-automatically generated accessible interfaces for educational games

    Javier Torrente, Manuel Freire, Pablo Moreno-Ger & Baltasar Fernández-Manjón, Complutense University of Madrid, Spain

    The increasing body of evidence supporting the use of videogames in educational settings (usually referred to as serious games) is pushing their deployment across different areas of the educational... More

    pp. 103-117

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