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Computers & Education

September 2015 Volume 87, Number 1

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Table of Contents

Number of articles: 24

  1. The benefits and challenges of large-scale deployment of electronic voting systems: University student views from across different subject groups

    Marija Cubric, Business School, United Kingdom; Amanda Jefferies, School of Computer Science, United Kingdom

    Electronic Voting System (EVS) is a classroom technology that provides a means to increase students' engagement, attention and attendance. The purpose of this paper is to provide a deeper insight... More

    pp. 98-111

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  2. Complexities of digital technology use and the teaching and learning of function

    Jill P. Brown

    Many argue that digital technologies have the potential to enhance the teaching and learning of mathematics. However, the availability of technology is not sufficient to realise this potential. The... More

    pp. 112-122

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  3. How automated feedback through text mining changes plagiaristic behavior in online assignments

    Gökhan Akçapınar

    This study is intended to decrease learners' plagiaristic behaviour in online assignments by providing automated feedback based on text mining analysis. Document similarity analysis was done at the... More

    pp. 123-130

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  4. The role of iPads in pre-school children's mark making development

    Sara Price & Carey Jewitt, UCL Institute of Education, United Kingdom; Lucrezia Crescenzi, Universitat de Vic, Australia

    The increased acquisition of touch-screen technologies, such as tablet computers, in both homes and schools raises important questions about their role for very young children's learning and... More

    pp. 131-141

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  5. Understanding mobile technology-fit behaviors outside the classroom

    Iris Reychav, Department of Industrial Engineering and Management, Israel; Mary Dunaway, Department of Computer Information Systems, United States; Michiko Kobayashi, College of Education, United States

    An increase in mobile device usage among college students has been documented in different countries. We provide a solid theoretical and empirical foundation for mobile learning in the context of... More

    pp. 142-150

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  6. Influence of group configuration on online discourse reading

    Mingzhu Qiu & Douglas McDougall

    Online discourse reading plays a very important role in collaborative discussions. However, not many studies have examined the influence of group configuration on online discourse note reading. The... More

    pp. 151-165

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  7. An activity theory-based model for serious games analysis and conceptual design

    Maira B. Carvalho, Francesco Bellotti, Riccardo Berta & Alessandro De Gloria, DITEN, Italy; Carolina Islas Sedano, School of Computing, Finland; Jannicke Baalsrud Hauge, Bremer Institut für Produktion und Logistik, Germany; Jun Hu & Matthias Rauterberg, Industrial Design, Netherlands

    There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by... More

    pp. 166-181

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  8. Can educational video games increase high school students' interest in theatre?

    Borja Manero, Department of Software Engineering and Artificial Intelligence, Spain; Javier Torrente, Department of Computer Science, United Kingdom; Ángel Serrano, Iván Martínez-Ortiz & Baltasar Fernández-Manjón, Department of Software Engineering and Artificial Intelligence, Spain

    The value of educational video games in education is undeniable and the benefits of using video games in classroom instruction have been proved by many researchers. Nevertheless, these benefits... More

    pp. 182-191

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  9. Social media-based learning in the design studio: A comparative study

    Kutay Güler

    Considering the popularity of social media, user familiarity with the interfaces and workflows can be advantageous in a learning context. The pedagogic implementation of social media in... More

    pp. 192-203

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  10. Learning at distance: Effects of interaction traces on academic achievement

    Srećko Joksimović & Dragan Gašević, Moray House School of Education, United Kingdom; Thomas M. Loughin, Department of Statistics and Actuarial Science, Canada; Vitomir Kovanović, School of Informatics, United Kingdom; Marek Hatala, School of Interactive Arts and Technology, Canada

    Contemporary literature on online and distance education almost unequivocally argues for the importance of interactions in online learning settings. Nevertheless, the relationship between different... More

    pp. 204-217

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  11. Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research

    James R. Brinson

    This review presents the first attempt to synthesize recent (post-2005) empirical studies that focus on directly comparing learning outcome achievement using traditional lab (TL; hands-on) and non-... More

    pp. 218-237

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  12. A critique to Akdemir and Oguz (2008): Methodological and statistical issues to consider when conducting educational experiments

    Casper J. Albers, Anja J. Boevé & Rob R. Meijer

    In the paper “Computer-based testing: An alternative for the assessment of Turkish undergraduate students”, Akdemir and Oguz (2008) discuss an experiment to compare student performance in paper-and... More

    pp. 238-242

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  13. The effectiveness of the meaningful learning-based evaluation for different achieving students in a ubiquitous learning context

    Yueh-Min Huang & Po-Sheng Chiu

    In recent years, fueled by the rise of mobile technology, ubiquitous learning has shown great potential in various disciplines, especially in context-aware environments. However, improper... More

    pp. 243-253

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  14. On the use of a multimedia platform for music education with handicapped children: A case study

    Maria-Dolores Cano & Ramon Sanchez-Iborra

    The use of Information and Communication Technologies (ICT) for students with special learning needs is being particularly studied by the research community. Likewise, music has gained recognition ... More

    pp. 254-276

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  15. Interventions for increasing male and female undergraduate interest in information technology

    Kenton Machina & Anu Gokhale, Illinois State University, United States

    There is a continuing worldwide need for developing a larger and more diverse workforce in the broad field of information technology (IT). We report on two activities conducted by the project... More

    pp. 277-284

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  16. Which STEM majors enroll in online courses, and why should we care? The impact of ethnicity, gender, and non-traditional student characteristics

    Claire Wladis, Alyse C. Hachey & Katherine Conway, Borough of Manhattan Community College at the City University of New York, United States

    Using data from roughly 27,800 undergraduate STEM (science, technology, engineering and mathematics) majors in the National Postsecondary Student Aid Study (NPSAS), this research examines the... More

    pp. 285-308

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  17. Promoting academically productive talk with conversational agent interventions in collaborative learning settings

    Stergios Tegos, Stavros Demetriadis & Anastasios Karakostas

    Research on computer-supported collaborative learning (CSCL) and conversational pedagogical agents has strongly emphasized the value of providing dynamic dialogue support for learners working... More

    pp. 309-325

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  18. Effect of metacognitive strategies and verbal-imagery cognitive style on biology-based video search and learning performance

    Pei-Lan Lei & Chuen-Tsai Sun, Department of Computer Science, Taiwan; Sunny S.J. Lin, Institute of Education, Taiwan; Tsung-Kuan Huang, Beipu Elementary School, Taiwan

    Videos have diverse content that can assist students in learning. However, because videos are linear media, video users may take a longer time than readers of text to evaluate the context.... More

    pp. 326-339

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  19. The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment

    Yoon Jeon Kim, Worcester Polytechnic Institute, United States; Valerie J. Shute, Florida State University, United States

    Educators today are increasingly interested in using game-based assessment to assess and support students' learning. In the present study, we investigated how changing a game design element, More

    pp. 340-356

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  20. Why do they become potential cyber-plagiarizers? Exploring the alternative thinking of copy-and-paste youth in Taiwan

    Chih-Ming Chang & Yin-Lan Chen, Institution of Education, Taiwan; Yun-yin Huang, Graduate Institute of Network Learning Technology, Taiwan; Chien Chou, Institution of Education, Taiwan

    With the expansion of digital content, academic integrity has been facing the growing threat of cyber-plagiarism. In the present research, we address young Taiwanese students' perceptions of cyber-... More

    pp. 357-367

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