Computers & Education
December 2016 Volume 103, Number 1
Table of Contents
Number of articles: 14
-
Models for early prediction of at-risk students in a course using standards-based grading
Farshid Marbouti, San Jose State University, United States; Heidi A. Diefes-Dux & Krishna Madhavan, Purdue University, United States
Using predictive modeling methods, it is possible to identify at-risk students early and inform both the instructors and the students. While some universities have started to use standards-based... More
pp. 1-15
-
The effectiveness of brain-compatible blended learning material in the teaching of programming logic
Johan van Niekerk, School of ICT, South Africa; Paul Webb, Faculty of Education, South Africa
Blended learning is an educational approach which integrates seemingly distinct educational approaches, such as face-to-face and online experiences. In a blended learning environment the classroom ... More
pp. 16-27
-
Self-explanation and digital games: Adaptively increasing abstraction
Douglas B. Clark & Satyugjit S. Virk, Department of Teaching and Learning, United States; Jackie Barnes, Game Design Program, United States; Deanne M. Adams, Department of Teaching and Learning, United States
Research suggests that self-explanation functionality can effectively support learning in the context of digital games. Research also highlights challenges, however, in balancing and integrating... More
pp. 28-43
-
“A real double-edged sword:” Undergraduate perceptions of social media in their learning
Erika E. Smith
This study investigates undergraduate perceptions of the social media technologies (SMTs) they use in their learning. This mixed methods inquiry employed 30 semi-structured interviews and an online... More
pp. 44-58
-
Evaluation of affective embodied agents in an information literacy game
Yan Ru Guo & Dion Hoe-Lian Goh
Digital game-based learning (DGBL) has become increasingly popular. With elements such as narratives, rewards, rules, and interactivity, DGBL can actively engage learners, stimulating desired... More
pp. 59-75
-
Effects of B-learning and F2F learning environments on students' achievement in QBASIC programming
Chijioke Jonathan Olelewe, Department of Computer Education, Nigeria; Emmanuel E. Agomuo, Department of Business Education, Nigeria
In higher education, teaching methods, learning style, student workload, and previous programming experience, among others are factors that greatly influence students' achievement particularly in... More
pp. 76-86
-
Antecedents and consequences of perceived knowledge update in the context of an ERP simulation game: A multi-level perspective
Mehdi Darban & Dong-Heon (Austin) Kwak, Department of Management and Information Systems, United States; Shuyuan (Lance) Deng & Mark Srite, Information Technology Management Area, United States; Saerom Lee, College of Business Administration
Researchers and practitioners have encouraged the use of simulation games as a means of training for enhancing users' IT knowledge. However, prior research on IT knowledge has not paid much... More
pp. 87-98
-
Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity
Cheng-Huan Chen & Chiung-Hui Chiu
This study developed an intergroup competition mechanism and integrated it into a multitouch platform for collaborative design-based learning (DBL) to enhance elementary school students’ engagement... More
pp. 99-113
-
Collaborative science learning in an immersive flight simulation
Fengfeng Ke, Florida State University, United States; Peter Carafano, Florida State University Schools, United States
This mixed methods study examined the effect of Astronaut Challenge, an immersive, flight-simulation-based learning program, on the collaborative learning process and science knowledge development ... More
pp. 114-123
-
Beyond identifying privacy issues in e-learning settings – Implications for instructional designers
Hui-Lien Chou & Chao-Hsiu Chen
Players in the digital economy increasingly rely on the large-scale collection or exchange of personal data. Because online data can be persistent and immense, e-learning researchers and educators ... More
pp. 124-133
-
Promoting science learning in game-based learning with question prompts and feedback
Victor Law, Program of Organization, Information, and Learning Sciences, United States; Ching-Huei Chen, National Changhua University of Education, Taiwan
The purpose of this study was to examine the effects of the types of question prompts (Knowledge vs. Application Prompts) and feedback types (Knowledge of Correct Response (KCR) vs. Elaborated... More
pp. 134-143
-
The effect of using humor and concept cartoons in high school ICT lesson on students’ achievement, retention, attitude and anxiety
Berkay Çelik & Kerim Gündoğdu
The purpose of this study was to investigate the effect of using humor and concept cartoons in 9th grade ICT lesson on students' academic achievement, attitude toward the lesson, anxiety about the ... More
pp. 144-157
-
Rotate it! – Effects of touch-based gestures on elementary school students' solving of mental rotation tasks
Steffi Zander, Stefanie Wetzel & Sven Bertel, Bauhaus-Universität Weimar, Germany
Mobile devices with touch screens, such as tablets are increasingly used in classrooms. Pragmatic advantages are seen in high mobility during computer-based learning due to a high portability of... More
pp. 158-169
-
Do clickers enhance learning? A control-value theory approach
Isabel Buil, Faculty of Business and Economics of the University of Zaragoza. María de Luna, Spain; Sara Catalán & Eva Martínez, Faculty of Business and Economics of the University of Zaragoza., Spain
The use of clickers in the classroom has gained popularity over the past few years. While significant work has been conducted on exploring clickers as drivers of learning outcomes, findings are... More
pp. 170-182