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Computers & Education

May 2008 Volume 50, Number 4

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Table of Contents

Number of articles: 33

  1. Beyond threaded discussion: Representational guidance in asynchronous collaborative learning environments

    Daniel D Suthers, Ravi Vatrapu, Richard Medina, Samuel Joseph & Nathan Dwyer

    Although most online learning environments are predominately text based, researchers have argued that representational support for the conceptual structure of a problem would address problems of... More

    pp. 1103-1127

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  2. Physics students’ performance using computational modelling activities to improve kinematics graphs interpretation

    Ives Solano Araujo, Eliane Angela Veit & Marco Antonio Moreira

    The purpose of this study was to investigate undergraduate students’ performance while exposed to complementary computational modelling activities to improve physics learning, using the softwares... More

    pp. 1128-1140

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  3. Building cognitive support for the learning of long division skills using progressive schematization: Design and empirical validation

    Karel Hurts

    The design and empirical validation of a computer-based learning environment for acquiring long division skills, called the long division machine (LDM), are described. The construction of the LDM... More

    pp. 1141-1156

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  4. The evolution of multimedia sound

    Bruce L. Mann

    Multimedia sound is both durable and resistant to interference and forgetting. Yet sound alone is insufficient to learn from multimedia, hence the need for purposeful advice on how to enhance... More

    pp. 1157-1173

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  5. “Hits” (not “Discussion Posts”) predict student success in online courses: A double cross-validation study

    Cheryl Ramos & Errol Yudko

    The efficacy of individual components of an online course on positive course outcome was examined via stepwise multiple regression analysis. Outcome was measured as the student’s total score on all... More

    pp. 1174-1182

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  6. What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction

    Pei-Chen Sun, Ray J. Tsai, Glenn Finger, Yueh-Yang Chen & Dowming Yeh

    E-learning is emerging as the new paradigm of modern education. Worldwide, the e-learning market has a growth rate of 35.6%, but failures exist. Little is known about why many users stop their... More

    pp. 1183-1202

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  7. Performance analysis of GAME: A generic automated marking environment

    Michael Blumenstein, Steve Green, Shoshana Fogelman, Ann Nguyen & Vallipuram Muthukkumarasamy

    This paper describes the Generic Automated Marking Environment (GAME) and provides a detailed analysis of its performance in assessing student programming projects and exercises. GAME has been... More

    pp. 1203-1216

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  8. Attitudes, beliefs, and attendance in a hybrid course

    Errol Yudko, Randy Hirokawa & Robert Chi

    Since online learning technology, such as streaming video, was introduced to the college distance-learning environment, there has been a need to study the attitudes of college students toward the... More

    pp. 1217-1227

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  9. Limits of PowerPoint’s Power: Enhancing students’ self-efficacy and attitudes but not their behavior

    Joshua E. Susskind

    The effects of accompanying lectures with computer-mediated PowerPoint presentations or PowerPoint generated overheads on students’ self-efficacy, attitudes, course performance, and class-related... More

    pp. 1228-1239

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  10. A practical ontology query expansion algorithm for semantic-aware learning objects retrieval

    Ming-Che Lee, Kun Hua Tsai & Tzone I. Wang

    Following the rapid development of Internet, particularly web page interaction technology, distant e-learning has become increasingly realistic and popular. To solve the problems associated with... More

    pp. 1240-1257

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  11. Using animation to support the teaching of computer game development techniques

    Mark John Taylor, David C. Pountney & M. Baskett

    In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and... More

    pp. 1258-1268

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  12. Exploring the relationship between emotions and the acquisition of computer knowledge

    Robin H. Kay

    Most computer users have to deal with major software upgrades every 6–18 months. Given the pressure of having to adjust so quickly and so often, it is reasonable to assume that users will express... More

    pp. 1269-1283

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  13. Investigating university student preferences and beliefs about learning in the web-based context

    Fang-Ying Yang & Chin-Chung Tsai

    Psychological studies have shown that personal beliefs about learning and environmental preferences affect learning behaviors. However, these learner characteristics have not been widely discussed ... More

    pp. 1284-1303

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  14. ‘Because it’s boring, irrelevant and I don’t like computers’: Why high school girls avoid professionally-oriented ICT subjects

    Neil Anderson, Colin Lankshear, Carolyn Timms & Lyn Courtney

    The current paper details results from the Girls and ICT survey phase of a three year study investigating factors associated with low participation rates by females in education pathways leading to... More

    pp. 1304-1318

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  15. The design and evaluation of a computerized adaptive test on mobile devices

    Evangelos Triantafillou, Elissavet Georgiadou & Anastasios A. Economides

    The use of computerized adaptive testing (CAT) has expanded rapidly over recent years mainly due to the advances in communication and information technology. Availability of advanced mobile... More

    pp. 1319-1330

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  16. Version control in project-based learning

    Ivan Milentijevic, Vladimir Ciric & Oliver Vojinovic

    This paper deals with the development of a generalized model for version control systems application as a support in a range of project-based learning methods. The model is given as UML sequence... More

    pp. 1331-1338

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  17. Virtual reality for collaborative e-learning

    Teresa Monahan, Gavin McArdle & Michela Bertolotto

    In the past, the term e-learning referred to any method of learning that used electronic delivery methods. With the advent of the Internet however, e-learning has evolved and the term is now most... More

    pp. 1339-1353

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  18. Root-metaphors for understanding: A framework for teachers and teacher educators of information and communication technologies

    Brent Kilbourn & Isabel Álvarez

    This paper argues for understanding ICT from the standpoint of philosophical world views. We present a framework, based on Pepper’s root-metaphors (Formism, Contextualism, Mechanism, Organicism,... More

    pp. 1354-1369

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  19. Students’ navigation patterns in the interaction with a mechanics hypermedia program

    Flavia Rezende & Susana de Souza Barros

    This study investigates the interaction of a group of freshmen enrolled in a Pre Service Physics Teacher Training Course with a mechanics hypermedia program. Data were obtained to discuss... More

    pp. 1370-1382

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  20. Use of a simulation game in delivering blended lifelong learning in the construction industry – Opportunities and Challenges

    John Wall & Vian Ahmed

    Continuing professional development (CPD) and life-long learning are vital to both individual and organisational success. For higher education, the intensive resource requirements requisite in the ... More

    pp. 1383-1393

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