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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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Seo, You-Jin; Woo, Honguk – Computers & Education, 2010
Critical user interface design features of computer-assisted instruction programs in mathematics for students with learning disabilities and corresponding implementation guidelines were identified in this study. Based on the identified features and guidelines, a multimedia computer-assisted instruction program, "Math Explorer", which delivers…
Descriptors: Learning Disabilities, Guidelines, Teaching Methods, Computer Interfaces
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Gonzalez-Barbone, Victor; Anido-Rifon, Luis – Computers & Education, 2010
Shareable Content Object Reference Model (SCORM) was proposed as a standard for sharable learning object packaging, delivering and sequencing. Several years later, Common Cartridge (CC) is proposed as an enhancement of SCORM offering more flexibility and addressing needs not originally envisioned, namely assessment and web 2.0 standards, content…
Descriptors: Educational Policy, Standards, Models, Guidelines
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Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Chih-Kai – Computers & Education, 2010
In a language curriculum, the training of reading ability is one of the most important aspects. Previous studies have shown the importance of assigning proper articles to individual students for training their reading ability; nevertheless, previous experience has also shown the challenges of this issue owing to the complexity of personal factors…
Descriptors: Reading Materials, Reading Ability, High School Students, Expertise
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Andrade, Javier; Ares, Juan; Garcia, Rafael; Rodriguez, Santiago; Seoane, Maria; Suarez, Sonia – Computers & Education, 2008
The current development approaches for e-learning systems fail to explain in a clear and consistent way the pedagogical principles that support them. Moreover, decisions with regard to the structuration of each component proposed by these approaches are mainly taken by the designer/developer. As a result, the ensuing e-learning systems reflect…
Descriptors: Knowledge Management, Educational Principles, Guidelines, Instructional Design
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Jones, Norah; Blackey, Haydn; Fitzgibbon, Karen; Chew, Esyin – Computers & Education, 2010
To understand the student experience on social software, the research aims to explore the disruptive nature and opportunity of social networking for higher education. Taking four universities, the research: (1) identifies the distinction between the students' current usage of social software; (2) reports on the students' experience on…
Descriptors: Electronic Learning, Social Life, Student Experience, Educational Technology