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Llamas-Nistal, Martin; Fernandez-Iglesias, Manuel J.; Gonzalez-Tato, Juan; Mikic-Fonte, Fernando A. – Computers & Education, 2013
Existing e-assessment tools may not be a panacea to address all assessment situations, as students might find the traditional pen-and-paper approach to provide their answers more convenient than typing them online. For example, constructed response or essay-based assessments will require the active participation of students and lecturers to…
Descriptors: Foreign Countries, Evaluation Methods, Student Evaluation, Grading
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Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
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Liang, Hai-Ning; Sedig, Kamran – Computers & Education, 2010
Many students find it difficult to engage with mathematical concepts. As a relatively new class of learning tools, visualization tools may be able to promote higher levels of engagement with mathematical concepts. Often, development of new tools may outpace empirical evaluations of the effectiveness of these tools, especially in educational…
Descriptors: Visualization, Mathematical Concepts, Elementary Secondary Education, Mathematics Instruction
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Salajan, Florin D.; Schonwetter, Dieter J.; Cleghorn, Blaine M. – Computers & Education, 2010
This article analyzes the digital native-digital immigrant dichotomy based on the results of a small-scale study conducted at the University of Toronto, Faculty of Dentistry, regarding students' and faculty members' perceptions toward the implementation of digital learning technologies in the curriculum. The first element chosen for measurement…
Descriptors: Dentistry, Educational Technology, Access to Computers, Access to Information
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Garcia Laborda, Jesus; Magal-Royo, Teresa; de Siqueira Rocha, Jose Macario; Alvarez, Miguel Fernandez – Computers & Education, 2010
Although much has been said about ergonomics in interface and in computer tools and interface design, very few articles in major journals have addressed this topic in relation to language testing. This article describes an experiment carried out at the Polytechnic University of Valencia, Spain, in which 27 Media and Communication students provided…
Descriptors: Educational Testing, Language Tests, Foreign Countries, Internet
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Kong, Siu Cheung; Yeung, Yau Yuen; Wu, Xian Qiu – Computers & Education, 2009
In order to facilitate senior primary school students in Hong Kong to engage in learning by observation of the phenomena related to electrical circuits, a design of a specific courseware system, of which the interactive human-machine interface was created with the use of an open-source software called the LabVNC, for conducting online…
Descriptors: Observational Learning, Foreign Countries, Teaching Methods, Elementary School Students
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Kao, Gloria Yi-Ming; Lin, Sunny S. J.; Sun, Chuen-Tsai – Computers & Education, 2008
The authors address the role of computer support for building conceptual self-awareness--that is, enabling students to think outside of concept boundaries in hope of enhancing creative potential. Based on meta-cognition theory, we developed an integrated concept mapping system (ICMSys) to improve users' conceptual self-awareness in addition to…
Descriptors: Concept Mapping, Information Management, Computer Assisted Instruction, Educational Technology
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Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes
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Macfadyen, Leah P.; Dawson, Shane – Computers & Education, 2010
Earlier studies have suggested that higher education institutions could harness the predictive power of Learning Management System (LMS) data to develop reporting tools that identify at-risk students and allow for more timely pedagogical interventions. This paper confirms and extends this proposition by providing data from an international…
Descriptors: Network Analysis, Academic Achievement, At Risk Students, Prediction
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Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation
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Motiwalla, Luvai F. – Computers & Education, 2007
Wireless data communications in form of Short Message Service (SMS) and Wireless Access Protocols (WAP) browsers have gained global popularity, yet, not much has been done to extend the usage of these devices in electronic learning (e-learning). This project explores the extension of e-learning into wireless/handheld (W/H) computing devices with…
Descriptors: Distance Education, Educational Technology, Telecommunications, Computers