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Computers & Education

September 2010 Volume 55, Number 2

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Table of Contents

Number of articles: 43

  1. The effects of modern mathematics computer games on mathematics achievement and class motivation

    Mansureh Kebritchi, Atsusi Hirumi & Haiyan Bai

    This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on... More

    pp. 427-443

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  2. Modeling educational usage of Facebook

    Sacide Güzin Mazman & Yasemin Koçak Usluel

    The purpose of this study is to design a structural model explaining how users could utilize Facebook for educational purposes. In order to shed light on the educational usage of Facebook, in... More

    pp. 444-453

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  3. Internet parenting styles and the impact on Internet use of primary school children

    M. Valcke, S. Bonte, B. De Wever & I. Rots

    Next to available data about actual Internet use of young children at home, most research especially focuses on the threats and opportunities about active Internet usage. Limited empirical research... More

    pp. 454-464

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  4. Virtual Mechatronic/Robotic laboratory – A step further in distance learning

    Veljko Potkonjak, Miomir Vukobratovi, Kosta Jovanovi & Miroslav Medenica

    The implementation of the distance learning and e-learning in technical disciplines (like Mechanical and Electrical Engineering) is still far behind the grown practice in narrative disciplines ... More

    pp. 465-475

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  5. Pedagogical plans as communication oriented objects

    G. Olimpo, R.M. Bottino, J. Earp, M. Ott, F. Pozzi & M. Tavella

    This paper focuses on pedagogical plans intended as objects to support human communication. Its purpose is to describe a structural model for pedagogical plans which can assist both authors and... More

    pp. 476-488

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  6. A comparison of human and computer marking of short free-text student responses

    Philip G. Butcher & Sally E. Jordan

    The computer marking of short-answer free-text responses of around a sentence in length has been found to be at least as good as that of six human markers. The marking accuracy of three separate... More

    pp. 489-499

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  7. Effect of an interactive web-based instruction in the performance of undergraduate anatomy and physiology lab students

    Tamilselvi Gopal, Sherry S. Herron, Richard S. Mohn, Taralynn Hartsell, Jodie M. Jawor & Jacob C. Blickenstaff

    This study provides an understanding of how different interactive technology tools that are integrated into a Website can be used for teaching undergraduate human anatomy and physiology laboratory ... More

    pp. 500-512

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  8. A conceptual framework mapping the application of information search strategies to well and ill-structured problem solving

    Kumar Laxman

    Problem-based learning (PBL) is an instructional approach that is organized around the investigation and resolution of problems. Problems are neither uniform nor similar. Jonassen (1997,... More

    pp. 513-526

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  9. A multi-expert approach for developing testing and diagnostic systems based on the concept-effect model

    Patcharin Panjaburee, Gwo-Jen Hwang, Wannapong Triampo & Bo-Ying Shih

    With the popularization of computer and communication technologies, researchers have attempted to develop computer-assisted testing and diagnostic systems to help students improve their learning... More

    pp. 527-540

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  10. The e-capacity of primary schools: Development of a conceptual model and scale construction from a school improvement perspective

    Ruben Vanderlinde & Johan van Braak

    In the search for factors affecting the use of ICT in educational settings, several authors have presented holistic conceptual frameworks. In this study, we argue that while these models are... More

    pp. 541-553

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  11. e-Learning process management and the e-learning performance: Results of a European empirical study

    Maja Ćukušić, Nikša Alfirević, Andrina Granić & Željko Garača

    The aim of this paper was to design and assess a comprehensive model for managing the e-learning process and to define the relationship between systematic implementation of the model, outcomes of... More

    pp. 554-565

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  12. Using game theory and Competition-based Learning to stimulate student motivation and performance

    Juan C. Burguillo

    This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the... More

    pp. 566-575

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  13. Contextually relevant pedagogical agents: Visual appearance, stereotypes, and first impressions and their impact on learning

    George Veletsianos

    Humans draw on their stereotypic beliefs to make assumptions about others. Even though prior research has shown that individuals respond socially to media, there is little evidence with regards to ... More

    pp. 576-585

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  14. On-line synchronous scientific argumentation learning: Nurturing students' argumentation ability and conceptual change in science context

    Kuan-Hue Yeh & Hsiao-Ching She

    The purpose of this study is to examine the difference in effectiveness between two on-line scientific learning programs – one with an argumentation component and one without an argumentation... More

    pp. 586-602

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  15. Fostering collaborative learning in Second Life: Metaphors and affordances

    Konstantinidis Andreas, Thrasyvoulos Tsiatsos, Theodouli Terzidou & Andreas Pomportsis

    In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for... More

    pp. 603-615

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  16. An integrated decision model for evaluating educational web sites from the fuzzy subjective and objective perspectives

    Tony Cheng-Kui Huang & Chih-Hong Huang

    With advances in information and network technologies, lots of data have been digitized to reveal information for users by the construction of Web sites. Unfortunately, they are both overloading... More

    pp. 616-629

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  17. Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation

    Tsung-Yu Liu & Yu-Ling Chu

    This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning... More

    pp. 630-643

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  18. Instruments to explore blended learning: Modifying a method to analyse online communication for the analysis of face-to-face communication

    Bas A. de Leng, Diana H.J.M. Dolmans, H.(Jeroen) H.L.M. Donkers, Arno M.M. Muijtjens & Cees P.M. van der Vleuten

    In the complex practice of today's blended learning, educators need to be able to evaluate both online and face-to-face communication in order to get the full picture of what is going on in blended... More

    pp. 644-651

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  19. Design exemplars for synchronous e-learning: A design theory approach

    Stefan Hrastinski, Christina Keller & Sven A. Carlsson

    Synchronous e-learning has received much less research attention, as compared with asynchronous e-learning. Practitioners that consider using and designing synchronous e-learning are in urgent need... More

    pp. 652-662

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  20. From participation to dropout: Quantitative participation patterns in online university courses

    Nicolae Nistor & Katrin Neubauer

    The academic e-learning practice has to deal with various participation patterns and types of online learners with different support needs. The online instructors are challenged to recognize these ... More

    pp. 663-672

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