Computers in Education
Papers 4057
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Abstract In e-learning, one of the main difficulties is recommending learning materials that users can complete on time. It becomes more challenging when users can not devote enough time to learn the entire course. In this paper, we describe two approaches to maximize users’ scores for a course while satisfying their time constraints. These approaches recommend successful paths based on the available time and knowledge background of users. We first briefly explain a method that has a similar goa...
Abstract In this study, we explored how elementary school students used multiple information resources in responding to a text-based argumentation task asking them to research a set of online texts in order to state and justify their stance on a controversial health-related issue. Results showed that most students took a stance that was consistent with the majority of the information resources that they read, that they mainly drew on more reliable resources in their written task products, and th...
Abstract This paper aims to contribute to the theoretical framing of Technological Pedagogical Content Knowledge (TPACK) by exploring how a measurement approach can be used to address the need to improve the prescriptive value of the framework. Building on and extending the work described in Saubern, Urbach, Koehler and Phillips (2019), this paper describes the development of an empirically derived qualitative description of increasing proficiency in TPACK Confidence and TPACK Usefulness. Using ...
Abstract Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of exist...
Abstract Game-based learning environments are designed to foster high levels of student engagement and motivation during learning of complex topics. Game-based learning environments allow students freedom to navigate a space to interact with game elements that foster learning, i.e., agency. Agency has been studied in learning, and it has been demonstrated that increased student agency results in greater learning outcomes. However, it is unclear what is the level of agency that is required to dem...
Abstract One of the main challenges for online learners is knowing how to effectively manage their time. Highly autonomous settings, such as Massive Open Online Courses (MOOCs), put additional pressure on learners in this regard. However, little is known about how learners organise their time in terms of sessions or blocks of time across a MOOC. This study examined session behavioural data of 9272 learners in a MOOC and its relation to their engagement, grade and self-report data measuring aspec...
Abstract The move to university can be difficult for students- a transition often characterised by a risk of loneliness and poor mental health. Previous work highlights the important role social media can play in this transition. We report findings from a large-scale survey of 510 first year undergraduates across the UK, identifying factors that predict student loneliness, and exploring their social media use. Higher levels of social capital, induction satisfaction, and sense of community are si...
Abstract Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable teaching. Ninety-nine 4- and 5-year-old children were randomly assigned to one of three conditions: Measure Up!, Super Vision + Measure Up!, or...
Abstract The purpose of this study was to examine the effect of gender and type of multimedia resource on learning outcomes while controlling for the effect of spatial ability. This study also aimed to investigate the differences in learning outcomes between retention and transfer questions. The independent variables for the study were gender and type of multimedia resources (static versus animated), and the covariate was spatial ability. The dependent variables for the first study goal were lea...
Abstract English has been recognized as a means of communication around the globe. However, owing to the lack of realistic English practicing contexts, EFL (English as Foreign Language) students generally have few opportunities to communicate with people in English, not to mention to get feedback from others for making reflections. In this study, a spherical video-based virtual reality (SVVR) environment was developed to situate students in authentic English-speaking contexts; moreover, the peer...
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