Research Article
Soonri Choi, Hongjoo Ju, Jeein Kim, Jihoon Song
CONT ED TECHNOLOGY, Volume 16, Issue 2, Article No: ep507
ABSTRACT
Computer-supported collaborative learning is an instructional technique to solve complex tasks. One of the key factors to enhance collaboration is increasing the level of interdependence among the collaborators. This study was conducted to examine if the heterogeneous knowledge held by each member promoted by heterogenous instructional sequencings enhances the level of interdependence during collaboration. A quasi-experiment was conducted with college seniors preparing for their careers in a Shinhan University located in Gyeonggi-do, South Korea. The experiment consisted of two phases: one was, where students gained prior knowledge using homogeneous or heterogeneous complex-task sequencing. The other was, where they collaborated with each other using a computer-supported tool. The results showed the statistically significant difference between the two groups in terms of extraneous collective cognitive load, intrinsic motivation, and learning transfer. The collaborative groups of members, which utilized heterogeneous instructional sequencings during the individual learning phase showed relatively lower extraneous collective cognitive load, and higher intrinsic motivation in three consecutive collaborative sessions except for the first. As well as groups of members had higher learning transfer results. Implications and limitations were further discussed on results.
Keywords: collaborative learning, computer-supported collaborative learning, conservation of resource theory, collective cognitive load theory, complex-task instructional sequencings, intrinsic motivation
Research Article
Kate Tzu-Ching Chen
CONT ED TECHNOLOGY, Volume 16, Issue 2, Article No: ep506
ABSTRACT
This study assessed the readiness and perceptions of 215 secondary school teachers in Taiwan regarding distance English as a foreign language (EFL) learning. Data collection encompassed survey questionnaires, which were refined based on a pilot study. The responses underwent analysis using descriptive statistics, one-way ANOVA, and the Pearson correlation coefficient in the most recent iteration of SPSS. In addition, content analysis was conducted on follow-up interviews. The findings indicated a noteworthy degree of readiness among teachers for distance EFL learning, nonetheless the challenges arising from the abrupt transition to distance education during the COVID-19 pandemic. While teachers exhibited confidence in their ability to navigate EFL distance learning, they also accentuated the necessity for specialized training and institutional support to effectively manage its demands. Despite their preference for traditional in-person classes, teachers acknowledged the importance of ongoing support and training to enhance the quality of instruction in digital EFL learning contexts, emphasizing the need for continuous development in this newly developed teaching trend to align with evolving educational landscapes.
Keywords: distance education and online learning, K-12 education, computer-assisted language learning, English teaching
Research Article
Thuy Thi Tang, Thuy Nga Nguyen, Huong Thi Thu Tran
CONT ED TECHNOLOGY, Volume 14, Issue 3, Article No: ep375
ABSTRACT
The purpose of this study is to examine factors that influence teachers’ intentions to use technology in assessments using the technology acceptance model (TAM) as a framework. An online survey was utilized to collect data, and 360 teachers participated in the survey. This study used partial least squares-structural equation modelling (PLS-SEM) to test the hypotheses to verify the effects of variables on teachers’ intention of e-assessment use. The model consists of four constructs: computer self-efficacy (CE), perceived ease of use (PEOU), perceived usefulness (PU), and frequent use of e-assessment tools (FoUAT). The findings revealed a significant influence path from CE to PEOU, FoUAT, and behavior intention. In addition, PEOU is a critical factor that positively impacts both PU and teachers’ behavior intentions. In contrast to our expectation, frequency of use was statistically insignificant and had no impact on teachers’ intention to use (IU) e-assessment tools. The total of these four variables corresponded to 71.4% of the variance of user intention. These results confirm that TAM is an effective model to explain teachers’ technology acceptance to use e-assessment tools for their teaching.
Keywords: computer self-efficacy, e-assessment tools, PLS-SEM, technology acceptance model
Review Article
Sandra Erika Gutiérrez-Núñez, Aixchel Cordero-Hidalgo, Javier Tarango
CONT ED TECHNOLOGY, Volume 14, Issue 3, Article No: ep367
ABSTRACT
This article analyzes the way in which educators and researchers have pronounced themselves for incorporating computer programming in the K-12 curricula (basic and secondary education), recognizing its cognitive benefits in those who practice it, which can be useful in contexts other than computing, by influencing the development of higher order thinking skills and problem solving, both concepts integrated in the so-called computational thinking (CT). The proposal includes the vision of various authors, who conclude that the transfer of cognitive programming skills does not happen correctly given the prevalence of educational interventions designed under the belief that it occurs as an automatic and spontaneous process. The structure of the article is made up of three fundamental aspects: (1) historical account of the definition of knowledge transfer (KT), its main theoretical and classificatory taxonomies; (2) integration of existing definitions on CT and the way in which the formulation of various study plans in different countries has resulted; and (3) the investigation of different challenges and implications present in the CT, as well as recommendations for its improvement, taking as a reference the results of experiments carried out in different academic fields, proposed in order to strengthen both the KT as well as the CT.
Keywords: computational thinking, computer-like thinking, computational-informatics thinking, computational literacy, problem solving, computer science education
Research Article
Aleksey Anisimov, Agnessa Inshakova
CONT ED TECHNOLOGY, Volume 14, Issue 3, Article No: ep365
ABSTRACT
The use of educational computer games in the context of the coronavirus pandemic is becoming increasingly popular in the educational process when studying a variety of disciplines. And if practical steps have been taken in this direction in technical, pedagogical, and some other sciences, then there is a doctrinal and practical gap in the teaching of legal disciplines that needs to be filled. The purpose of the study is to argue the prospects for the use of educational computer games at law faculties, which makes it possible to more effectively assess students’ knowledge, as well as increase their motivation to actively participate in the educational process. In the course of the study, methodology involved the theoretical and practical experience of developing educational computer games in various academic disciplines was summarized, the scientific literature and the existing practice of their use were analyzed, and the possible effect of introducing educational computer games into the educational process at law faculties after the development and implementation of such games in practice, including the first-generation educational computer game developed by the authors, was modeled. The research findings indicate formulation of a doctrinal concept of the use of educational computer games, identifies three of their generations, and shows the features of the development and application of each of them, including the author’s experience in developing a training computer game by right of the first generation. The authors analyzed the technical problems associated with the development of educational computer games and suggested ways to solve them. The authors’ proposals can be used by universities in any country to interact with game design studios to develop educational games.
Keywords: computer, games, education, skills, knowledge
Research Article
Zeinab Azizi, Afsheen Rezai, Ehsan Namaziandost, Shouket Ahmad Tilwani
CONT ED TECHNOLOGY, Volume 14, Issue 2, Article No: ep356
ABSTRACT
E-learning anxiety plays a key role in students’ success in online courses. One of the factors that may affect students’ e-learning anxiety is computer self-efficacy (CSE). However, the role of CSE in high school students’ e-learning anxiety has remained unexplored in the Iranian context. Therefore, the present mixed-methods study purports to explore the role of CSE in Iranian high school students’ e-learning anxiety. To this end, for the quantitative part, 410 female high school students were selected, as well as for the qualitative part, 30 female high school students were selected using a random sampling method. The required data were collected using a computer self-efficacy questionnaire, an anxiety in online classes questionnaire, and semi-structured interviews. The collected data were analyzed through a Pearson correlation analysis, a multiple-regression analysis, and a content analysis. Results revealed a strong negative correlation between the students’ CSE and e-learning anxiety. Further, the findings documented that the factors of CSE (i.e., beginning skills, mainframe skills, and advanced skills) determined the high school students’ e-learning anxiety. Moreover, the complementary qualitative findings yielded four overarching themes: ‘promoted digital literacy’, ‘increased problem-solving’, ‘increased learning satisfaction’, and ‘enhanced self-regulated learning’. Finally, a range of implications is suggested for different stakeholders.
Keywords: computer self-efficacy, e-learning anxiety, content analysis, high school students, online classes
Research Article
Nihan Arslan Namli, Birsel Aybek
CONT ED TECHNOLOGY, Volume 14, Issue 1, Article No: ep341
ABSTRACT
This paper investigated the effect of block-based programming and unplugged coding teaching activities on fifth graders’ computational thinking skills, self-efficacy, and academic performance. The teaching activities were conducted within the scope of the “Problem-Solving and Programming” unit of the Information Technologies and Software (ITS) course. The sample consisted of 82 fifth graders of three public middle schools in the academic year of 2020-2021. Participants were recruited using random sampling. The study adopted an embedded mixed design. The quantitative stage employed a pretest-posttest randomized control group design, while the qualitative staged employed a case study. Quantitative data were collected using the Computational Thinking Self-efficacy Scale (CTSES), the International Informatics and Computational Thinking Activity Task Test (IICTATT), and a Computational Thinking Performance Test (CTPT) developed by the researcher. Qualitative data were collected using a semi-structured interview questionnaire. The quantitative data were analyzed using the Kruskal Wallis H, paired sample t-test, and ANCOVA test on the Statistical Package for Social Sciences (SPSS). The qualitative data were analyzed inductively using MAXQDA. There was no significant difference in CTSES scores between groups. Experimental 2 had higher IICTATT and CTPT scores than Experimental-1 and control groups. The qualitative findings were grouped into seven categories.
Keywords: computational thinking, computerless computer education, block-based programming, programming education, self-efficacy
Review Article
Bjarke Lindsø Andersen, Rasmus Leth Jørnø, Anne-Mette Nortvig
CONT ED TECHNOLOGY, Volume 14, Issue 1, Article No: ep333
ABSTRACT
Background: Adaptive and personalized learning technologies are on the rise in health education. However, to reach the potential of these technological innovations, novel learning designs are necessary, which take new possibilities and constraints into account.
Aim: In this scoping review we answer the question: What characterizes learning designs where adaptive learning technologies have been blended into nursing education?
Methods: Using the terms adaptive learning and nursing education with synonyms in combination, a comprehensive search in five databases were conducted. Initial search identified 340 records. 22 articles were identified as relevant and screened in full text reading and included. Final number of papers included in the review was six.
Conclusion: We conclude that duration, engagement, placement of interaction in time and agency are the most commonly addressed parts of the learning design. We also find that there is a lack of pedagogical justification of the learning designs used.
Keywords: computer-assisted instruction, nursing education, programmed instruction, self-directed learning, adaptive learning
Research Article
Ragad M Tawafak, Ghaliya Alfarsi, Jasiya Jabbar
CONT ED TECHNOLOGY, Volume 13, Issue 3, Article No: ep306
ABSTRACT
With restrictions on face-to-face clinical consultations within the COVID-19 pandemic and the challenges faced by healthcare systems in delivering patient care, alternative information technologies like telemedicine and smartphones play a crucial role. A wide variety of smartphone applications employs high-tech mathematical and programming approaches to enhance computer-assisted communication and learning processes’ pedagogical efficiency. Accordingly, this study’s main objective is to develop a model system that can function as smartphone computer graphics. This paper used the Technology Acceptance Model (TAM) as an m-learning model, and Bresenham’s line algorithm is a calculation system implemented by applications. The study method applies technology to validate the accuracy of the contents’ acceptance method of use. The results reveal significant positive effects of the proposed model on generating reasonable, fast, and accurate solutions for the presented problems and developing a more interactive platform of m-learning.
Keywords: computer graphics, algorithms, COVID-19, TAM
Research Article
Cheng-Jui Tseng, Tzu-Chia Chen
CONT ED TECHNOLOGY, Volume 12, Issue 2, Article No: ep277
ABSTRACT
In response to the impact of the COVID-19 pandemic in 2020, companies around the world have suspended on-site jobs and adopted remote operations. Education and training in some companies are also being carried out through web-based teaching. In addition to bringing new challenges to traditional education and training, web-based teaching platforms also provide a wealth of information sources and application channels for corporate education and training. This study targeted service staff in the service industry as subjects, and incorporated three types of teaching methods into the research design, namely video tutorial, computer-aided teaching and web-based teaching. ANOVA and stepwise regression are then used to analyze the learning motivation, learning attitude and learning performance in an integrated comparison. The results showed that in the service industry, using web-based teaching to conduct employee training for service staff had a substantial impact on improving their learning performance.
Keywords: video tutorial, computer-aided teaching, web-based teaching, learning motivation, learning attitude, learning performance
Research Article
Chin Soon Cheah
CONT ED TECHNOLOGY, Volume 12, Issue 2, Article No: ep272
ABSTRACT
This paper reviews the literature relating to the factors that contribute to the difficulties in learning of computer programming. Programming has been a difficult subject to learn and master even at the early stage of education. It has been a global problem and continues to worsen at the local level. Although, there are many education tools available to complement the teaching and learning of computer programming. The problem persists until present day. Even at the initial stage of computer introduction courses, there were high failure rates and high drop out. One of the rationalism behind this scenario is from the students’ lack of problem solving abilities. However, the problem does not only lie within the students’ level of efficacy. It involves the effective use of teaching and learning material as well. Therefore, the focus of this review is on the factors concerning the students learning method and the effectiveness of the teaching material. Based on plethora of literature review, it is vital that these two aspects need to be consider simultaneously to overcome the difficulties of learning computer programming. A much more comprehensive, effective and universal teaching and learning tools need to be design to address the severity of this problem.
Keywords: computer programming, difficulties in programming, phases of programming, teaching materials
Research Article
Rosemary Ogechi Ohadugha, Emeka Joshua Chukwuemeka, Abdullateef Eyitayo Babatunde
CONT ED TECHNOLOGY, Volume 12, Issue 1, Article No: ep263
ABSTRACT
The study examined the Impact of Peer-Mediated Learning on achievement and motivation in computer science among senior secondary school students in Minna metropolis, Niger state. The study adopted a randomized pre-test, post-test control group design. Two hypotheses were formulated to guide the study. Purposive sampling technique was used to select four (4) Private Secondary Schools from Minna, Metropolis. Eighty (80) Students were drawn from the four Secondary Schools as sample size through stratified random sampling technique. Validated Test Instrument; Basic Computer Skills Acquisition Test (BCSAT) and Questionnaire: Motivated Strategy for Learning Questionnaire (MSLQ) vetted by experts from Computer Science and Educational Technology Departments were used for data collection. The BCSAT was made up of 20 items multiple-choice objective test questions to test students’ cognitive knowledge and 5 practical questions, each comprising steps that tested students’ computer practical skills while MSLQ, a Likert scale with 31 items was used to determine the motivational beliefs of students taught computer skills. ANOVA and Kruskal Wallis H test was used for data analysis and was tested at 0.05 level of significance. The study revealed that there was a statistically significant difference in the mean scores of students taught using Peer-Mediated Learning (PML) than those taught using conventional method. The study further revealed that students’ motivation towards PML were significantly positive when compared to the students taught using conventional method. Based on these findings, the researchers recommended that Secondary Schools should adopt PML for effective teaching and learning of computer skills related concepts in Computer Science.
Keywords: peer-mediated learning, motivation, computer skills
Research Article
Rimma R. Khanmurzina, Elena I. Cherdymova, Tatyana Yu. Guryanova, Rita A. Toriia, Evgenia M. Sukhodolova, Larisa I. Tararina
CONT ED TECHNOLOGY, Volume 11, Issue 1, pp. 11-19
ABSTRACT
The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media - computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students’ lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students gamers note the following skills that they acquire through the games: meeting new people; learning English; improving communication skills; interesting stories; historical moments; military Affairs (weapons, equipment, military battles, etc.); myths and legends of different world cultures. The practical significance lies in the fact that the data obtained in the work can be used in social psychology, age psychology, psychology of work, sociology, as well as for further theoretical development of this issue.
Keywords: students, computer games, gamers, social practices
Research Article
Ahmet Coymak
CONT ED TECHNOLOGY, Volume 10, Issue 1, pp. 94-105
ABSTRACT
There is a growing interest in the use of computer-based learning environments to enhance learning in higher education, but the implications of this on the improvement of metacognition in higher education have yet to be adequately explored. In the current study, 175 students who enrolled in an introductory psychology course were randomly assigned to experimental and control groups (computer-assisted vs. self-managed). In the computer-assisted condition, besides the lecture delivered four hours per week and for three months in total, students took a set of assignments based on evidence-based teaching in a computer-based environment. The control group, however, took these assignments as in-and-out class activities without using a computer environment. An assessment based on Bloom’s taxonomy was utilized to obtain metacognitive and competency scores for both groups. The results of the study showed that the students who completed the structured learning assignments as computer-based, self-learning environment showed better metacognition performance than those in the self-managed group, who did not engage with the online platform, even though there was no significant difference between the groups regarding competence on the course’s learning objectives. The current experiment offers an empirical validation for why instructors should use technology as a self-regulatory tool that enhances students’ metacognitive performance and competence of learning outcomes.
Keywords: Metacognition, University teaching, Self-regulation in learning, Computer-based learning
Research Article
Mustafa Serkan Gunbatar
CONT ED TECHNOLOGY, Volume 9, Issue 4, pp. 354-373
ABSTRACT
This study aimed to determine undergraduate and associate degree students’ computer programming attitude and self-efficacy levels, and compare them according to thinking style, gender, department, weekly study time, and programming experience variables. The study employed the correlational research model. The researcher attempted to reach all associate and undergraduate students who had received the computer programming course at a state university. The computer programming self-efficacy scale, the computer programming attitude scale, and the holistic and analytic thinking in problem-solving scale were used to collect research data. Results suggested that the participants with different thinking styles showed significant differences regarding programming attitude and programming self-efficacy. Programming attitude and thinking style were significant predictors of programming self-efficacy. No difference was observed between genders in terms of the common effect and the partial effect of programming attitude and programming self-efficacy. However; differences were observed between participants from different departments and with different weekly study time. There was also a significant difference between the participants with different programming experience levels in terms of the common effect of programming attitude and self-efficacy, whereas no difference was found in terms of attitude alone.
Keywords: Computer education, Programming self-efficay, Programming attitude, Thinking style, University students
Research Article
Emmanuel Fokides, Aikaterini Mastrokoukou
CONT ED TECHNOLOGY, Volume 9, Issue 2, pp. 154-170
ABSTRACT
The paper presents the results from a study which examined whether tablets together with a mobile application with augmented reality features can help students to better understand the functions of the respiratory and the circulatory system. The target group was 75 sixth-grade primary school students, divided into three groups. The first group was taught conventionally; students studied using a printed handbook. In the second, a constructivist teaching model was used, but the instruction was not technologically enhanced. The third group of students used tablets and an application, and the teaching was based on a slightly modified version of Bybee's 5Es model. All three groups of students worked in pairs, they were taught the same learning material, and the teacher acted as a facilitator of the process. Data were collected by means of a questionnaire and evaluation sheets. Results indicated that students in the third group outperformed students in the other two groups. The results can be attributed to students' enjoyment, motivation, and positive attitude towards the use of tablets as well as to the teaching method. The study's implications are also discussed.
Keywords: Augmented reality, Circulatory system, Mobile applications, Tablet computers
Research Article
Emmanuel Fokides
CONT ED TECHNOLOGY, Volume 8, Issue 1, pp. 56-75
ABSTRACT
The study examines the factors affecting Greek pre-service teachers’ intention to use
computers when they become practicing teachers. Four variables (perceived usefulness,
perceived ease of use, self-efficacy, and attitude toward use) as well as behavioral intention
to use computers were used so as to build a research model that extended the Technology
Acceptance Model (TAM) and structural equation modeling was used for parameter
estimation and model testing. Self-reported data were gathered from 487 pre-service
teachers studying at the Departments of Primary School Education in Greece. Results
revealed a good model fit and of the nine hypotheses formulated, seven were supported.
Overall, the TAM, with the addition of computer self-efficacy beliefs, adequately
represented the relationships among the factors. It also possesses the explanatory power
to predict pre-service teachers’ intention to use computers when they become practicing
teachers since a high percentage (68%) of the variance in behavioral intention to use
computers was explained, while the most influential factors were perceived usefulness and
attitude toward computers. Implications for practice are also discussed.
Keywords: attitudes toward computers, perceived ease of use, pre-srvice teachers, self-efficacy, structural equation modelling, technology acceptance model
Research Article
Sahin Gokcearslan
CONT ED TECHNOLOGY, Volume 8, Issue 1, pp. 40-55
ABSTRACT
Recent mobile learning technologies offer the opportunity for students to take charge of
the learning process both inside and outside the classroom. One of these tools is the tablet
PC (hereafter ‘tablet’). In parallel with increased access to e-content, the role of tablets in
learning has recently begun to be examined. This study aims to reveal the relationship
between the level of acceptance of tablets (TAM) and the level of selfdirected
learning with technology (SDLT) of students and to differentiate these in terms of
gender. A mixed method research design is used in this study. In addition, the qualitative
part of the study aims to determine the reasons students have for using or not using tablets
for supporting learning. The study group consisted of 414 high school students, involved in
the pilot application group of the FATIH project in Turkey. According to the study, a
significant positive relationship was determined between four of the variables of tablet
acceptance and the SDLT level. While the degree of acceptance of tablets was different
according to gender, the SDLT level was not.
Keywords: tablet computers, self-directed learning, secondary education, learning with technology, gender studies
Book Review
Esra Barut
CONT ED TECHNOLOGY, Volume 7, Issue 4, pp. 382-384
ABSTRACT
This book presents the things that should be done in an empirical human-computer interaction (HCI) study in a sequential way. Each step is presented in relation to other steps in the process. The book can help scholars interested in empirical HCI studies in their scientific research. Although the work is quite powerful with respect to the research process, it has limitations in providing theoretical field knowledge. The conversational writing style of the author adds to the comprehensibility of the book. Experiments and discussions are visualized using charts, tables or figures, and therefore, the narrative was materialized to increase retention.
Keywords: human-computer interaction, HCI, ergonomics, computers
Research Article
Isiaka Amosa Gambari, Mudasiru Olalere Yusuf
CONT ED TECHNOLOGY, Volume 7, Issue 4, pp. 352-367
ABSTRACT
This study investigated the effects of computer-assisted jigsaw II cooperative strategy on
physics achievement and retention. The study also determined how moderating variables
of achievement levels as it affects students' performance in physics when Jigsaw II
cooperative learning is used as an instructional strategy. Purposive sampling technique
was used to select two senior secondary school class II (SSSII) physics students from two
intact classes in Minna, Niger State, Nigeria. Eighty students from two intact classes were
assigned into Jigsaw II and Individualized Computer Instruction (ICI) groups. ComputerAssisted
Learning Package (CALP) on physics and Physics Achievement Test (PAT) were
used as treatment and test instruments. Analysis of Covariance and Scheffe’s test were
used for data analysis. Findings indicated that students taught physics using computerassisted
Jigsaw II performed better and retained the physics concepts longer than those
taught using individualized computer instruction. In addition, achievement levels had
significant influence on their performance. Based on the findings, it was recommended
among other that physics teachers should be encouraged use computer-assisted Jigsaw II
cooperative strategy to enhanced students’ performance.
Keywords: Jigsaw II, Computer assisted instruction, Cooperative learning, Achievement levels, Retention, Physics
Research Article
Michael S. Mills
CONT ED TECHNOLOGY, Volume 7, Issue 2, pp. 123-137
ABSTRACT
The purpose of this article is to add to the collective body of research regarding the use of digital books (or eTexts) and their preference by students in higher education. Although there have been many studies in this area, the findings are not necessarily consistent. One reason for this inconsistency is the rapid evolution of e-reading capabilities through recent advances in tablet computing. No empirical studies currently exist to describe the impact of multi-touch interactive eTexts, which are only accessible on these latest tablet computers. The purpose of this study was to determine how graduate pre-service teacher education students perceive the interactivity, engagement, and value of customized course eTexts. Participants in this quasi-experimental study rated the level of interactivity, engagement, and value of three eText formats: page fidelity (Adobe PDF), reflowable text (Kindle ePub), and multi-touch (Apple iBooks). Users of the multi-touch eText reported a significantly more interactive and engaging experience with their text than the other eText users. The experiment also revealed that students overwhelmingly prefer a free, customized open-access text for use in their course, no matter what eText format is used.
Keywords: e-book, Multi-touch, Digital textbook, eText, Tablet computers
Research Article
Yu-Fang Yeh
CONT ED TECHNOLOGY, Volume 7, Issue 2, pp. 111-122
ABSTRACT
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have poor domain knowledge and comprehension difficulty of the learning subject, in complex animation learning. Three interaction approaches were designed and evaluated in an educational animation program teaching a complex subject of data structures. Participants were 70 undergraduate students performed poorly in the experimental course of introductory data structures. They were randomly assigned into one of the three interaction approaches: pure-reason-dialogue, predict-oriented, and reason-predict-combination interactions. Learning effects of these interaction approaches were measured by near-transfer and far-transfer tests as well as learning process surveys including perceived content difficulty, mental effort expenditure, and usefulness of the interaction approach. Findings indicate that the reason-predict-combination interactions approach led to the greatest transfer performance and was rated by students as the most useful interaction approach for understanding the animation content. The findings generally recommend that for weak learners, interactions of reasoning dialogue is effective to develop near-transfer ability at the initial learning phase, whereas when learners’ knowledge grows to be capable of near-transfer task, the predict-oriented interactions become more helpful to gain far-transfer knowledge. Implications for design principles for interactive instructional animations and recommendations for future research are discussed.
Keywords: Human-computer interaction, Instructional animation, Weak learner, Data structures
Research Article
Isiaka A. Gambari, Bimpe E. Gbodi, Eyitao U. Olakanmi, Eneojo N. Abalaka
CONT ED TECHNOLOGY, Volume 7, Issue 1, pp. 25-46
ABSTRACT
The role of computer-assisted instruction in promoting intrinsic and extrinsic motivation among Nigerian secondary school chemistry students was investigated in this study. The study employed two modes of computer-assisted instruction (computer simulation instruction and computer tutorial instructional packages) and two levels of gender (male and female) using pretest-posttest experimental group design. Ninety (45 males and 45 females) senior secondary one (SS1) students from three secondary schools in Minna, Nigeria, made up the sample. The schools were purposively sampled and randomly assigned to experimental and control groups. The Experimental Group I was taught two selected concepts of chemistry using computer simulation instructional package (CSIP), Experimental Group II was exposed to computer tutorial Instructional package (CTIP) while conventional teaching method (CTM) was used for the Control Group. Validated Chemistry Achievement Test (CAT) and Chemistry Motivation Questionnaire (CMQ) with reliability coefficient of 0.89 and 0.94 respectively were used for data collection. Classroom observations as well as interview schedules were also conducted. Data from CAT and CTM were analyzed using One-way ANOVA and Scheffe’s post-hoc test, while the data from the classroom observations and interview schedules were thematically analyzed. The outcome of this study revealed that students taught with CSIP performed better than those in CTIP and CTM groups. The CSIP and CTIP were found also to be gender friendly. Moreover, students taught with CSIP had higher intrinsic and extrinsic motivation than their counterparts in CTIP and CTM respectively. Based on the findings, it was recommended that chemistry teachers should employ computer simulation for improving their students’ performance and motivation in the subject.
Keywords: Computer-assisted instruction, Tutorial, Simulation, Gender, Intrinsic motivation, Extrinsic motivation
Research Article
Kristina N. Higgins, Lindy Crawford, Jacqueline Huscroft-D’Angelo, Mark Horney
CONT ED TECHNOLOGY, Volume 7, Issue 1, pp. 1-24
ABSTRACT
Mathematical reasoning involves comprehending mathematical information and concepts in a logical way and forming conclusions and generalizations based on this comprehension. Computer-based learning has been incorporated into classrooms across the country, and specific aspects of technology need to be studied to determine how programs are influencing student reasoning and learning. This article explores how one aspect of computer-based learning, electronic support tools (ESTs), influences students’ mathematical reasoning over the course of an online supplemental mathematics program, the Math Learning Companion (MLC). Students in Grades 3, 4, and 5 (N = 31) from two private schools participated in MLC, and their reasoning was assessed before and after participating in the program. EST use was measured by using frequency counts for each tool. Results describe students’ tool use and reflect an overall change in their reasoning over the course of the intervention, indicating that students use ESTs as needed to individualize the learning program. Students specifically used ESTs as needed to improve their mathematical reasoning, their correctness of response, and their mathematical explanations of their answers over the course of the intervention.
Keywords: Mathematical reasoning, Computer-based instruction, Electronic support tools, Mathematics education
Research Article
Omer Eren
CONT ED TECHNOLOGY, Volume 6, Issue 4, pp. 281-300
ABSTRACT
The present research examined the use of Web 2.0 tools to improve students’ vocabulary knowledge at the School of Foreign Languages, Gaziantep University. Current studies in literature mostly deal with descriptions of students’ attitudes towards the reasons for the use of web-based platforms. However, integrating usual classroom environment with Web 2.0 tools for specific sub-skills has not been examined much. It is aimed to contribute by investigating the feasibility of those tools as a supplement for vocabulary learning. This is an experimental research supported with semi-structured interviews and field notes. A pre-test and a post-test were administered to an experimental and a control group, and results were analyzed with the independent samples t-test. Following the post-test, semi-structured interviews were conducted with 18 students in the experimental group. The analyses of the test results demonstrated that both groups had gains but the mean of the experimental group was higher, and this difference was statistically significant. Findings suggest that almost all students have positive attitudes towards the educational use of Web 2.0 tools.
Keywords: Web 2.0, Social networking, Learner created content, Vocabulary learning, Computer-assisted language learning
Research Article
Harun Cigdem
CONT ED TECHNOLOGY, Volume 6, Issue 1, pp. 19-37
ABSTRACT
This study focuses on learners’ self-regulation which is one of the essential skills for student achievement in blended courses. Research on learners’ self-regulation skills in blended learning environments has gained popularity in recent years however only a few studies investigating the correlation between self-regulation skills and student achievement in blended learning environments exist. Self-regulation is related to self-efficacy, anxiety, interactivity, satisfaction with and usefulness of the system. Self-regulated learners are more likely to accomplish at online learning. In this study, a total of 267 military vocational college students were taught computer programming during a 15-week-long semester in a blended learning context, which involved using both face to face teaching and online learning through MOODLE over intranet. Participants were the graduates of vocational high schools and the students at the departments of Computer Technologies and Electronics & Communication Technologies and were all male. Liaw and Huang’s Self-Regulation Scale with six subscales was used to collect the data during the last two weeks of instruction. Regression analyses were conducted to analyze the data. The results revealed that self-regulation was affected by perceived anxiety, interactivity in the online learning environment, and perceived self-efficacy. Learners’ academic achievement has been affected only by perceived self-efficacy
Keywords: Blended learning, Computer programming course, Course achievement, Interactivity, Self-regulation, Perceived self-efficacy
Research Article
Murat Pasa Uysal
CONT ED TECHNOLOGY, Volume 5, Issue 3, pp. 198-217
ABSTRACT
The introductory computer programming (CP) course has been taught for three decades in the faculty. Besides pursuing CP technology, one major goal has been enhancing learners’ problem-solving (PS) skills. However, the current situation has implied that this might not be the case. Therefore, a research was conducted to investigate the effects of a web-supported and well-structured PS instructional method on academic achievements and PS perceptions of learners. This was a quasi-experimental study with a posttest-only design that included a control group. While the web-supported and traditional approach was adopted for the control group, the experimental group was treated with the web-supported and well-structured PS method. A cluster random sampling was used and the existing 18 sections were randomly assigned to the study groups. Consequently, 6 faculty members and 433 freshman undergraduate students participated in the study for one semester. The students’ PS perceptions were assessed by the Problem Solving Inventory (PSI) and their CP performances were measured by an academic achievement test. The results indicated a significant difference between the groups in terms of CP achievements. Except for one factor of the PSI, there were also significant differences between the groups in terms of their PS perceptions.
Keywords: Instructional design, Problem-solving, Web-supported instruction, Computer programming
Research Article
Isiaka Amosa Gambari, Victoria Ifeoma Ezenwa, Romanus Chogozie Anyanwu
CONT ED TECHNOLOGY, Volume 5, Issue 2, pp. 110-120
ABSTRACT
The study examined the effects of two modes of computer-assisted instructional package on solid geometry achievement amongst senior secondary school students in Minna, Niger State, Nigeria. Also, the influence of gender on the performance of students exposed to CAI(AT) and CAI(AN) packages were examined. This study adopted a pretest-posttest experimental design with 3 x 2 factorial design and a sample of 120 Senior Secondary class Two (SSII) students (60 male and 60 female). Computer-Assisted Instructional package of two modes; Animation with Text (AT), and Animation with Narration (AN) were employed as treatment instruments and a Solid Geometry Achievement Test (SGAT) was used as test instrument. A trial test was carried out and a reliability co-efficient of 0.78 was obtained using the KR-21. Analysis of Variance (ANOVA) and t-test was used in analysing data collected. The study revealed that, there were significant differences in the post-test mean scores of CAI(AT), CAI(AN) and the control group (F = 11.468, df = 119, p0.05) and CAI(AN) (t=1.455, df = 38, p>0.05). Based on these findings, it was therefore recommended that mathematics teachers should be encouraged to use CAI(AN) for meaningful and effective teaching and learning of mathematics.
Keywords: Computer-assisted instruction, Multimedia-based learning, Animation+Narration, Animation+On-screen text, Solid geometry, Secondary students
Research Article
Mehmet Akif Ocak, Şahin Gökçearslan, Ebru Solmaz
CONT ED TECHNOLOGY, Volume 5, Issue 1, pp. 22-38
ABSTRACT
This study aimed to investigate pre-service teachers’ perceptions on the use of blogs regarding ICT integration in the FATIH project in Turkey. Participants were 174 pre-service teachers continuing their education. Data collection tool was a questionnaire which measured pre-service teachers’ perceptions of the blogs. Questionnaire embodied some sub-categories of blog use such as learning, motivation, active participation, writing skills, group work, and critical thinking. Findings revealed that using blogs in classes affected learning and teaching process. The obtained results also showed that the blogs contributed to the recuperation of writing and critical thinking skills. These results indicated that students found social contributions of the blogs such as sharing information and interacting with peers. Based on the findings of study, appropriate conclusions and implications were addressed within the context of the FATIH project.
Keywords: Blogs, FATIH project, Tablet computers, Technology use in education, Technology integration
Research Article
Yeol Huh, Charles M. Reigeluth, Dabae Lee
CONT ED TECHNOLOGY, Volume 5, Issue 1, pp. 1-21
ABSTRACT
Based on Bandura’s work, the four sources of efficacy shaping were examined in regard to frequency and students’ perception of importance in a computer-mediated, project-based high school classroom. In a context of group work where there was no designated leader, groups’ collective efficacy was examined if it has any relationship with individual’s leadership traits. In addition, the relationship between the existence of group-identified leader and the groups’ collective efficacy as well as the relationship between the collective efficacy and the groups’ performance outcome were examined. The results from survey and interview showed that mastery experience was the most frequent and powerful source of efficacy shaping among the four sources. Moreover, the groups with identified leader showed higher collective efficacy than the groups without leaders, and the groups’ collective efficacy level showed positive correlation with the groups’ performance outcome.
Keywords: Collective efficacy, Leadership traits, Computer-based PBL, Group performance
Research Article
Tor Soderstrom, Lars Hall, Tore Nilsson, Jan Ahlqvist
CONT ED TECHNOLOGY, Volume 3, Issue 4, pp. 293-307
ABSTRACT
This study compares the influence of two learning conditions – a screen-based virtual reality radiology simulator and a conventional PowerPoint slide presentation – that teach radiographic interpretation to dental students working in small collaborative groups. The study focused on how the students communicated and how proficient they became at radiographic interpretation. The sample consisted of 36 participants – 20 women and 16 men – and used a pretest/posttest group design with the participants randomly assigned to either a simulation-training group (SIM) or conventional-training group (CON) with three students in each collaborative group. The proficiency tests administered before and after training assessed interpretations of spatial relations in radiographs using parallax. The training sessions were video-recorded. The results showed that SIM groups exhibited significant development between pretest and posttest results, whereas the CON groups did not. The collaboration in the CON groups involved inclusive peer discussions, thorough interpretations of the images, and extensive use of subject-specific terminology. The SIM group discussions were much more fragmented and included more action proposals based on their actions with the simulator. The different learning conditions produced different results with respect to acquiring understanding of radiographic principles.
Keywords: Educational computer based simulations, Collaborative learning, Health care education, 3D Simulations, Peer communication
Research Article
Ann-Louise Petersen, Leona Bunting
CONT ED TECHNOLOGY, Volume 3, Issue 4, pp. 249-264
ABSTRACT
This article focuses on computing in teaching. It focuses on the differences between a traditional view of teaching and a view where the teacher no longer is the knowledge broker but more of a coordinator or a coach. The empirical examples stem from a research project called “One computer one pupil”, a study of two classes in year three with children aged 9 and two classes in year five with children aged 11 in a Swedish primary school. When the project started the pupils had been using the computers for about 2,5 years. In contrast to the teacher in grade five, the classes in year three had teachers with a great interest in developing ICT. The children became very skilled in using ICT and working with the laptop was very popular. According to the theoretical model of Voogt (2008), features of a “traditional pedagogy”, like prescriptions of the activities, were mixed with elements of an “emerging pedagogy”, where the pupils in collaboration performed their tasks in a creative way. However, some of the classroom work was quite unfocused relative to the goals of the subject. Instead of using the technology to reach the goals of the subject, the technology more or less became a goal in itself. To follow up ten Brummelhuis’ and Kuiper’s (2008) terms technology push and educational pull, we have added the term “technology pull.”
Keywords: Teaching design, Computer use, Technology push, Technology pull, Primary school, One–to-one learning environment.
Research Article
Keith E. Nelson, Aran Barlieb, Kiren Khan, Elisabeth M. Vance Trup, Mikael Heimann, Tomas Tjus, Mary Rudner, Jerker Ronnberg
CONT ED TECHNOLOGY, Volume 3, Issue 3, pp. 184-200
ABSTRACT
How individual differences in information processing affect second language (L2) learning has been unclear in prior research. Adults lacking prior skill in Swedish were pretested for working memory, processing speed, and executive memory capacity. Participants then received 6 computer-based instructional sessions with pictorial animations of Swedish sentences, with a built-in experimental contrast between some lessons at high and some at low rates of presentation. The faster rate carried greater processing demands for the learners. Higher levels of Swedish performance during Instructional sessions were associated with higher working memory levels, as expected from widely-used models of working memory (e.g., Baddeley & Hitch, 1994). In contrast, results at demanding long-term retrieval on a posttest were more complex and revealed several dynamic relationships between processing speed, working memory, and Swedish language learning. Learners with low rather than high working memory showed higher L2 skills at long-term testing when instructional lessons had employed fast animations. This first-time demonstration that prior cognitive profiles strongly influence learners’ progress in second language requires refinements in existing theories. Further, the results hold certain implications for tailoring second language teaching on-line or in other technology-based instruction to learner profiles on abilities in working memory, processing speed, and executive memory
Keywords: Educational technology, Software, Designing learner-sensitive procedures, Computer-assisted learning, Second language acquisition, Dynamic systems
Research Article
Samira M. Bakr
CONT ED TECHNOLOGY, Volume 2, Issue 4, pp. 308-318
ABSTRACT
Appraisal of teacher attitudes towards computers has gained importance following the widespread availability of microcomputers in schools all around the world. This study aims at investigating Egyptian teachers' attitudes towards computers in terms of gender and years of teaching experience. Attitudes of a sample of 118 public school teachers, 53 (45%) male and 65 (55%) female, were assessed using ‘The Attitude Towards Computer Instrument’ (ATCI), developed by Shaft et al (2004), which is a Likert type instrument with three factors of affective, cognitive, and behavioral. The gathered data were analyzed using an analysis of variance (ANOVA). Findings showed that the Egyptian public school teachers' attitudes towards computers are positive. There were no significant differences in terms of gender and teaching experience. Recommendations for further research are provided.
Keywords: Attitudes towards computers, ATCI, Teachers' attitudes, Egyptian teachers, Microcomputers in schools
Research Article
Jyoon Yoon, Lynn Brice
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 250-263
ABSTRACT
This article reports a qualitative study on computer-supported collaborative learning during a multidisciplinary education project on environment. The water project is designed to provide the elementary teacher candidates opportunities to explore issues related to water and find solutions to them through the Internet. As a production of the water project, they created posters and fliers in a photograph application to educate people regarding water issues and discussed how their creations affected people’s awareness of water issues, using a web-discussion tool. The teacher candidates’ reflections revealed that the water project was a meaningful e-learning activity to raise awareness of the global water issues and create an opportunity for them to share their learning, incorporating science and social studies. This water project provided a computer-supported collaborative e-learning model for integrating science and social studies.
Keywords: E-learning, Computer supported learning, Collaborative learning, Integrated education, Science education, Social studies
Research Article
Nkasiobi S. Oguzor
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 188-199
ABSTRACT
The use of computers has become one of the driving forces in the delivery of instruction of today’s vocational education and training (VET) in Nigeria. Though computers have become increasingly accessible resources for educators to use in their teaching activities, most teachers are still unable to integrate it in their teaching and learning processes. Computers are used to improve teaching quality where quality is very expensive to reproduce, or to substitute for the lack of teachers, or schooling opportunities that cannot be made available with conventional teaching methodologies. This paper examines the challenges of integrating ICT into instructional practices in VET and the barriers confronting implementation. Hence, the need for compatible computer education policies, suggestions to integrate ICT into teaching and learning practices are provided to assist the teachers to the use of computers in order to help the students acquire theoretical knowledge, grounded in real practice. It is the contention of this paper that though creating an ICT environment for teaching and learning in Nigeria may seem difficult, it would enhance students’ achievement in vocational education and training.
Keywords: Instructional resources, Computer Usage, Information and communication technology, Vocational education and training
Research Article
Ali Simsek
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 177-187
ABSTRACT
This study examined the relationship between computer anxiety and computer self-efficacy of students and teachers in elementary and secondary schools. The sample included a total of 845 subjects from two private school systems in Turkey. The Oetting’s Computer Anxiety Scale was used to measure computer anxiety whereas the Murphy’s Computer Self-Efficacy Scale was used to measure computer self-efficacy of subjects. The results demonstrated that elementary students were less-anxious than secondary students; males had lower anxiety scores than females; and the difference between anxiety scores of students and teachers was not significant. However, students had higher self-efficacy scores than their teachers; elementary students were more self-efficient than secondary students; and males had higher computer self-efficacy scores than females. The correlation between the variables of computer anxiety and computer self-efficacy was moderate, negative, and significant.
Keywords: Computer anxiety, Computer self-efficacy, Attitudes toward computers, Beliefs about computers, Elementary education, Secondary education
Research Article
Tomas Cerny, Bozena Mannova
CONT ED TECHNOLOGY, Volume 2, Issue 2, pp. 163-173
ABSTRACT
To provide computer scientists with good materials and interesting topics in a class does not necessarily mean that their education is of a high quality, students need to be motivated and evolve skills needed in a real-life employment. Social skills, teamwork, collaboration and competition are valuable aspects they should know in other to become professionals. This paper presents a study with intention to improve education of computer science students in employment-like environments. The study utilizes experience with competitive and collaborative learning in education and Programming Olympiads. Multiple methodological aspects are applied and discussed with regard to students’ evaluation. The results show increased student motivation and interest in the course, which produces larger workload in the class.
Keywords: Competitive learning, Collaborative learning, Pace environment, Computer Science Education
Research Article
Frank W. K. Amenyedzi, Mary N. Lartey, Beloved M. Dzomeku
CONT ED TECHNOLOGY, Volume 2, Issue 2, pp. 151-162
ABSTRACT
This study was conducted to assess the computer and Internet usage as supplementary educational material to enhance quality education; help improve educational management and planning; how students use the computers and internet to facilitate their learning; how teachers in the Tema Senior High Schools use the computers and Internet to teach and guide students. Stratified sampling method was used to select students and teachers. The results showed that a significantly high percentage of respondent teachers (92%) were computer literate and 78% of respondent students also had basic knowledge in computer. However, less than 15% of these teachers used the internet as an innovative way of improving teaching and learning. Over 30% of the teachers used the computer mainly for research work. Less than 40% of student respondents used the computer and the Internet facility for entertainment, whereas less than 25% used it for research and learning. Less than 40% of respondent students used the Internet for e-mail and browsing. It was revealed that Internet and computers have helped students to achieve new things such as finishing assignments, solving problems, learning history of other countries, improving typing skills, and chatting with friends. There is no clear interaction between teachers and students through the use of Internet facilities. The Internet was not used for guidance. Despite the limited use of computers by teachers in their teaching, many agree that the computer has changed the way students learn. One fourth of teachers have received some form of training in the use of computers, with quite minimal training in the pedagogical integration of ICT. It appears that integration of ICT in Ghanaian school systems is a major step in promoting innovation.
Keywords: Computer, Internet, Teaching, Learning, Guidance
Research Article
Alaba O. Agbatogun, Peter A. Ajelabi, Lawunmi M. Oyewusi
CONT ED TECHNOLOGY, Volume 1, Issue 4, pp. 335-347
ABSTRACT
This study was designed to investigate the relative and combined contributions of cognition and emotion on Nigerian undergraduate students’ level of computer frustration in online environments. A total of 1972 (Male=987, Female=985) students randomly selected from the two state-owned universities in Ogun State of Nigeria participated in the study. The data for the study were collected through the use of Students’ Cognition Scale (SCS), Students’ Emotion Scale (SES) and Students’ Computer Frustration Scale (SCFS). Data analysis involved the use of mean and standard deviation as descriptive statistics as well as Pearson Product Moment Correlation and regression analysis as inferential statistics. The research findings revealed that students encountered various frustrating experiences during e-registration, when a combination of the predictor variables (cognition and emotion) significantly accounted for 2.5% to the variance of the students’ level of frustration during e-registration. Meanwhile, cognition was found as the potent contributor of students’ frustration during e-registration. The results of this study further indicated that there was a statistically significant difference in the level of computer frustration among students of different universities. Recommendations were made according to the findings of the study.
Keywords: Cognition, Emotion, Computers frustration, Online registration
Research Article
Hwee Ling Lim
CONT ED TECHNOLOGY, Volume 1, Issue 4, pp. 306-321
ABSTRACT
Sociocultural constructivism assumes that a learner’s capacity for intellectual growth increases with the presence of scaffolding or support during interaction. Moreover, from participating in dialogic interaction, there is appropriation of the knowledge shared and jointly created by learners which could transform individual understandings. Hence, interactions are opportunities for scaffolding and appropriation that affect intellectual development. This paper presents a study of an online course based on constructivist principles and evaluates the extent to which an instructional activity, supported by synchronous communication technology in a virtual environment, fosters collaborative learning. Survey findings on two student groups’ experiences of collaborative learning during online tutorials are presented. The results indicated that scaffolding was available as peers’ efforts in provision and clarification of ideas during tutorial discussions. Also, appropriation of shared knowledge was present as students’ perceptions of own attainment of learning from peer contributions during discussions. The conclusion discusses the effectiveness of the instructional activity in facilitating collaborative learning and offers recommendations for future research.
Keywords: Collaborative learning, Computer-mediated communication, Educational technology, Sociocultural constructivism, Virtual learning environment.
Research Article
Adem Uzun, Aysan Senturk
CONT ED TECHNOLOGY, Volume 1, Issue 3, pp. 196-207
ABSTRACT
Purpose of this study is to compare students’ course achievement and attitudes towards computers in computer literacy course between two course delivery methods: Blended and face-to-face (FTF). Using a pretest-posttest control group experimental design model, participants were assigned to experimental and control groups purposefully in order to achieve group equivalency. The study was conducted during the fall of the 2006-2007 academic year. Participants were 179 students from the Faculty of Education at Uludag University in Turkey. 86 students were taught with the blended mode of delivery, which involved using both FTF and online modes of instruction; 93 students were taught with FTF mode alone. At the beginning of the study, prior knowledge about computer literacy and attitudes towards computers were measured in both groups. At the end of the study, students’ final course scores and attitude scores towards computers were evaluated. Data were analyzed using independent samples t-tests. A statistically significant difference was found between the FTF and blended group (p < 0.05). The analysis showed that the blended group was more successful than the traditional group in terms of both course achievement and attitudes towards computers.
Keywords: Blended learning, Face-to-face instruction, Computer literacy, Attitudes toward computers