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The myriad of information communication technologies (ICTs) available today has changed the way students choose and use them. Specifically, individuals are increasingly relying on a mix of ICTs for communication to accomplish tasks. Yet, past studies on ICT use has largely assumed that people use a single ICT per task. We attempt to address this gap by focusing on the influence of individual differences on the choice of communication portfolio (a mix of ICTs) to accomplish learning tasks in school-based settings. Specifically, we focus on two dimensions of individual differences: learning styles and individuals’ perceptions. Results suggest that individual differences do have effects on the choice of communication portfolios to accomplish tasks. In particular, we found that students who preferred to learn by hearing tended to choose the complex communication portfolio to accomplish their tasks. Interestingly, our results also indicate that students preferred to use the simple communication portfolio when communication partners were perceived to be unavailable.
Based on self-determination theory, this study proposes an extended information systems continuance theory in the context of teachers’ utilization of e-learning technology in connection with on-site courses. In the proposed model teachers’ extrinsic motivation (i.e. perceived usefulness), confirmation of pre-acceptance expectations and intrinsic motivation are predicted to be influenced by perceived autonomy, perceived competence and perceived relatedness. Even though information systems continuance theory has received quite extensive attention in prior research, this study is among the first to examine the effects of self-determination theory constructs in the context of teachers’ utilization of e-learning technology. The results show that extension of IS-continuance theory with constructs that represent users’ basic psychological needs and intrinsic motivation can be useful for predicting their e-learning continuance intentions.
This study attempts to implement a cooperative reading environment for EFL early reading using a mobile-device-supported computer-assisted reciprocal early English reading (CAREER) system, and to evaluate its effect on the early reading skills and learning behaviors of elementary EFL learners. The design rationale of CAREER is based on the three essential components of effective reading instructions: balanced reading structure, immediate and specific feedback, and reciprocal learning scenario. Analytical results indicate that the CAREER system reduces the problems experienced by students in a conventional cooperative learning environment and effectively helps elementary EFL learners orchestrate their learning while completing individual reading tasks and pursuing group goals. The results also demonstrate that CAREER appears to be able to benefit elementary EFL learners in developing reading skills. In sum, with the support of CAREER, the early reading skills of elementary students are benefited by cooperating with each other.
No school is an island; it is a part of a continuum or a pipeline of institutions which together form an educational pipeline through which groups of students pass. To turn a body of data into useful information for knowledge-based decision-making at any level, data must be collected, organised, analysed and reflected upon. The purpose of this paper is to discuss how schools and other educational institutions can not only collect better data but learn how to transform that data so that the information held within can be effectively shared among all stakeholders. This process will help to ensure that the school and the entire education system provide a more seamless and effective educational pipeline for students, and ultimately improve the quality of education delivered in the country as a whole.
This paper presents the IPS-I-model: a model that describes the process of information problem solving (IPS) in which the Internet (I) is used to search information. The IPS-I-model is based on three studies, in which students in secondary and (post) higher education were asked to solve information problems, while thinking aloud. In-depth analyses of the thinking-aloud protocols revealed that the IPS-process consists of five constituent skills: (a) defining information problem, (b) searching information, (c) scanning information, (d) processing information, and (e) organizing and presenting information. Further, the studies revealed that regulation skills prove to be crucial for the on-going IPS-process. The IPS-I-model depicts the constituent skills, regulation skills, and important conditional skills. The model gives an initial impetus for designing IPS-instruction.
In this paper the influence of the learning context is considered when learning to program. For the purposes of this study, the lectures, study process, previous knowledge or teaching experience and tests comprised the learning context. The article argues that students’ experiences of the learning context have important implications for teaching and learning. Therefore, the solutions that most students work towards in order to solve a problem are an indication of an essential aspect: the learning context. The study attempts to understand the influence that the learning context has on pre- and in-service teachers learning to program. The participants who took a course in Java programming were asked to keep a journal, which indicated their reflections throughout the course. These reflections together with interview transcripts of some participants were used in the analysis. The instructors of the course were also part of this qualitative study. Activity theory was used as a basis for the analysis. It was found that both the problem and the learning context have a profound effect on students’ understanding and performance.
Abstract Our research explores a virtual reality application based on Web camera (Webcam) input-interface. The interface can replace with the mouse to control direction intention of a user by the method of frame difference. We divide a frame into nine grids from Webcam and make use of the background registration to compute the moving object. In order to make this technology apply to 3D virtual reality system, we use the Virtools Dev to build virtual scenes and the Microsoft Visual C++ to build this interface. We also use the MySQL database management system to access users’ data and the displaying data. We implement a number of Building Blocks (BB) to support Virtools Dev for using the database management system and the Webcam input-interface in this composite system. The results of research are expected to the digital content industries such that users can easy to use the input-interface to control browsing the virtual reality. Our system can supply interactive digital content, photographs, and access the questions from the database management system. In addition, the system provides the browsing mold, the question mold, and the course content describing mold with the input-interface. In order to explore the intention of users for using the system, we design the questionnaire based on the technology acceptance model (TAM). In our empirical study, we find that perceived playfulness is positive association with attitude toward using. Interface style is positive association with perceived ease of use.
This study examined business students’ perceptions of four objectives (i.e., Enjoyment, Learning, Motivation, and Career Application) across five teaching technologies (i.e., Projector, PowerPoint, Video, the Internet, and Lecture), business professors’ effective application of technologies, and students’ academic performance. We collected data from 215 students at a regional state university in the USA. We developed Students’ Perceptions of Technology Scale, SPOTS, specifically for the present study, used the most rigorous criteria, and investigated reliability, convergent and discriminant validity, exploratory and confirmatory factor analysis, and measurement invariance of this scale. Mean scores revealed that Video conveyed the highest amount of Enjoyment. PowerPoint provided the highest amount of Learning and Motivation. The Internet provided the highest Career Application for future jobs. Younger students preferred Video, whereas older students favored Lecture. Regression results showed that the use of Video for Learning, Projector and Lecture for Enjoyment, PowerPoint for career and Motivation, and the Internet for Learning contributed to professors’ teaching effectiveness. Students’ high ratings for professors’ effective use of the Lecture method and low expectation for the use of a Projector predicted their self-reported GPA (academic performance). Professors may use a different mix of technologies in the classroom and use them creatively in order to promote the most Learning for students and satisfy students’ Learning needs and objectives.
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