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Assessing the Efficacy and Effectiveness of an E-Portfolio Used for Summative Assessment




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Nurturing a Community of Practice through a Collaborative Design of Lesson Plans on a Wiki System




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Teachers for "Smart Classrooms": The Extent of Implementation of an Interactive Whiteboard-based Professional Development Program on Elementary Teachers' Instructional Practices




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Using the Interactive White Board in Teaching and Learning – An Evaluation of the SMART CLASSROOM Pilot Project




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Implementing On-Line Learning and Performance Support Using an EPSS




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Factors that Influence Student E-learning Participation in a UK Higher Education Institution




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Kindergarten Children’s Perceptions of “Anthropomorphic Artifacts” with Adaptive Behavior




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Virtual Representations in 3D Learning Environments




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Evaluating How the Computer-Supported Collaborative Learning Community Fosters Critical Reflective Practices




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A Chaperone: Using Twitter for Professional Guidance, Social Support and Personal Empowerment of Novice Teachers in Online Workshops




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Academic Course Gamification: The Art of Perceived Playfulness




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Recurrent Online Quizzes: Ubiquitous Tools for Promoting Student Presence, Participation and Performance




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Developing a Conceptual Framework for Evaluation of E-Content of Virtual Courses: E-Learning Center of an Iranian University Case Study




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5-7 Year Old Children's Conceptions of Behaving Artifacts and the Influence of Constructing Their Behavior on the Development of Theory of Mind (ToM) and Theory of Artificial Mind (ToAM)

Nowadays, we are surrounded by artifacts that are capable of adaptive behavior, such as electric pots, boiler timers, automatic doors, and robots. The literature concerning human beings’ conceptions of “traditional” artifacts is vast, however, little is known about our conceptions of behaving artifacts, nor of the influence of the interaction with such artifacts on cognitive development, especially among children. Since these artifacts are provided with an artificial “mind,” it is of interest to assess whether and how children develop a Theory of Artificial Mind (ToAM) which is distinct from their Theory of Mind (ToM). The study examined a new theoretical scheme named ToAM (Theory of Artificial Mind) by means of qualitative and quantitative methodology among twenty four 5-7 year old children from central Israel. It also examined the effects of interacting with behaving artifacts (constructing versus observing the robot’s behavior) using the “RoboGan” interface on children’s development of ToAM and their ToM and looked for conceptions that evolve among children while interacting with behaving artifacts which are indicative of the acquisition of ToAM. In the quantitative analysis it was found that the interaction with behaving artifacts, whether as observers or constructors and for both age groups, brought into awareness children’s ToM as well as influenced their ability to understand that robots can behave independently and based on external and environmental conditions. In the qualitative analysis it was found that participating in the intervention influenced the children’s ToAM for both constructors and for the younger observer. Engaging in building the robot’s behavior influenced the children’s ability to explain several of the robots’ behaviors, their understanding of the robot’s script-based behavior and rule-based behavior and the children’s metacognitive development. The theoretical and practical importance of the study is discussed.




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Will a Black Hole Eventually Swallow Earth?” Fifth Graders' Interest in Questions from a Textbook, an Open Educational Resource and Other Students' Questions

Can questions sent to Open-Educational-Resource (OER) websites such as Ask-An-Expert serve as indicators for students’ interest in science? This issue was examined using an online questionnaire which included an equal number of questions about the topics “space” and “nutrition” randomly selected from three different sources: a 5th-grade science textbook, the “Ask-An-Expert” website, and questions collected from other students in the same age group. A sample of 113 5th-graders from two elementary schools were asked to rate their interest level in finding out the answer to these questions without knowledge of their source. Significant differences in students’ interest level were found between questions: textbook questions were ranked lowest for both subjects, and questions from the open-resource were ranked high. This finding suggests that questions sent to an open-resource could be used as an indicator of students’ interest in science. In addition, the high correlation of interests expressed by students from the two schools may point to a potential generalization of the findings. This study contributes by highlighting OER as a new and promising indicator of student interest, which may help bring “student voices” into mainstream science teaching to increase student interest in science.




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ICT Use: Educational Technology and Library and Information Science Students' Perspectives – An Exploratory Studyew Article

This study seeks to explore what factors influence students’ ICT use and web technology competence. The objectives of this study are the following: (a) To what extent do certain elements of Rogers’ (2003) Diffusion of Innovations Theory (DOI) explain students’ ICT use, (b) To what extent do personality characteristics derived from the Big Five approach explain students’ ICT use, and (c) To what extent does motivation explain students’ ICT use. The research was conducted in Israel during the second semester of the academic year 2013-14, and included two groups of participants: a group of Educational Technology students (ET) and a group of Library and Information Science students (LIS). Findings add another dimension to the importance of Rogers’ DOI theory in the fields of Educational Technology and Library and Information Science. Further, findings confirm that personality characteristics as well as motivation affect ICT use. If instructors would like to enhance students’ ICT use, they should be aware of individual differences between students, and they should present to students the advantages and usefulness of ICT, thus increasing their motivation to use ICT, in the hopes that they will become innovators or early adopters.




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The Influence of Social Media on Collaborative Learning in a Cohort Environment

This paper provides an overview of the impact that social media has on the development of collaborative learning within a cohort environment in a doctoral program. The researchers surveyed doctoral students in an education program to determine how social media use has influenced the doctoral students. The study looked at the following areas: a) the ability of social media use to develop a collaborative learning environment, b) access to social media content which supports learning, and c) whether social media use has contributed to the enhancement of the doctoral students’ academic achievement and learning progress. As social media use and on-line learning become more prevalent in education, it is important to continue to understand the impact that social media has on improving students’ ability to achieve their academic goals. This study provides insight on how doctoral students used social media and how social media use has influenced academic development in their cohort environment. In addition, this paper provides a discerning view into the role social media plays when developing a collaborative learning environment in a cohort.




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Yours Virtually: Advanced Mathematics and Physics in the Israeli Virtual High School

Aim/Purpose: The increasingly growing number of virtual high schools around the world has engendered new modes for teaching and learning and a promising area of re-search. While research in this emerging field has mostly taken a comparative lens that highlights differences between traditional modes of teaching and online teaching, research on high school students’ and teachers’ perspectives has remained dearth. Background: This study identifies students’ and teachers’ perceptions of their learning and teaching advanced level mathematics and/or physics in the first Israeli virtual high school (VHS), which was launched five years ago. Methodology: A survey of 41 questions was disseminated to the first graduating cohort of 86 Grade-12 students as well as to 22 VHS teachers. Additional data sources include students’ essays on what it means to be a student in a VHS and field notes from a pedagogical development day. Contribution: The purpose of this study is to highlight the workings of the Israeli VHS and in particular its important building blocks that include a teacher-tutor model, an ongoing gauging of students’ work through a Learning Management System (LMS), and a continual teacher-developer interaction for the purpose of developing cutting-edge, technology-based course content. Findings: Given the unique features of the Israeli VHS, both teachers and students report on feelings of unit pride, motivation, and investment in teaching and learning in the VHS. Recommendations for Practitioners: The Israeli VHS uses a combination of a teacher-tutor format, together with tools for gauging students’ work and ongoing interaction between the teachers and the course content designers. Such a context creates new, fertile ground for technology-based, fully online teaching and learning of school mathematics and physics that may contribute to alleviating the problem of decreasing numbers of learners who are interested in taking advanced-level courses. Recommendation for Researchers: Further exploration of aspects for improvement in the teaching model of the VHS, its design, and its support system and for finding out factors that impact attrition lay down important research trajectories that have not yet been trodden. Impact on Society: Issues of equity and the democratization of learning of advanced STEM subjects are now possible to be seriously considered in a principled manner within the context of the VHS. Future Research: Future research may focus on the affordances, possibilities, and limitations of learning within a VHS to ensure a more robust process that will allow more students to learn advanced mathematics and physics.




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Performance Expectancy, Effort Expectancy, and Facilitating Conditions as Factors Influencing Smart Phones Use for Mobile Learning by Postgraduate Students of the University of Ibadan, Nigeria

Aim/Purpose: This study examines the influence of Performance Expectancy (PE), Effort Expectancy (EE), and Facilitating Conditions (FC) on the use of smart phones for mobile learning by postgraduate students in University of Ibadan, Nigeria. Background: Due to the low level of mobile learning adoption by students in Nigeria, three base constructs of the Unified Theory of Acceptance and Use of Technology (UTAUT) model were used as factors to determine smart phone use for mobile learning by the postgraduate students in the University of Ibadan. Methodology: The study adopted a descriptive survey research design of the correlational type, the two-stage random sampling technique was used to select a sample size of 217 respondents, and a questionnaire was used to collect data. Descriptive statistics (frequency counts, percentages, mean, and standard deviation), test of norm, and inferential statistics (correlation and regression analysis) were used to analyze the data collected. Contribution: The study empirically validated the UTAUT model as a model useful in predicting smart phone use for mobile learning by postgraduate students in developing countries. Findings: The study revealed that a significant number of postgraduate students used their smart phones for mobile learning on a weekly basis. Findings also revealed a moderate level of Performance Expectancy (???? =16.97), Effort Expectancy (???? =12.57) and Facilitating Conditions (???? =15.39) towards the use of smart phones for mobile learning. Results showed a significant positive relationship between all the independent variables and use of smart phones for mobile learning (PE, r=.527*; EE, r=.724*; and FCs, r=.514*). Out of the independent variables, PE was the strongest predictor of smart phone use for mobile learning (β =.189). Recommendations for Practitioners: Librarians in the university library should organize periodic workshops for postgraduate students in order to expose them to the various ways of using their smart phones to access electronic databases. Recommendation for Researchers: There is a need for extensive studies on the factors influencing mobile technologies adoption and use in learning in developing countries. Impact on Society: Nowadays, mobile learning is increasingly being adopted over conventional learning systems due to its numerous benefits. Thus, this study provides an insight into the issues influencing the use of smart phones for mobile learning by postgraduate students from developing countries. Future Research: This study utilized the base constructs of the UTAUT model to determine smart phone use for mobile learning by postgraduate students in a Nigerian university. Subsequent research should focus on other theories to ascertain factors influencing Information Technology adoption and usage by students in developing countries.




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South Africa’s Quest for Smart Cities: Privacy Concerns of Digital Natives of Cape Town, South Africa

Contribution: This study contributes to scientific literature by detailing the impact of specific factors on the privacy concerns of citizens living in an African city Findings: The findings reveal that the more that impersonal data is collected by the Smart City of Cape Town, the lower the privacy concerns of the digital natives. The findings also show that the digital natives have higher privacy concerns when they express a strong need to be aware of the security measure put in place by the city. Recommendations for Practitioners: Practitioners (i.e., policy makers) should ensure that it is a legal requirement to have security measures in place to protect the privacy of the citizens while collecting data within the smart city of Cape Town. These regulations should be made public to appease any apprehensions from its citizens towards smart city implementations. Less personal data should also be collected on the citizens. Recommendation for Researchers: Researchers should further investigate issues related to privacy concerns in the context of African developing countries. Such is the case since the population of these countries might have unique cultural and philosophical perspectives that might influence how they perceive privacy. Impact on Society: Cities are becoming “smarter” and in developing world context like Africa, privacy issues might not have as a strong influence as is the case in the developing world. Future Research: Further qualitative studies should be conducted to better understand issues related to perceived benefits, perceived control, awareness of how data is collected, and level of privacy concerns of digital natives in developing countries.




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Faculty and Student Perceptions of the Importance of Management Skills in the Hospitality Industry

Aim/Purpose: The purpose of this study was to gain an understanding of faculty and student perceptions of the importance of resource, interpersonal, information, systems, and technology management competencies in the hospitality industry Background: The increasing complexity and technological dependency of the diverse hospitality and tourism sector raises the skill requirements needed, and expected, of new hires making education and competency development a strategic priority. Identifying the skills needed for hospitality graduates to succeed in a sector that is continuously being impacted by digitalization and globalization must be a continual process predicated on the desire to meet ever-changing industry needs. This study seeks to update and further explore an investigation started a decade ago that examined the skills and competencies valued by hiring managers in the hospitality industry. Methodology: The Secretary’s Commission on Achieving Necessary Skills (SCANS), comprised of representatives from business, labor, education, and government, developed the framework, of workplace competencies and foundation skills used in this study. This research used a survey methodology for data collection and descriptive and inferential statistical methods during the analyses. The data for this study were collected from faculty, staff, hospitality industry stakeholders, and students of a Department of Hospitality & Tourism Management located at a small eastern Historically Black University (HBU). An electronic survey was sent to169 respondents and a total of 100 completed surveys were received for an overall return rate of 59%. Contribution: This study provides research on a population (first-generation minority college students) that is expanding in numbers in higher education and that the literature, reports as being under-prepared for academic success. This paper is timely and relevant and can be used to inform hospitality educators so that they can best meet the needs of their students and the companies looking to hire skilled graduates. Findings: The findings of this study indicate there is inconsistent agreement among academicians and students regarding the importance of SCANS-specific competencies in hospitality graduates. At the same time, there is no argument that industry skills will be critical in the future of hospitality graduates. Overwhelmingly, participating students and faculty found all of the SCANS competencies important with the highest ranked competencies being interpersonal skills, which, given the importance of teamwork, customer service skills, leadership, and working with cultural diversity in the hospitality industry, was expected. Additionally, participating students indicated their strong agreement that internships are effective at building professional skills. Finally, the hospitality students included in this study who were enrolled in a skill-based curriculum were confident that their program is preparing them with the necessary skills and competencies that they will need for their future careers. Recommendations for Practitioners: Higher education hospitality programs should be exploring the skills valued by industry, teaching faculty, and the students to see if they are being satisfied. Recommendation for Researchers: This research should be expanded to additional institutions across the United States as well as abroad. This particular research protocol is easily replicated and can be duplicated at both minority and majority serving institutions enabling greater comparisons across groups. Impact on Society: Several reports identify gaps in the 21st century skills required for the workplace and the effectiveness of higher education in preparing graduates for the workforce. This study helps to propel this discussion forward with relevant findings and a research methodology that is easily replicable. Future Research: A follow-up study of employers is currently being conducted.




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From an Artificial Neural Network to Teaching

Aim/Purpose: Using Artificial Intelligence with Deep Learning (DL) techniques, which mimic the action of the brain, to improve a student’s grammar learning process. Finding the subject of a sentence using DL, and learning, by way of this computer field, to analyze human learning processes and mistakes. In addition, showing Artificial Intelligence learning processes, with and without a general overview of the problem that it is under examination. Applying the idea of the general perspective that the network gets on the sentences and deriving recommendations from this for teaching processes. Background: We looked for common patterns of computer errors and human grammar mistakes. Also deducing the neural network’s learning process, deriving conclusions, and applying concepts from this process to the process of human learning. Methodology: We used DL technologies and research methods. After analysis, we built models from three types of complex neuronal networks – LSTM, Bi-LSTM, and GRU – with sequence-to-sequence architecture. After this, we combined the sequence-to- sequence architecture model with the attention mechanism that gives a general overview of the input that the network receives. Contribution: The cost of computer applications is cheaper than that of manual human effort, and the availability of a computer program is much greater than that of humans to perform the same task. Thus, using computer applications, we can get many desired examples of mistakes without having to pay humans to perform the same task. Understanding the mistakes of the machine can help us to under-stand the human mistakes, because the human brain is the model of the artificial neural network. This way, we can facilitate the student learning process by teaching students not to make mistakes that we have seen made by the artificial neural network. We hope that with the method we have developed, it will be easier for teachers to discover common mistakes in students’ work before starting to teach them. In addition, we show that a “general explanation” of the issue under study can help the teaching and learning process. Findings: We performed the test case on the Hebrew language. From the mistakes we received from the computerized neuronal networks model we built, we were able to classify common human errors. That is, we were able to find a correspondence between machine mistakes and student mistakes. Recommendations for Practitioners: Use an artificial neural network to discover mistakes, and teach students not to make those mistakes. We recommend that before the teacher begins teaching a new topic, he or she gives a general explanation of the problems this topic deals with, and how to solve them. Recommendations for Researchers: To use machines that simulate the learning processes of the human brain, and study if we can thus learn about human learning processes. Impact on Society: When the computer makes the same mistakes as a human would, it is very easy to learn from those mistakes and improve the study process. The fact that ma-chine and humans make similar mistakes is a valuable insight, especially in the field of education, Since we can generate and analyze computer system errors instead of doing a survey of humans (who make mistakes similar to those of the machine); the teaching process becomes cheaper and more efficient. Future Research: We plan to create an automatic grammar-mistakes maker (for instance, by giving the artificial neural network only a tiny data-set to learn from) and ask the students to correct the errors made. In this way, the students will practice on the material in a focused manner. We plan to apply these techniques to other education subfields and, also, to non-educational fields. As far as we know, this is the first study to go in this direction ‒ instead of looking at organisms and building machines, to look at machines and learn about organisms.




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Fourier Analysis: Creating A “Virtual Laboratory” Using Computer Simulation




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On the Nature of Models: Let us Now Praise Famous Men and Women, from Warren McCulloch to Candace Pert




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Using the Web to Enable Industry-University Collaboration: An Action Research Study of a Course Partnership




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A Contextual Integration of Individual and Organizational Learning Perspectives as Part of IS Analysis




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Using a Virtual Room Platform To Build a Multimedia Distance Learning Environment For The Internet




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An I-Based Taxonomy of Virtual Organisations and the Implications for Effective Management




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The Prediction of Perceived Level of Computer Knowledge: The Role of Participant Characteristics and Aversion toward Computers




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Web-Based Interactions Support for Information Systems




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Operationalizing Context in Context-Aware Artifacts: Benefits and Pitfalls




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A Case Study of Physicians at Work at the University Hospital of Northern Norway




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The Importance of Addressing Accepted Training Needs When Designing Electronic Information Literacy Training




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Navigation Assistance in Virtual Worlds




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Value Creation through IT-supported Knowledge Management? The Utilisation of a Knowledge Management System in a Global Consulting Company




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The Value of User Participation in E-Commerce Systems Development




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The Poverty of Empiricism




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Modular Inference Trees for Expository Reports




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A Systems Approach to Conduct an Effective Literature Review in Support of Information Systems Research




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Towards the Automatic Generation of Virtual Presenter Agents




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The Academic Open Access E-Journal: Platform and Portal




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Good Intuition or Fear and Uncertainty: The Effects of Bias on Information Systems Selection Decisions




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Applying Phenomenology and Hermeneutics in IS Design: A Report on Field Experiences




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Using the ASSIST Short Form for Evaluating an Information Technology Application: Validity and Reliability Issues




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Informing Students Using Virtual Microscopes and Their Impact on Students’ Approach to Learning




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Framework of Problem-Based Research: A Guide for Novice Researchers on the Development of a Research-Worthy Problem




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Measuring IS System Service Quality with SERVQUAL: Users' Perceptions of Relative Importance of the Five SERVPERF Dimensions




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Informing on a Rugged Landscape: Homophily versus Expertise




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Informing Systems as the Transformers of Information Wave into Virtual Civilization and Their Ethics Question

The purpose of this investigation is to define the central contents and issues of the impact of informing systems on the rise and development of Virtual Civilization. The methodology is based on an interdisciplinary big-picture view of the Virtual Civilization’s elements of development and their interdependency. Among the findings are: Virtual Civilization has infrastructural characteristics, a world-wide unlimited, socially constructed work and leisure space in cyberspace, and it can last centuries/millennia - as long as informing systems are operational. Practical implications: The mission of Virtual Civilization is to control the public policy of real civilizations in order to secure the common good in real societies. Social implication: The quest for the common good by virtual society may limit or even replace representative democracy by direct democracy which, while positively solving some problems, may eventually trigger permanent political chaos in real civilizations. Originality: This investigation, by providing an interdisciplinary and civilizational approach at the big-picture level defined the ethics question of the role of informing systems in the development of Virtual Civilization.




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Designing to Inform: Toward Conceptualizing Practitioner Audiences for Socio-technical Artifacts in Design Science Research in the Information Systems Discipline

This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance.